STATUS · Reticulating pre-encabulant infra-fluorescent emitters 59.1%
IN DEVELOPMENT

Sector G

Giant mechs wreck a colony city in your browser, seen only through the machine's sensors.

Mechs fight among the trees and towers of a colony, seen from above

Sector G is a multiplayer giant-mech game played in your browser. You pilot an eighteen-meter, five-hundred-ton war machine from its head, walk slowly and heavily through a colony city, and wreck it: towers, domes, power lines, fuel depots, forests, and the other players' mechs.

Sector G is in development, and you can play it now: up to ten players, every weapon, and a city that comes apart around the fight.

The game, features, updates, plans, etc.
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Johnny

The war for Sector G

Two superpowers sent colonists to an Earth-like world and settled its most hospitable region, which they called Sector G. The colonies grew into towns and the towns into a society: residential buildings and terraced farms, fabrication halls and cooling towers, landing sites, comms towers, and the hydrogen depots that fuel it all.

Now the two nations are at war, and the machines that built the colonies have been turned into mechs. The survey scanner became the sensor feed you see through. The demolition laser became a weapon. The cargo lifter became a tractor beam, and the survey drone flies over the battle instead of the building site. The armor was made to sit beside a reactor and shed its heat.

The machines are taking apart what they built.

A destroyed mech lies in pieces between two colony towers

What you see

The view from a mech's head: a cooling tower, a transmission tower, and the colony beyond, with the HUD

Nobody sees the real world. You see what your mech's sensors make of it: a black void rebuilt as glowing lines, colored by what the machine thinks each thing is. Ground is blue fading to violet, structures are gold, trees and vehicles are green, anything fired is red, and mechs burn magenta. Take damage to the head and the picture starts to lie.

You're in the head, fifteen meters up. The head turns slower than your hand, so you move an aim cursor and the view follows it; turn far enough and the legs come around too. Every step is a lurch and a footfall you feel in the camera. Starting takes seconds, and so does stopping.

The HUD is drawn by the same sensor: your mech's damage diagram, a heading tape, radar, target brackets that read MECH · 62% or STRUCT · 40%, the weapon slots, a kill feed, and each player's handle over their mech. Press X and the sensor goes x-ray: buildings turn to glass and you can see what's moving behind them.

What's in place now

Nine weapons, all of them yours

Every mech carries everything. They're slow machines, so each weapon is a key, and choosing one is the mech loading it.

  1. 1fiststhe arm aims, and a ram drives the fist out to what's under the cursor
  2. 2autocannonbursts of tracers out to 400 m, for picking off parts
  3. 3rocketsa dumbfire salvo with splash, best against buildings
  4. 4rail guncharge it, and the slug goes through the building in front of you into the mech behind it
  5. 5cutting laserburns a line across a building until the top comes off; take a tower down onto a street. It does nothing to mechs
  6. 6grenadescook it, see its arc, throw it; it bounces to its fuse, and the blast throws mechs
  7. 7smokea cloud the sensors can't see through, that scatters the laser
  8. 8minesthe mech squats and lays one behind its heels; small, dim, and they chain
  9. 9the dronelaunch it and fly it through its own feed

The drone lifts off your back and you fly it over the streets, thirty meters up, until you call it off or its battery runs out. Hold its sight on a mech and it locks on; fire, and a device flies over that mech and pins it in a tractor beam, walking at a tenth of its pace for twenty seconds or until someone shoots the device down. Its EMP scrambles every sensor in reach. Your mech stands where you left it, and it can still be shot.

Two mechs duel across open ground, a beam between them

A city that comes apart

Buildings break where they're hit. Cut through a tower and the top falls, lands where it lands, and stays there: rubble blocks streets and hurts whatever it falls on. Every client sees the same building fall the same way. A mech crushed under it is a kill for whoever cut it down.

The rest of the colony comes apart too. Trees catch fire, the fire spreads, and it burns any mech standing in it. Cars and fuel tanks go off and set off the ones beside them. Bring down a transmission tower and its power lines come down live, and they bite any mech that touches them.

A mech beside the rubble of a felled building

And then there's the hydrogen depot. Its spheres burst in a chain, reach ninety meters, fell the buildings near them, and throw mechs off their feet.

The hydrogen depot's spheres, a beam crossing in front of them

Damage by part

Every part of a mech has its own health, and a hit lands on the part it touches.

  • Head: the sensor. The picture tears, colors swap and drop to gray, the radar goes, the feed freezes. Lose it and you fight on with a coarse, short-range backup.
  • Torso: the core. Lose it and the mech is destroyed.
  • Arms: weaker punches, and then the arm falls off.
  • Legs: slower walking and turning, then a crawl dragging the dead leg, and with both gone, dragging yourself by your arms.
  • Shoulder guns: slower to aim, and then gone.

A destroyed mech breaks into pieces that fall and stay for the rest of the match, a wreck in the street that you can take cover behind.

Two mechs fight beside a building cut into blocks, under the power lines

The match

  • Deathmatch, free for all, 2 to 10 players: first to the kill limit, or the most kills when time runs out. Set your own limits when you create a game.
  • Quick match: join a game from the list or start one; make it private and send the link. Rematch from the end screen. Drop out, and you have thirty seconds to get back to your own mech.
  • The maps are square colonies, 500 m across for 2 to 4 players and 700 m for 5 to 10. Each one is among the best 24 of a thousand generated at its size, judged for fair spawns, cover, routes and reach.
Mechs fight behind a stand of trees, some of them burnt black

What's coming

  • Balance: the game mechanics still need to be tuned.
  • Settings: mouse sensitivity, invert, key rebinding, and graphics.
  • Sound.
  • Team deathmatch, five against five, in team colors.
  • Chat, to everyone in the game or to your team.
  • Leaderboards, here on this page.
  • More weapons, and modes scored by what you knock down rather than who.
  • Solo: a series of levels against AI mechs that get harder as you go, for when nobody else is around. A sandbox for wrecking a city in peace. Cheat codes.
  • The War for Sector G: the whole of Sector G as one map of 48 zones joined in a lattice, each nation's capital at its far end. Battles are eight against eight in the zones between the nations, each side's base a core inside a shell of structure, guarded by outposts that are its forward spawns. Take a zone and the front moves. Squads of up to five fight together. A campaign ends when a capital falls.
A beam crosses the colony past a spire and its domes

How to play

Sector G runs in a desktop browser with a keyboard and mouse. Log in with your Too Much Stupid account and press Play.

W / S
walk forward and back
A / D
turn the legs
mouse
aim; the head follows
1 – 9
choose a weapon
left mouse
fire (a grenade: hold to cook, release to throw)
X
x-ray
Tab
scoreboard
Esc
menu

In the drone: W / S fly, A / D strafe, the mouse looks, left mouse fires the tractor beam, right mouse the EMP, and 9 brings you back.