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Mission Maps Will Be Getting an Upgrade

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Hey everyone! Quick update on MetalMercs — as you know, I'm working towards the Godot-powered demo, and today I wanted to show off a substantial change to the Mission Map system.

Previously, contracts were simple lines of missions that sometimes let you fail and branch randomly — functional, but kind of artificial. Now, contracts are going to be made of interwoven mission paths that branch, diverge, and sometimes reconnect.

You choose your route through the contract — each path has its own mission types, rewards (like repairs and supplies), and challenges. Fail a mission? That branch goes dead. But if you passed a crossroads earlier, the game rewinds you there to try another path. This does mean of course that now you'll have to complete more missions to finish the contract, wearing down your mechs even more, and so failure is not ideal. But I think this makes failure feel meaningful without being game-ending — and it makes strategic pathing an actual choice.

Also… I’ve have some fun polishing the visuals. Mission paths now sweep into view with a glowing effect, and selecting a mission clamps in with a satisfying sci-fi snap.

Stay tuned for more updates 👀

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POSTEDJul 21, 2025
ARCHIVEDJun 10, 2026