
Mechanomaly
A downloadable game for Windows and Linux
Mechanomaly
A 7-day roguelike challenge entry.
By Charles Torris (chien-games) and Paul Torris (ourotorrus), active members of the Fromage Interactive
Objective:
- Reach the extract point.
- Collect clues (blue markers on the map) to help you find the extract point. The yellow area is highlighting where the extract point could be once you collected clues.
Controls:
Left click to move.
Right click to toggle aiming.
Middle mouse button to look around.
Scroll to zoom in / zoom out.
S to scan.
R to reload.
M for the map.
I for upgrades.
You can repair your mech by using the buttons on the dashboard.
We were two, one tech artist and one dev. We've been using AI to code, but all the art is hand drawn.
We developed this project in seven days for the 2026 7DRL Challenge. It draws inspiration from the golden age of traditional roguelikes, with grid-based movement, turn-based combat, and permanent consequences, while adding our own twist: physical inertia. Think : Battletech meets Vector Racer, the Roguelike.
The mission
In the silent, decaying remains of a corrupted civilization, a lone pilot navigates the labyrinth of a world reclaimed by the Mycelial Blight. You are deployed into procedurally generated sectors with a single objective: collect the encrypted data fragments and reach the extraction point. In these ruins, the environment is as dangerous to your high speed navigating machine as the horrors lurking in the dark.
Physics meets peril: the momentum system
Unlike most roguelikes where movement is discrete and static, your mech operates under the rules of inertia and momentum.
- The weight of steel: once your rig gains speed, stopping instantly is impossible.
- Calculated risk: every move requires thinking ahead. Will you have enough braking force to stop before a chasm, or will your momentum carry you into a swarm of enemies?
The lore: a world in decay
The Great Growth did not happen overnight, but it was absolute. You explore a desolated world where a sentient fungus has merged with the cybernetic remains of the old civilization.
- The clues: hidden in the static of abandoned terminals are fragments of coordinates for a way off this planet. You just need to survive long enough to assemble them.
Key features
- Procedural maps
- Momentum-based turn system
- Extraction-focused gameplay
- Roguelike
AI tools were used as coding assistants during development. All graphics and music assets were created by humans.
| Status | Released |
| Platforms | Windows, Linux |
| Authors | Charles Torris, ourotorrus |
| Genre | Strategy, Role Playing |
| Tags | Procedural Generation, Roguelike, Turn-based |
| AI Disclosure | AI Assisted, Code |






Comments
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Really nice turn-based aerial dogfight momentum game and the art is fantastic! :) Feels really solid to play. Well done! :)
EDIT: Forgot to say but I did manage to beat them game after much swerving ;) I'm not sure if the exit is always going to be in the labyrinth part of the map but the escalation of having to navigate these tight corridors after only dodging the odd rock felt pretty epic.
Thanks so much for the comments! Yeah the exit is always in the labyrinth, we tried to build up from easier navigation areas to more difficult areas. I'm really glad you liked it and thanks for playing!
Any chance of a Linux build? Looks great but all I could get through the Wine emulator is the start menu.
I'll make a linux build
Sorry, I'm afraid this was not as straightfoward as I hoped it would be.
I've just uploaded a Linux build but I can't test it myself ! Please let us know how it goes.
Note : it has a few optimisations / visual glitches fixes compared to the jam version, but basically the gameplay is 100% the same.
The linux build is available!
Thank you so much, looks like it works! :)
Really cool game, always love to see a momentum based roguelike. It was really fun zooming around the map, occasionally making huge mistakes and slamming into things. At first I was unsure about the lack of enemy variety, but I think as they are they serve well as a tool to force the player to keep up the speed.
Loved the different map generation elements as well, the holes in the floor were a cool obstacle, and the more tunnel like areas were a nice challenge. When I got to the internal areas though, that challenge began to tip over into frustration, as they were just a little too cramped to really let me do what I wanted (which was go fast). Didn't end up beating the game because of this, unfortunately.
There were some pretty straight forward polish items that might be worth addressing as well.
Overall really cool entry though, as I said earlier, momentum roguelikes are a big favourite of mine.
Thanks mate, for playing & for your pretty usefull review.
I just discover that the genre is called "momentum roguelike" ! If you have references of your favorites, I will be very happy to check out
Attempting playthrough here.
Thanks for the incredibly useful feedback video, highlighting obvious issues, we got tunneled and overlooked quite a few things. I'm adding more details on the page now.
Thanks so much for playing!