FAQ: M.A.S.S. Builder, A Fully Customizable Mecha Action Game
For the most up-to-date information about the status of our project, check our project updates on Kickstarter!

Why Kickstarter campaign?

The reason we’re using crowdfunding as a source of funding is because it’s a great method for us to secure some funds to further develop our framework into a game that we’d like to play. Since we’re doing that, we would like to invite other people to join us in the game, create something that we’d never thought of to create, and have fun with us, and the best way to do that is to let you guys chip in your support and feedback of the game with us so we can improve it while building.

Last updated: March 12, 2019 10:43

Will there be a console version?

A switch version will be available after the initial PC version has finished its development.

Last updated: March 13, 2019 05:08

Why $32,000?

Back to this question once again. During the past year with all the support from everyone as well as the dev grant we have received, we were able to expand our scope of development and visions of how the game will be. We have already included some of the stretch goals from last time into our core development and will now use this amount to almost double the content planned.

With $32,000 we would be able to finish all planned development including future patches and goals that we have set to fulfill the feedback that we have received throughout the year. For clarity, we broke down the $32,000 for you to see how they goes into each part of our development process.

Last updated: March 13, 2019 05:08

What’s the business model?

M.A.S.S. Builder final product will be sold on steam as a purchase once, no subscription model. We’ll continue updating the game with free contents and patches but we’ll tell you honestly that there might be some DLCs available as well after sales and if there are great demands for the game.

Last updated: March 12, 2019 13:50

Where can I find more information about M.A.S.S. Builder?

For now, we’ve got all existing information available on our Website and social media (Facebook, Twitter) where you are free to send us a private message to talk about things, ask questions, and the likes of those.

Last updated: March 13, 2019 05:08

Regarding the perks that allow us to design content, when are we able to do it?

For those perks, after the development of the alpha/beta finishes, we will contact you through your e-mail and start designing together with you on those perks. This process might take some time so we'll try to do it as soon as possible after we are complete but it should be at least the 2nd quarter of 2019. We'll update you with our builds and designs in our demo before that though so you can get a sense of what's to come and what's to be designed. Maybe faster if we can allocate more resources to that.

Last updated: March 13, 2019 05:08

How do we help you design those perks? How do I send my design in?

You can either sketch us a design or find us a reference image for both of them. If you're into 3D modelling, we'll be more than happy for your model.

For armors, since they don't have status or anything, we'll take the image or model, sketch it out in our designs for our 3D artist to use, and have him create it.

For weapons, we'll have you break it into two parts, melee being the hilt and the edge, ranged being the trigger and the barrel, and launchers being the generator/ammo and the launchpad.

Hilts will state how they are held in stances, edges will be how it damages, triggers tell how the weapons are fired (burst? ammo type? stuffs like that) and barrels tells us how the projectile is activated (shoots double or a bullet at a time? maybe a gatling barrel?), and generators tells us what are shot (energy ball of heat, electric discharge?) while launchpad will tell us how each projectile behaves of firing (small pod of 4 or 8 like missiles or maybe a beam discharge?).

However, we will not accept any designs that we feel might cause copyright issues.

Last updated: March 13, 2019 05:08

Is there going to be shields as melee weapons?

We're discussing whether it'll function as a melee weapon, or just simply another attachment function that we can bind to a button for usage. We do think the latter will work much better in our combat methods but let's see if we can make it really great like we wanted.

Last updated: March 13, 2019 05:08

[DEMO] How to lock on to targets

The button F is the default key to lock onto targets. This will help you to control and combo the Close Combat weapons easier.

Last updated: March 17, 2019 05:01

[DEMO] Can we adjust the difficulty of missions?

As of now, the difficulty of missions have no effect to the mission itself.

Last updated: March 17, 2019 05:01

[DEMO] Why is the second mission boss so hard?

Actually, that is just an Elite tier Quark that we have set its level to be higher than normal. There’ll be a more epic boss fight waiting for you in the actual version of the mission in our complete game.

Last updated: March 17, 2019 05:01

[DEMO] How to lock on our bullet launchers?

Right now, there are currently 3 types of lock-ons. One where you’ll see in the default explosive missiles, they cannot lock-on but will explode in large radius. Another is using the default F key to lock onto a target before firing. Lastly, you can use the aiming mode (hold Right Click) to lock onto multiple targets.

Last updated: March 17, 2019 05:01

[DEMO] The difference between an Energy Shooter and Bullet Shooter?

You reload a magazine with the button R when it prompts for Bullet Shooter. Energy Shooters will slowly regenerate 1 bullet at a time.

Last updated: March 17, 2019 05:01

[DEMO] Why don’t I see my customized weapons when I enter mission?

There’s an array of weapons up in the weapons menu. You need to activate them (pressing the button or press space) before entering into the mission. You can also name them so when you swap to them in missions, you’ll know what you are using!

Last updated: March 17, 2019 05:01


The first three are basic damages for Close Combat Weapons, Bullet Weapons, and Energy Weapons respectively. The other three are special damages that Quarks might have more or less resistance to, accompanied by special effects such as damage over time, slowed down, or lowered defenses for a duration.

Last updated: March 17, 2019 05:01

[DEMO] Can we move decals?

Yes! Decals can be moved through the “Adjust Menu” then pressing your mouse directly onto the armor piece and the Decal will move over there.

Last updated: March 17, 2019 05:01

[DEMO] Why does SteamVR runs whenever I run M.A.S.S. Builder demo?

This is a bug that we are trying to address. If you receive this problem, please tell us about it and your specifications. We might be able to identify the cause and help fix it for everyone.

Last updated: March 17, 2019 05:01

[DEMO] Sometimes, the mouse and camera becomes uncontrollable in gameplay

This is mostly due to resolution problems. If you somehow get the game to play in a non-fullscreen mode, the camera sometimes clip off the client and the camera/mouse stops working.

Last updated: March 17, 2019 05:01

Shipping Updates
For the most up-to-date information about the status of our project, check our project updates on Kickstarter!
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