Independent fan review · unofficial

MechCom 2 — 3D RTS Assemble Four guns, four sets of legs, sixteen mechs, one sandpit, and a computer that doesn't play fair.

You start every map with a few hundred credits, a supply cap of twenty, and a grid of empty plots marked with an X. The whole game is deciding what goes on those plots before the red units come over the ridge. They come earlier than you'd like.

Android 6.0+ · no ads · no in-app purchases · works offline · €0 with a Play Pass subscription

Early base on orange sand: a Refinery, a Factory and an Armory on grey plots, four more plots still empty with an X, credits at $225 and supply at 6 of 20 in the black HUD bar.
A mid-game fight: red enemy units breaking into a base while teal player mechs with yellow three-segment health bars return fire, one building already a fireball, credits at $435 and supply at 32 of 50.
4 × 4 16 MECHS
Installs
50,000+
Age rating
PEGI 7Mild violence
Price
€2.19one-off · no IAP
Last update
10 Oct 2025v1.20 · released 6 Apr 2016

The loop

Two hundred credits,
twenty supply,
no tutorial.

A match is short. One reviewer's income curve turns at minute three or four, and the AI's first wave isn't far behind. This is what those minutes are made of, and where they go wrong.

  1. Refinery first

    Put something on the X.

    Your base is a cluster of grey plots, each stamped with an X. Tap one, and the Buildings panel opens: Refinery for $200, Factory $150, Depot $100, Armory $150. Anything you can't afford is priced in red. At $225 you can afford one of the big four and the change, and the Refinery is the only one that makes the number go up, so it goes down first every single time.

  2. Unlock the labs

    Climb the tree, one lab at a time.

    The Factory is the trunk. Under it hang the Tracks Lab and Cannon Lab ($200 each), and under those the Air Factory and Laser Lab ($300), Mech Lab and Rocket Lab ($250). The Armory branches off on its own with the Auto Turret ($100). Every lab is a plot you're not using for income, and there are only so many plots, so the tree is really a budget.

  3. Constructor

    Bolt a gun to a chassis.

    Open the Constructor and pick one of Gatling, Cannon, Rocket, Laser across the top, one of Wheels, Tracks, Aircraft, Bipedal along the bottom. A Gatling on Wheels is $50 and costs 2 supply; the stats panel says Damage 5, Armor 50, Speed 22, ten seconds to build. Queue three, watch the yellow bar under the first thumbnail fill, and out they roll, leaving little tyre tracks in the sand. That detail matters more than it should.

  4. Then the red ones

    Hold on, or restart.

    Around the time your supply reads 20/40, red units appear on the minimap and drive straight at your base, because the AI already knows where it is. If your mix has no answer to whatever it sent (aircraft, mostly), one of your buildings turns into a fireball and the rest follow. There's no "retry from here". You tap the pause button, and you go again with a better opening.

The one idea

Weapon × chassis.
That's the whole game.

MechCom 2 doesn't have a roster. It has four weapons, four ways of moving, and a multiplication sign. Every unit you'll ever field is one of those sixteen combinations, and the labs exist only to unlock more of the grid.

The interesting bit is that the two halves argue with each other. Wheels are cheap and quick and die if something looks at them. Bipedal mechs take a hit but crawl. Aircraft go over the rock walls that hem in every map, which is also exactly what the AI uses against you, and if you haven't built the lab that lets you shoot up, you can only watch. The Constructor shows you Damage, Targets, Armor, Speed, Supply and Time for each combination, and that little table is the closest thing the game has to a tutorial.

"If you liked Mechcom 1, you'll love Mechcom 2: because the Devs EXpanded: new map types, minerals deposit sites # of, & build-able slots avail, new buildings types, a new unit type & weapon & added intuitive new options, customizable troop types, allowing expanded strategies of play & levels of difficulty. Its never the same game twice."

