Amazing Seasun Games' free-to-playMecha BREAKmade waves among mecha fans with its recent open beta tests, offering blazing-fast mechanized PVP combat with a diverse assortment of mechs, game modes, and customization options. With a somewhat hero shooter approach to its Strikers, each tightly fulfilling a gameplay niche,Mecha BREAKstands out in the genre thanks to an accessible format that consistently delivers the explosive and destructive mecha fantasy that fans hope to see in a PvP game.
With a July 1 release date around the corner, Game Rant sat down withMecha BREAKexecutive producer Kris Kwok to discuss everything about the game leading up to its launch—and what will come after. Kwok also spoke to the numerous major improvements made to the game thanks tofeedback from the open beta, including unlocking all Strikers right from the get-go.This interview has been edited for brevity and clarity.
How Mecha BREAK Evolved Since Beta
Q:What was some of the most impactful feedback you heard from players during the open beta? Was there anything that really stood out to the team?
A:We definitely received a lot of feedback duringthe last open beta. The key takeaway for us was that players want to jump into the core gameplay right away. They also want access to all the Strikers without having to grind too much. Another thing we noticed was concern that the mod system might impact fair gameplay and balance. We’re actively looking into that.
Q:While some feedback may have focused on changes players wanted, was there any feedback that affirmed things you got right—things players really loved and didn’t want changed?
A:Yes. One thing that stood out was the mech piloting experience. Players responded very positively to the tactile feel of piloting each Striker. That goes all the way back to our very first demo, where we only had two Strikers available. Even then, we received great feedback abouthow good the Strikers felt to play.
From the start, our goal was to create a game that all mech fans would want to play—a game that brought the fantasy of piloting a mech from anime into real, playable experiences. That sense of being a hero, entering the battle as a pilot—that’s something players really loved, and that positive response gave us the confidence to keep building the game over the last four years.
Q:Do you happen to know which Strikers were the most popular during the open beta, and why that might be?
A:There are two ways we measure popularity—one is how often a Striker is shared on social media, and the other is pick rate from our backend data. On social media, Falcon and Panther were the most shared. But in terms of in-game performance, Welkin, Stego, and Tricera had the highest pick rates.
Q:Was there any Striker that received a lot of changes after the beta—maybe one that was particularly powerful or one that wasn’t enjoyed as much?
A:Actually, we made adjustments to almost every Striker after the beta, but we’re very careful with each change. We look at pick rates, win ratios, and performance across different ELO levels. Our goal isn’t to make every Striker invincible—we want each one to excel in its own tactical position. That philosophy guides our approach to balance.
Q:So you’re not just looking at numbers—you’re also thinking about how each Striker feels?
A:Exactly. We really care about the tactile experience. Unlike traditional balancing, we focus on whether the Striker’s design feels right to the player. If you see a heavy Striker, you expect it to move differently than a lightweight one. We’ve made changes to mobility and movement for Falcon and Skyraider with that in mind.
Q:Now that the game’s been in the hands of the public, were there any reactions or in-game behaviors from players that surprised you?
A:Yes. One of the biggest surprises was how creative players werewith mech customization. People recreated their favorite mechs from anime, changed color schemes to match well-known models, and really brought their own personalities into the game.
Pilot customization was another area that impressed us. We’ve seen all kinds of creative uses of our customization tools—players are doing amazing things.
Q:Did the beta help guide your priorities for the launch version of the game?
A:Definitely. We’ve made a lot of changes. Here are a few:
Skippable tutorials – You can skip them and jump straight into gameplay.
No feature gating – We removed restrictions tied to achievements. All functions are now available at launch.
Free Striker access – All 12 Strikers will be available to all players at launch.
Full pilot customization – You can freely change body shape, hair, color, face, and more—at no cost.
Mod changes –We’ve removed mods from 6v6and 3v3 modes to ensure fair gameplay. Mods will only be used in Mashmak mode now.
Q:Those are great changes. Were there also adjustments to specific game modes like 6v6 or Mashmak?
A:Yes, we’ve made major changes across modes.
For Mashmak, even though the map looks the same, we’ve completely reworked the gameplay mechanics. There are now dungeons with independent missions, new bosses, and players receive random mission rewards during gameplay.
