
The Year is 2082. You play the role of Bill, a grizzled, and extremely hairy robojockey. It's up to you to take the reigns of Bill's Mekk, with your friend Rusty, to get your revenge against TorxCorp, who's trying to steal your mining claim.
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Delivered as a Steam gift, usually within 3 hours.
Includes 4 items: Mekkablood: Quarry Assault, Mashina, Nova Patria, Holey Ship. Bundle info
The Year is 2082. You take the role of Bill, a grizzled former trucker turned robojockey. In a world where resources are scarce, Bill owns a mining claim for Fluxiam-7, which is used to provide many of the energy needs for the late 21st century. TorxCorp, who owns a nearby Quarry has it's eye on Bill's claim, and has decided to steal Bill's treasured figurines he keeps on the dash of his mekk, and also kidnapped his girlfriend Beth. With the help of Bill's friend Rusty, it's up to you to take the reigns of Bill's mekk and get those figurines back! Also Beth too if it isn't too much of a hassle.

Relive the glory days of the good old days with this first-person mech take on the classic Boomer Shooter gameplay. The in-cockpit view gives the retro 16-bit FPS feel a whole new twist.
Moving around in your sluggish Mekk feels surprisingly smooth, Bill has truly mastered the giant robot’s controls like no other. And his weapons pack a punch! Make Swiss cheese of the enemies with bullets from afar or get up-close and personal with your dual saws.
Bill is a grizzled, and extremely hairy middle-aged man who doesn’t take shit from anyone. Torxcorp is going to get a 2-ton foot, straight up their ass for trying to take what is his.
Discover a secret area in each level to get back your limited edition dash figurines, or even more cockpit trash! Spruce up your cockpit and watch them shake & sway along with the action.
Buy Mekkablood: Quarry Assault in Sri Lanka for Rs. 2,476. Pay in 3 interest-free installments with Koko, no international card needed. It is delivered as a Steam gift to your own Steam account, usually within 3 hours of payment. Genres: Action, Indie.
A stylistically interesting game, it kept me interested to the end. The firefights are intense and when you hit the groove, it's great to immerse yourself in the combat. However, a lot of the game gets in the way of really enjoying it. The levels are very repetitive. Generic sci-fi chrome rooms and halls wears out its welcome very quickly. The most interesting level was an outdoor canyon, if only because it was really the only time we had an environment like that. The weapons are fine and functional, but kinda bland. The shotgun is painful, in that it's almost more of a melee weapon with how short range it is. I never figured out what made the Big Laser special; it just seemed like a worse rocket launcher that used more ammo. And while you do get upgrades/options to each weapon, some of them aren't clear why they're better or different. More clarity with the weapons would make it actually an interesting choice on what to use. There's also not a lot of feedback when you get hurt. There were firefights that ended where I thought I did really well and look down to see I had like 20 health left. I didn't even notice I had gotten hurt, or where from. Additionally, while the cockpit perspective is really stylish and cool, it takes up so much screen real estate that it makes it hard to see. I think there's a way to balance that, but this isn't it right now. And the story is kinda worthless. I didn't even know why I was doing anything until the last level; I'd thought it was just fun revenge, but then we got introduced a wife to save, I guess. Not that it needs a strong story, but for attempting to have clear characters in the pilot and your helper, it feels like a failed effort. Also the weird AI ending just needs to go in the bin. There's a really strong skeleton to this game, and a lot of my critiques are things that could be ironed out in a Mekkablood 2. I hope to see more from them. With additional polish I think they could do something great.
I saw this on reddit and thought the visual concept was really cool! I will say the "mech" aspect feels kind of pointless with how fast you can turn. Mechs should be really slow in my opinion. I still enjoy the game but it might off put some people looking for something more beefy than fast paced.
