War Tech Fighters
Pick your mech class, load out your cannon and sword, and punch Zatronian ships into scrap across 33 missions of anime-flavored space action. The customization loop is the real draw here, not the story.
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About War Tech Fighters
My first honest impression of War Tech Fighters was that the concept alone almost carries the whole thing. A six-degrees-of-freedom space shooter where your mech can sword-fight enemy War Techs in close quarters, then blow up a frigate with a guided missile on the way out? That's a premise that papers over a lot of sins. The question is how many sins there actually are, and the answer is: enough to matter, but not enough to walk away. You pick from three mech frames at the start: the Hawk (fast, fragile, high damage), the Lynx (balanced, good for newcomers), and the Rhino (a tank that trades agility for punishment absorption). From there, every head, arm, torso, leg, sword, and shield can be swapped out using parts collected from missions and resources earned in the field. Critically, swapping a turret actually changes what your mech looks like mid-flight, so the build system has visual teeth, not just stat columns. Combat cycles between light and heavy ranged attacks, a limited missile supply, shield blocks, and dashes, all governed by a shared energy meter that punishes button-mashing in a mildly interesting way. When you strip an enemy mech's health low enough, you can lock into a melee finisher, and watching your War Tech deliver an uppercut to a spacecraft never really gets old, at least for the first hour or so. The trouble is that the campaign's 33 missions run out of ideas well before they run out of length. Objectives rotate between "destroy the wave," "escort the ship," and "investigate the sector," and the environments offer little visual variety to mask the repetition. Melee duels against rival War Techs, while the most distinctive mechanic on paper, suffer from sluggish input response that makes reading your opponent's moves mostly guesswork. The difficulty also spikes without much warning mid-campaign: enemies that were trivial suddenly shred your health in seconds, and the game's answer is to grind earlier missions for upgrade materials. That grinding loop slows pacing significantly and is the single biggest reason the Steam reviews land in mixed territory. What keeps the score from cratering further is that the base between missions, where you research technologies, manage upgrades, and launch sorties, is genuinely satisfying. It has a faint XCOM-lite feel to it, which is a surprising thing to say about a budget arcade mech game. The survival arenas and special challenge missions also add some replay padding for players who want to optimize their loadout before pushing back into the campaign. There is a New Game Plus mode as well, though community reports flag a UI glitch in the weapons menu that appears when upgrading a save to that mode. No multiplayer exists in any form, so the entire experience is solo. War Tech Fighters is worth the attention of exactly one kind of player: someone who grew up on Gundam and has been quietly furious that no Western studio has properly filled that niche. For that person, this scratches an itch that rarely gets scratched, budget seams and all. For everyone else, the repetition problem is real and the story is pure placeholder fluff. Treat the mech builder as the main game and the campaign as a series of fuel runs to unlock more parts, and the experience holds together. Alex, Scout Team
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Game Info
- Developer
- Drakkar Dev
- Publisher
- Green Man Gaming Publishing
- Release Date
- Jul 25, 2018