For 3v3, we added new gameplay mechanics, too. Now, when you die, you can switch Strikers mid-match. There are also random events that grant resources, which can help you win.
Q:And what about 6v6?
A:For 6v6, we’ve rebalanced the existing five maps and added more. These new maps offer unique gameplay—for example, you’ll fight on the moon with 1/6th gravity, or underwater with new movement and combat dynamics. These changes will offer players totally new experiences.
Q:Mecha BREAK is collaborating with an award-winning composer. What was it like working with Sawano?
A:As a huge mecha fan, I personally love Sawano’s music. It actually took a long time to get in touch—we started outreach two years ago but didn’t get a response for a year. Eventually, we reached out through every connection we had.
At first, he was hesitant. He wasn’t sure a Chinese developer could make ahigh-quality mech game. But once we had a demo and sent him player highlights, he was impressed and agreed to collaborate.
In his song, Sawano incorporated worldbuilding and lore directly into the lyrics. His musical style really captures the combat vibe we were aiming for.
Q:Was his music included in the open beta?
A:Not in full, but a 30-second trailer version of the song is available online now.
Q:Earlier, you mentioned Mashmak is getting dungeons. Can you share more about how they work?
A:Dungeons aren’t fixed locations. While playing Mashmak, you’ll find akeyto open a dungeon. Opening a dungeon reveals your team’s location to others—so it’s a risk-reward decision. Once inside, no other teams can interrupt you.
Each dungeon has a time-limited challenge. Difficulty levels vary, and so do the rewards. If you fail, you still get something—but completing it gives you a big reward. At the highest difficulty, you’ll face bosses.
Q:I loved the boss fights in the beta. Can you talk about any of the new bosses?
A:Yes. One boss we love is Hellcat. It’s a mech mounted on a moving platform with heavy weaponry. The platform itself can separate and reassemble. To win, you have to destroy the platform first, then fight the actual boss in phase two. You can catch a glimpse of it in the new 30-second trailer.
Q: Personally, do you have a favorite Striker?
A:As the producer, every Striker feels like a child to me. I’ve personally reviewed everything—from concept art to modeling, weapon design, and R&D—for each one. I’ve spent hundreds of hours on every Striker, so I can’t pick a favorite.
When I play, I choose based on team comp and tactical needs. I’m very familiar with each one, so I adapt based on what’s needed.
Mecha BREAK’s Upcoming Content and Post-Launch Plans
Q:Shifting gears, can you talk about new content coming at launch that players didn’t see in the beta?
A:We’ll be announcing more new content in the months leading up to launch. But here’s what I can say now: We’re adding new 6v6 maps that bring totally new battlefields. The hangar will have more areas to explore, with interactive elements and hidden easter eggs. We’re also adding two brand-new Strikers at launch.
Q:Designing maps for Mecha BREAK must be very different from a traditional game. What goes into that process?
A:Absolutely. When we design maps, our top priority isn’t just balance—it’s whether the environment is interesting, immersive, and interactive. Maps also help tell lore stories visually. Even though maps don’t “speak,” their environments convey a lot.
The process starts with me personally sketching the first draft. Then it goes to our concept artists and into a whitebox phase. We make sure maps provide the right tactical opportunities—like sniper perches or cover for power-based Strikers.
In mech games, cover is especially important. If we don’t have enough of it, combat just becomes two Strikers blasting at each other with no tactics.
We test each map to see which Strikers perform well on it. Ideally, every map will let a different type of Striker shine—like narrow maps favoring melee units. We want every Striker to have a map where they excel.
Q:What are some of your post-launch plans? What can players look forward to down the road?
A:We’ll update the game every season, roughly every three months. For the first three seasons, we plan to release at least three new Strikers per season, plus new maps and content.
We’re also expanding theMecha BREAKIP with animation and model figures. That part is really exciting for us.
Q:Before we wrap up, is there anything you wish I had asked or anything else you’d like to share?
A:Thank you for the great questions—they really covered everything we hoped to talk about, including some of the new content we’ve just teased. We’re grateful for the opportunity to share.
Q:Any final message for fans?
A:Thank you to all the fans who participated in the past beta. It’s been a long journey, and now we’re finally launching the game. We hope everyone will continue to love and supportMecha BREAK!
[END]