Playtest Results

Capsule

Factsheet


Developer

Mid Development
based in the Netherlands

Platform

PC, Steam

Genre

Top-Down Shooter, Mechs, Sci-Fi

Release Date

2025


Links

Description

For a two-month period, starting on December fourth, a public playtest for was held for Mech Havoc. During this period, 80 people played the playtest. While they were playing, anonymized data about how they interacted with the playtest was collected. Additionally, they could optionally fill in a feedback form. This was done by 5 players. The provided information in this form could not be traced back to any specific player.

Charts

Equipment stats

e1. Weapon usage

How many times a mission was started with the specified weapon equipped

e2. Vehicle usage

How many times a mission was started using a specific vehicle

Short analysis: The Badger is by far the most used vehicle. Not surprising considering that it’s both the default starting vehicle and the default choice in the equipment selection menu. Additionally, Mech Havoc is mainly marketed using mechs. And the badger is the only starting Mech currently available. It is also possible that some users don’t discover that they can select different vehicles untill later.
Another interesting observation is that the Wojtech is the second most used vehicle. Despite being a fairly late unlock. Potential explanation for this could be that the Wojtech is significantly stronger than other vehicles. Or it could be that the Wojtech is the only mech capable of carrying larger rocket weapons.

e3. Support usage

How many times a mission was started with the specified support item equipped

Short analysis: The player starts out with both the Precision Mortar and MG Turret. Explaining their high usage count. The fact that there is such a significant decrease in usage of other support equipment, indicates that unlocking new support abilities is not a priority for players.
A potential reason for this, is that the player is limited in what they can unlock and unlocking new vehicles/weapons has a higher priority. Whether this is true should be further investigated.

e4. Unlock groups

The tech-tree is split in 3 subtrees. How many items were unlocked in each specified subtree

Short analysis: There is no clear bias to any specific subree. With only a 7% difference between the most and least unlocked subtrees. Unlock counts also align with design choices. The subtree, designed to be approachable for new users, is also the most unlocked.

Mission stats

m1. Missions Unlocked

Amount of times a player has completed a mission at least once

m2. Win/Loss Ratio

How many missions were successfully finished vs how many failed