Fred Merritt 10 March 2026 · Google Play
Constructora 20-second toy, not the game
Weapon
Damage:5 Targets:Any Armor:50 Speed:22 Supply:2 Time:10 Real numbers from the store screenshot.
Chassis
$2250/20

Gatling on Wheels. Fifty credits, ten seconds, gone in one volley. Build six anyway.

RefineryEconomy$200
FactoryProduction$150
ArmoryUpgrades$150
Cannon LabWeapon lab$200
Air FactoryChassis lab$300
Laser LabWeapon lab$300

Progression

Eleven buildings.
Five of them
are just labs.

There's no meta-progression to grind, no chests, no currency other than the one on the HUD. What you build in a match is what you have in a match. Hover the hand to see the six that matter.

  • What stacks

    Armory upgrades. It's the one building with a popup you keep coming back to, and one review's single biggest wish was "expand armory upgrades" and more parts for the late game.

  • What persists between runs

    As far as we can tell, only where you are in the campaign. Credits, buildings, units and upgrades exist inside a match and nowhere else, which is why the opening build order is the thing you actually get better at.

  • What merges

    A weapon and a chassis, in the Constructor. Four times four. No unit exists on its own, and the labs you build decide which rows and columns of that grid are lit.

  • What modes exist

    A campaign on the planet Tiberius, skirmishes against up to two AI opponents, and a Domination mode that one 2026 reviewer wants made replayable. Single player only, entirely offline.

Frames

What it actually
looks like.

The five screenshots on the store listing, plus the banner. Nothing here was captured by us and nothing was retouched. Tap a frame for the caption.

An early base on orange sand: Refinery, Factory and Armory built on grey plots, four plots still showing an X, a build queue of two units at the bottom, and a green clump of minerals top right.
Minute twoThree buildings up, four plots to go, $225 in the bank. The green stuff top-right is what the Refinery eats.
The Buildings panel, a tree diagram: Refinery $200, Factory $150, Depot $100, Armory $150 on top; Tracks Lab, Cannon Lab and Auto Turret in the middle; Air Factory, Mech Lab, Rocket Lab and Laser Lab at the bottom. Two prices are red.
The entire tech treeEleven buildings, on one screen. Red prices mean you can't afford them yet, and you can't afford most of them.
The Constructor panel with Gatling selected on top and Wheels selected below, a teal twin-gatling buggy in the middle and a stats table: Damage 5, Targets Any, Armor 50, Speed 22, Supply 2, Time 10, and a $50 button.
Gatling on Wheels, $50The panel the whole game hangs off. Four tabs across, four along, one price.
An open-field fight on the sand: a column of red enemy vehicles from the top left, black smoke and wrecks, teal player mechs spreading out on the right, supply at 20 of 40.
The moment it goes wrongRed column top-left, your lot scattered on the right, and a wreck already smoking in between. 20/40 supply is when the AI usually decides.
Red units inside a teal base: a building has exploded into an orange fireball, wreckage litters the plots, a laser line crosses the sand, and player mechs with yellow health bars are counter-attacking at $435 credits and 32 of 50 supply.
Inside the baseNote the yellow three-segment bars: only your units get them. The red ones don't show health, which is a design choice you'll have opinions about.
The store banner: the MechCom 2 logo in green next to a chunky green bipedal mech with four-tube rocket pods on each shoulder, standing on dunes against a pink and orange sunburst.
The bannerRocket pods on a Bipedal, the game's poster child. In the actual game it's about 40 pixels tall.

Verdict

Twenty reviews,
counted by hand.

The Google Play listing (Ireland storefront, English) shows no average score for this game, so there's no star number to quote. What it does show is the twenty reviews Google sorts as "most relevant", which we copied out on 21 September 2026 and tallied ourselves. That's a biased sample by design: Google favours long, upvoted, recent-ish reviews, and angry people write longer. Treat the count as a mood, not a measurement.

Star ratings across the twenty most relevant Google Play reviews
StarsShareCount
5 ★3
4 ★4
3 ★4
2 ★3
1 ★6
2.75mean of the twenty, out of five. Bars are scaled to the biggest bucket (six one-star reviews).