in a few words: it's not enough. the mech doesn't feel heavy at all (it lands from whatever height without a sound!), the options page is just poor (no 4:3 compat, no way to disable texture filtering, really?), there is NO MINIMAP and the HUD has 3 screens showing the same thing? most weapons lack oomph (and shot decals), the quicksaw button is just a swap key, not a quick melee that returns you to your previous weapon after an attack... there's potential, sure, but for now, you're better off playing doom (hell, i'm wondering if this game wouldn't be better off running on the doom engine)
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TD;DR: A cool vibe and fun classic style boomer shooter that feels like it should cost about 8 dollars. Solid but could use a bit of polish. As long as you don't have a hangup about games that make use of generative tools in assisting the asset dev process, you'll like this if you enjoy boomer shooters. More: The art style, from the first moments I saw the initial trailer, is really striking and unlike any game I’ve seen before, and the use of generative tools has clearly allowed the creator to forge an undiluted vision into the game he wanted to make, and I appreciate that purity of that vision. the vision of a SINGLE creator, undiluted by costly collaboration with an unaffordable team for a broke fledgling solo dev. the art style feels vivid and coherent. I already wanted the game, and finding out it uses generative tools made me want to try it even more to see where the state of the art is with those tools. I also love what the game represents – even NON-rich game developers now have the tools to achieve their visions rather than the other REAL option of just not making their game, or it taking an untenable amount of time, or going into debt to create it. Culture and creation should not exist ONLY for the wealthy. I love that beautiful aesthetics are no longer gatekept behind bigger budgets, years of manual technical skill training, and social butterflies who have the time and fortitude to gather large teams together. The new generative tools on display in the art style bring us one step closer to telepathy – breaking down the barriers between a creator’s vision and our experience of that vision, and this game is one of the first real, striking, strong examples of how cool that can be, creating a game with a unique style I love and have not seen before. If you want a taste of the scrappy, honest, democratized future of video game creation, this is a great place to start. I think this game is really cool and unique and look forward to future games by this developer. After beating this game I’d say this game should be $8.99 but needs a few tweaks to make it a bit more polished. It’s a solid first game, but $15 is a lot for a first game, especially one that still needs a couple of bugs fixed. I maybe would have released it early access for beta testing and feedback for a reduced price like 4 bucks, then once it was solid, move it up to $8.99. For us indies a lot of how we get to higher prices is by slowly building our brand. Chilla’s art games started as free or like $2.99, now they are up to $8 and are more refined and polished with more content to them than the earlier entries. I find the levels a bit and repetitive with little buildup in a level or throughout it… but that’s not a problem with this game, but just a part of the boomer shooter genre that is why it’s not really my thing. this is a perfectly fine boomer shooter with a unique aesthetic. FINAL NOTE: A little about the dumb and weird cancel culture politics around using generative tools: Also as a dev who uses generative tools for concepting and such, I’m excited to see the current state of the art on that, and personally for me learning the dev used generative tools makes me want to buy it even more and moved it up on my steam wishlist. I know that’s not the case for everyone, but I find it all liberating, democratizing, and fascinating. I’m also curious what models they used. I know Pixel Art XL lora is pretty decent but a year old or more now and not sure if there are newer/better models. I think the tools will slowly become normalized, and it almost bothers me Steam requires you to disclose it just because some people have a hang-up. it’s like if you had to disclose if a gay person was on your dev team just because SOME people are “bothered” by it. Nah, it’s silly, and I think it’ll get better. Seeing some of the anti-AI review bombing this game got, I gotta say it IS a little strange that someone who despises generative tools, would buy the clearly-labeled game JUST to write a bad review of it. Seems a little staged and insincere. Going after AAA billion dollar companies using generative tools is more understandable than going after random solo devs with no money just trying to get started. I for one support solo devs and think the game looks cool. Cancel culture is at its BEST, when it is about punching UP, reducing undeserved power and authority, holding the powerful accountable. It is at its WORST when it’s about punching DOWN, witch hunting already marginalized people and trying to cut people down who are just starting out, trying to make a living. I think people lose sight of that sometimes. But anyway, this game is cool and I hope the dev continues making cool stuff. PS for the Dev: I wrote a laundry list of feedback notes and tweaks for the dev that I've put on my gamecrit blog. It's for the dev and would be boring and dull to others, but here it is for the dev's consideration: https://westingtyler.wordpress.com/2025/08/12/mekkablood-feedback/
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Doom + mecha it's an untapped potential that sadly remains untapped. A shame though because the art is fine as heck. The game simply have too many missteps: floaty combat, copy paste rooms, uninterestig enemy, cunfusing level design
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