Mechs that look like machines, and shots you can see land
A polish pass on Update 6. The heavy mech has been redrawn as a proper war machine, the scout mech is bigger and easier to spot, and bullets, impacts, wall hits and turret fire all have clearer pixel-art effects.
What's new
- Heavy mech redrawn. Light steel armour plates are bolted onto a dark frame. It has a boxy head with a red visor lens, pistons at the knees, joint caps, vents, a gatling arm, a clamp hand and a hazard-striped missile pod. It no longer looks like a mossy rock creature.
- Heavy mech animation: a longer walking stride, a muzzle burst on every firing frame, and proper wreck poses when it dies.
- Scout mech is taller on screen, with pale steel plates, a full dark outline and a bright cyan eye, so it stands out against the dirt and the effects.
- Bullet tracers are now drawn on the pixel grid: a hard 1-pixel streak with a bright yellow head and an amber tail, instead of a smooth blurred line.
- Every shot shows where it lands: a dust puff on the ground, sparks off walls and mechs, and blood on raiders.
- Walls, doors and other base pieces react when they are hit. They flash white and then red, shake slightly, and throw debris that matches the material: wood splinters, concrete chips with dust, or sparks off metal.
- Turret muzzle flash: the flat orange block is gone. Turrets now fire a proper animated flash with a short burst of light.
How it was made
- The heavy mech started as fresh Higgsfield concept sheets. They set its proportions and parts, and the final frames were placed pixel by pixel on the 64x64 grid, so every plate, joint and visor sits exactly where it should in each frame.
- A new screenshot script sets up small staged fights and freezes the game on the exact frame an effect is on screen. The tracers, wall hits and turret flash could then be checked up close.
- Every automated test was re-run after the changes, along with a full launch of the game.
Screens
Tools used
| Asset Forge + Higgsfield | New concept sheets for the heavy mech in side, front and back views, generated with Nano Banana Pro. |
|---|---|
| Aseprite | Both mechs were finished on their native pixel grid and locked to the game's 32-colour palette. |
| Godot 4.7 | The new tracer, impact, wall-hit and muzzle-flash effects are all GDScript plus one small shader. |
| Claude Code | Built the art finishing passes and the effects in a separate branch. Each round was checked with screenshots before it went in. |
How to try it
- Start the game and take the pistol and rounds from the starter stash (E, or Cross on PS5).
- Fire at anything (left mouse or R2) and watch the pixel tracer and the puff or sparks where the shot lands.
- Build a wall and a turret (B / Triangle). When the raid arrives about 4 minutes in, watch walls flash and throw debris as raiders hit them, and the turret's muzzle flash.
- Head about 55 tiles north-east of the start into the ruins to see the new heavy and scout mechs on patrol.
Known issues
- At normal zoom the heavy mech's rounded shoulders still give it a slightly bulky, brute-like shape. A later art pass can sharpen the silhouette further.
- The scout mech's thin legs can blend into cracked dirt.
- Raider camps and mech zones don't show on the world map yet.
- Combat sounds are wired up but silent until the audio update.
Ironfall dev log · Update 7 of 18 · All updates