Method: every review on the listing's "most relevant" feed on 21 Sep 2026, twenty in total, versions 1.14 to 1.20, dated 18 Nov 2018 to 10 Mar 2026. Eight are from accounts displayed as "A Google user". No developer replies were shown on any of them. We did not add, remove or weight anything.

Ja-kobe (Arv)
the little details like mech footprints, tire and tread tracks are a lot of fun, it really shows how much the developers put into it 24 Jul 2025 · v1.19
Riff Wolf
Almost a great game. But it's ruined by the computer opponent outright cheating. The computer always has a higher tech level than the player can research 3 Dec 2025 · v1.20
A Google user
False start - accidentally said no to the tutorial question, and was immediately stuck. No menu, no way to restart and say yes to the tutorial 15 Jun 2019 · v1.15
Jeffrey Beeson
Brings back memories of C&C a little but definitely designed more like Star Craft, meaning rush startegies are very much alive. I'm happy with what I paid for 5 Jan 2021 · v1.16
Jordon Schulze
Good game for 5 minutes. Then, the AI has unlimited money, far superior technology, and no way for you to defend. 1 of their units defeat 7 of mine. 11 Jul 2023
Abomination Desolation
Their core gameplay is addicting, but the game's content is too sparse to warrant much replayability. 2 Aug 2020 · v1.16

Six things that will annoy you

  1. The AI doesn't research, it just has. Enemy units arrive a tech tier above what your labs can produce, and they arrive early. Riff Wolf, 3 Dec 2025 · "A Google user", 30 Jan 2020 · Mark McKeown, 3 Apr 2024
  2. Say no to the tutorial once and it's gone. There's no settings toggle to bring it back, and no in-game text explaining what a Depot or an Armory is for. "A Google user", 15 Jun 2019 · matthew truman, 28 Jul 2020
  3. Enemy units have no health bars. Your mechs get the yellow three-segment bar; the red ones show nothing, so you can't tell if focus fire is working. Liam Mole, 13 May 2022
  4. Selection is all or nothing. No drag-box, no control groups, no squads. You send the whole army or one unit. "A Google user", 11 Jun 2019 · "A Google user", 9 Jun 2019 · Abomination Desolation, 2 Aug 2020
  5. Popups can vanish and take the UI with them. Multiple reports of the upgrade panel disappearing mid-match, leaving the camera locked and no buttons on screen. "A Google user", 9 Jun 2019 (Galaxy S9+) · "A Google user", 15 Jun 2019
  6. Income falls off a cliff. One reviewer clocks the drop from 25 credits per trip to 5 after three or four minutes, right when the AI's second wave shows up. Bluetooth audio also cuts out for some. Cloud Strife, 17 Oct 2021 · "A Google user", 18 Nov 2018

Get it

Worth the €2.19.
Worth the restart.
Not worth arguing
with the AI.

For the price of a coffee you get a proper, offline, no-ads base-builder with a genuinely good unit-assembly idea and a low-poly look that has aged better than most 2016 mobile games. You also get an opponent that doesn't follow the rules it gives you, and a tutorial you can lose by tapping the wrong button. Whether that's a fair trade depends on how much you like restarting.

Android 6.0 and up · PEGI 7, mild violence · published by Game Dev Team · version 1.20, 10 October 2025 · 50,000+ installs · included with Play Pass. We are not Game Dev Team, we have never spoken to Game Dev Team, and they have no idea this page exists.

Get it if

  • You want Dune II or early C&C on a phone, and you'll forgive a lot for that.
  • "Bolt a Laser to a Bipedal and see what happens" sounds like a good evening.
  • You play offline, on a plane or a train, and want zero ads and zero nagging.
  • You treat a rush loss as information for the next opening.

Skip it if

  • An AI with more money and better tech than you is a deal-breaker, not a puzzle.
  • You need a tutorial, a tech-tree screen, or any tooltip at all.
  • You micro. There is no box-select, no squad, no control group.
  • You want content: it's one campaign, skirmish, and a Domination mode.