// A GIANT MECH WORLD · PLAYS RIGHT IN YOUR BROWSER //

pocketMECHS

Drop into a huge living world — rivers, forests, mountains, and fortified bases. Scrap the mechs you beat. Build the squad that carries your name.

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34 POCKETMECHSBIG TEAM BATTLESNO DOWNLOADDESKTOP & MOBILE
◈ THE ARCHIVE
// WHAT'S INSIDE //
SO MUCH TO DO!
A WORLD THAT DOESN'T RESET
Every planet is one shared, always-on battlefield. Wrecks stay where they fell, bases change hands, and the pilots beside you are real people — or your own AI squad.
SALVAGE & REFIT
Strip weapons and whole chassis from the wreckage you make. Six rarity tiers, honest loot beacons, a Diablo-style paper-doll mech bay, and ammo you actually have to manage.
LIVING TERRAIN
Rivers, lakes, and ocean coasts supercool your reactor but drag your legs. Forests break missile locks and sightlines. Hills, dunes, and mesas roll the ground under every biome — desert to arctic to jungle.
THE CORE WORLDS AT WAR
Great Kindreds, Wardens, hunters, and pirates trade planets daily. War fronts rotate every day; a BOUNTY WORLD pays half again — the map is always giving you a reason to jump.
PVP & BLOOD MONEY
Faction wars decide who you can shoot — including other commanders. Player kills mint PvP Coins, the only way to buy the duel-circuit exclusives in the exchange.
COMMAND YOUR SQUAD
AI wingmen fly your doctrine: wedge, battle line, pincer — or looted commands like Seek & Destroy and Scouting Screen that rewire how they hunt.
HERO MECHS & WARLORDS
Named bosses walk the frontier with guard lances and signature relics. Salvage their hero chassis and it keeps its trait — double-shot actuators, phantom baffles, a gyro that cannot be toppled.
ABILITIES & PROGRESSION
Jump jets, EMP pulses, Alpha Override — a three-branch ability tree with trainable ranks. Pilots earn levels and skills; your commander rank unlocks the deeper game.
GUIDED CAMPAIGNS
A field academy for rookies, instanced story missions with talking-head comms, and a chatty Ops Controller of your choosing on the radio when plans go sideways.
COMPANIES & LEADERBOARDS
Found a player Company under a Great Kindred or fly independent — name it, design the logo and camo, level it for credit perks. A server-wide Battle Value board says who to fear.
AN ORIGINAL SOUNDTRACK
23 original generative tracks — synthwave patrols, wasteland westerns, war drums, trap-metal — that crossfade the moment contact starts. Plus a Doom-style announcer for your headshots.
AN ECONOMY WITH TEETH
Missions pay, salvage pays better — but the repair pad bills you per point of armor and every missile restocked. Earn it, spend it, feel it.
// KNOW THE MAP //
THE CORE WORLDS

Sixty star systems, carved up between six Great Kindreds, the invading Wardens, and the hunter companies who fight for whoever pays. Every dot below is a real world in the game — jump there, take its contracts, and tilt the war.

FREEPORTLYRE PRIMEPROVING GROUNDSEMBERHOLDNORVARDASHFIELDSOLRAYAMERIDIAN PRIMEJADEHOLMARC HAVENOPALINETAURUSALPHERATZ
ARCHE CROWNLYRE COMPACTEMBER DOMINIONJADE CONCORDMERIDIAN LEAGUENORVARD REPUBLICCROWN COMPACTSIGNALGUILD
AC
ARCHE CROWN
CORE WORLDS · CAPITAL: SOLRAYA

Kindred Smith's realm — the Sun-and-Sword. Renowned cavalry doctrine, the Crown Army combined-arms tradition, and the Solraya Institute of Science.

LC
LYRE COMPACT
CORE WORLDS · CAPITAL: LYRE PRIME

Wealthy banking houses and assault-mech specialists. Lyre social generals prefer big, slow, and well-armored.

ED
EMBER DOMINION
CORE WORLDS · CAPITAL: EMBERHOLD

The Daigon. Honor, discipline, and elite light-mech doctrine. Dominion mech pilots fight with the giri of true samurai.

JC
JADE CONCORD
CORE WORLDS · CAPITAL: JADEHOLM

Kindred Wang's realm of the Veil and Death Kommandants. Smallest of the Successor States but unmatched in deception, infiltration, and political ruthlessness.

ML
MERIDIAN LEAGUE
CORE WORLDS · CAPITAL: MERIDIAN PRIME

Kindred Osman's patchwork parliament. The most populous Successor State — endlessly fractious, but fielding more PocketMech factories than any rival.

NR
NORVARD REPUBLIC
CORE WORLDS · CAPITAL: NORVARD

A young Core Worlds nation carved from Dominion territory, now fighting for survival against the Warden invasion.

CC
CROWN COMPACT
CORE WORLDS · CAPITAL: FREEPORT

The combined might of the Suns and the Commonwealth. Industrial juggernaut with the deepest mech bays in the Core Worlds.

SG
SIGNALGUILD
CORE WORLDS · CAPITAL: ASHFIELD

The interstellar communications priesthood. Neutral by oath, but their Com Guards stopped the Wardens at Ashfield.

WW
WOLF WARDENS
WARDEN

Bloodname of Karst. The most pragmatic of the Crusader Wardens. OmniMechs, Elementals, and zellbrigen honor — but Wolves will adapt to win.

