Here's all the information players will need to know about to fully understand the Alpha mechanics and how it works, step by step:
BUILD YOUR SQUAD
The first thing you need to do when you play the Alpha y enter the Workshop to set up your squad. You can play skipping this step, but you will play with a random squad without checking their stats, cards and positions beforehand, so it is highly recommended not to do this.
After you enter the Workshop, you can press the reroll button as many times as you like to remake your squad with 3 new Exobots every time, allowing you to look for the set up you like the most.
Then you can also check each Exobot’s details, such as parts, cards, stats, etc. If you like the Exobots you’ve got, you can switch their positions into the lineup of choice. And with this, you’re ready to go!
Squad Configuration window ALPHA Version
Squad Configuration move window ALPHA Version
There are three types of cards: attack, heal and utility. While all three of them share the same basic structure, there may be some elements unique to each type, so here’s the explanation to all elements you can find on them:
Card name: displays the name of the card.
Energy cost: shows how many energy points the card requires to be played.
Effect: this may vary depending on the type of the card. Red symbol reveals it’s an attack type card, and also displays a number with the damage it deals. Green symbol is the same for healing cards, and the number indicates the amount of HP it heals. The blue one is for utility, and it means it causes some sort of special effect that it is further described on the text box. A card may be of more than one type and display two effects of different types.
Text box: Contains a detailed explanation of how the card works and the effect it causes.
Target: It displays a small sign with a helmet or three, meaning if the card affects a single target or all allies or enemies (depending on the card) as area of effect.
Range: Attack cards also displays the range of the attack, this being a number from 1 to 3. This number shows the distance (in enemy positions) the attack can reach for. This means an attack card with range 1 can only reach the enemy on the front line, but it can be used even if your Exobot using it is on your back line. Attacks in area ignore distance and hit all enemies.
Cards are acquired from the Exobot parts.
Attack type card
Heal type card
Utility type card
KEY WORDS FOR EFFECTS
You may find certain key words highlighted in the cards text boxes that hold specific meanings in themselves, so here’s the list to understand them all:
Stun: Causes the Exobot to skip its next turn, being unable to play any card.
Heal: Increases current HP by the specified amount.
Increase distance: Increases the effective distance from enemies by the specified amount.
Reduce distance: Decreases the effective distance from enemies by the specified amount.
Increase stat: Increases the specified stats by the specified amount.
Decrease stat: Decreases the specified stats by the specified amount.
Regeneration: While this status effect is up, the Exobot heals itself passively on each of its turns.
Area attack: Area attacks will reach and strike to all enemies no matter the distance they are at.
Target: The player gets to choose which Exobot will be the target of the card’s effect.
Taunt: An Exobot with this effect active becomes the only possible target for any enemy single target action. This makes enemy single target actions to ignore distance for as long as it lasts.
Reflect: Cancels a card’s effect with single enemy target and immediately plays a copy against the original caster.
Miss chance: Attack type cards hold a certain % of not causing effect.
Unmovable: An Exobot with this effect active cannot be moved from his current position.
Dodge: While this status effect is up, the Exobot has the specified % chance of causing enemy attacks to miss.
Increase range: Increases the weapon range by the specified amount.
Reduce range: Decreases the weapon range by the specified amount.
Vulnerable: The next attack received will be a critical hit.
All Exobots have 5 different stats:
Health Points (HP): determines an Exobot durability in combat. If an Exobot HP is reduced to zero, it will be defeated.
Attack Power (AP): this will cause attack cards to deal more or less damage after being applied to a card’s base damage.
Defense (DEF): determines how much damaged will be reduced from every attack taken by an opponent.
Speed (SPD): determines the order in which each Exobot will be able to take action each turn.
Critical (CRIT): determines the probability an Exobot has to land a critical hit when attacking. Landing a critical hit will cause the attack to deal x1.5 damage.
All stats depends on Exobots parts and pieces. Each part not only grants cards, but also set the stats as each part will boost two stats linked to the original Exobot that part comes from. However, no matter what a part looks like, it may also have two sub routines of gens from different Exobots that boost other stats in a lesser way.
It’s important not to mistake the card’s base damage for the final damage. To calculate the damage dealt when using an attack card, the base damage displayed in said card has the Exobot’s AP applied on it to obtain the damage value, which then will be reduced by the target’s DEF and resulting into the final damage dealt.
Upon beginning a battle, the game will first calculate the turn’s order, based on all fighters SPD. As the round starts, this order will be displayed on top of the screen in the turn bar. Turn’s order is recalculated in every new round as some SPD values may have changed.
Each Exobot has a deck of 6 cards, from which they draw a hand of 3 cards each. They can play their cards during each of their turns, and in order to do this you have to spend as many energy points as the card requires. You can play as many cards as you like as long as you have enough energy points to pay for them, which are displayed in the energy bar.
With every new round, a player charges up 50 energy points, and each Exobot draws a new card from their decks as long as they don’t already have a maximum of 3 cards in hand.
When all cards of a deck have been played an put into the discard pile, they all shuffle back into the deck.
When an enemy or an ally Is destroyed, the ones that were behind them will see their distance reduced. For example, this means that if you destroy the enemy in the middle line, the one in the back line will be now at distance 2 instead of distance 3 regarding your attack cards range.
When you get to Game Over after your squad has been destroyed, a battle report with all your playthrough data will show up, allowing you to check how well you did, and even screenshot it to share it with the community if you think it was a good enough run.