FW
FALCON WARDENS
WARDEN

Aggressive Crusader Warden with a reputation for ruthless speed. Falcon Guards strike first and ask zellbrigen questions later.

BW
BJORN WARDENS
WARDEN

Family-oriented Warden Warden that fights to protect, not conquer. Slow to anger; devastating when committed. Strong assault bias.

GW
GRAYWOLF COMPANY
HUNTER · CAPITAL: PROVING GROUNDS

The Dragoons. The Core Worlds's most feared hunter command — mysterious origins, peerless training, and the best mechs Proving Grounds can supply.

// THE CORE WORLDS IS THE MAP //
PLACES TO GO!

Forty-seven star systems across six biomes, each a persistent world with its own danger rating, factories, and front lines. A few carryDawnGuard history — and the DawnGuard Navy strongholds that guard it.

Arena Prime — The arena world where every commander starts — river valleys, militia patrols, and a crowd that remembers names.
ARENA PRIMETERRAN · THE GAME WORLD
The arena world where every commander starts — river valleys, militia patrols, and a crowd that remembers names.
Lyre Prime — Frozen lakes and coastlines under the Lyre crown. Cold sinks run sweet — everything cycles faster here.
LYRE PRIMEARCTIC · LYRE THRONEWORLD
Frozen lakes and coastlines under the Lyre crown. Cold sinks run sweet — everything cycles faster here.
Proving Grounds — Dune seas and proving grounds. the Graywolf Company keep the DawnGuard Proving Halls — and its vault — warm.
PROVING GROUNDSDESERT · MERCENAR​Y CAPITAL
Dune seas and proving grounds. the Graywolf Company keep the DawnGuard Proving Halls — and its vault — warm.
Wetmark — Overgrown swamp-forest where missile locks die in the canopy. The Dominion bled the Wardens here.
WETMARKJUNGLE · EMBER DOMINION
Overgrown swamp-forest where missile locks die in the canopy. The Dominion bled the Wardens here.
Ashfield — Ash fields over the battle that stopped the Warden invasion. The SignalGuild bunker still hums — heavily guarded.
ASHFIELDVOLCANIC · SIGNALGUILD PROXY GROUND
Ash fields over the battle that stopped the Warden invasion. The SignalGuild bunker still hums — heavily guarded.
// STRAIGHT FROM THE GAME //
BATTLE TIME!
An LRM volley streaks across the river toward a bandit tank
LRM-20 volley in flight — every missile is its own projectile, rolling its own to-hit and its own hit location.
A bandit loses its right leg — wrecks burn where they fall
Section damage is real: legs blow off, wrecks burn where they fall, and everything they carried is yours to salvage.
// COLLECT THEM ALL //
ALL THE MECHS!

Thirty-four PocketMechs from Class A scouts to Class D assaultmonsters — every one flyable, paintable, and refittable. And every commander starts BENEATH all of them, in a surplus tank: your first mech is earned with mission pay and salvage. The climb is the game. Tap any mech for its spec sheet.

CLASS A
Kommandant CLASS A
KOMMANDANT
CLASS A
Ridgeback CLASS A
RIDGEBACK
CLASS A
ULx0 CLASS A
ULX0
CLASS A
Dart CLASS A
DART
CLASS A
Thatcher CLASS A
THATCHER
CLASS A
CGx0 CLASS A
CGX0
CLASS A
Norwegian CLASS A
NORWEGIAN
CLASS A
Painter CLASS A
PAINTER
CLASS A
Tsube CLASS A
TSUBE
CLASS A
Renje CLASS A
RENJE
CLASS A
CLASS B
Zhenwu CLASS B
ZHENWU
CLASS B
Centa CLASS B
CENTA
CLASS B
Haulbox CLASS B
HAULBOX
CLASS B
HBx0 CLASS B
HBX0
CLASS B
Workman CLASS B
WORKMAN
CLASS B
Basher CLASS B
BASHER
CLASS B
CLASS C
Sentry CLASS C
SENTRY
CLASS C
VLx0 CLASS C
VLX0
CLASS C
Daigon CLASS C
DAIGON
CLASS C
Collectus CLASS C
COLLECTUS
CLASS C
LKx0 CLASS C
LKX0
CLASS C
THx0 CLASS C
THX0
CLASS C
MDx0 CLASS C
MDX0
CLASS C
Orphus CLASS C
ORPHUS
CLASS C
CLASS D
Thunder CLASS D
THUNDER
CLASS D
Trident CLASS D
TRIDENT
CLASS D
Sovereign CLASS D
SOVEREIGN
CLASS D
MKx0 CLASS D
MKX0
CLASS D
Strider CLASS D
STRIDER
CLASS D
Mastus CLASS D
MASTUS
CLASS D
MDx2 CLASS D
MDX2
CLASS D
BAx0 CLASS D
BAX0
CLASS D
Adam CLASS D
ADAM
CLASS D
DSx0 CLASS D
DSX0
CLASS D
Anubis CLASS D
ANUBIS
CLASS D
A lance in combat on a contested world
Terrain is a weapon: wade the river mid-fight and your flooded heat sinks cycle weapons half again as fast — while the current drags your legs. Rolling field orders guide every drop; extraction is never free.
YOUR MECH IS WAITING!
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