V1.3.43
Fixes bug in "The Signal" campaign - second planet, 3rd map, the purple door incorrectly required a blue key.
Turn based strategy game with resource management and a deck building mechanic
| App ID | 1620600 |
|---|---|
| App type | Game |
| Developer | BoaNeo AB |
| Publisher | BoaNeo AB |
| Release date | 2022-12-27 08:27 UTC |
| Release state | released |
| Store page | store.steampowered.com/app/1620600 |
| Last store refresh | 4 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | MOP.exe | windows | ||
| 1 | MOP.app | macos |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:58 UTC | $7.99 | $7.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 11713897 | 2023-07-16 13:12 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1620602 | macos · 64 | 515.65 MB | 144.63 MB | 5714088354465699336 | ||
| 1620603 | windows · 64 | 396.98 MB | 119.96 MB | 7337463923195365058 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 11713897 | public | 2023-07-16 13:12 UTC | 4 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:58 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Fixes bug in "The Signal" campaign - second planet, 3rd map, the purple door incorrectly required a blue key.
On popular request I finally decided to cave in and change the controls so that it is now tap to move and drag to attack. Vs. the previous setup where you used drag to move and tap to attack. I've added two additional features as part of this (the last of which wasn't really possible with the previous scheme): 1. With a selected mech, your movement boundaries are now clearly shown on the map. 2. When attacking, the mechs attack cone is visually rendered on the map, and as you drag in the direction you wish to attack, the mech rotates accordingly and highlights potential targets. Pt.2. means yo
An initial batch of 17 Steam Achievements has been added.
This update includes a new 3-map tutorial mission which tries to address the onboarding situation for new players by giving more explicit hints for every step in a game turn. I'm fully aware that I have been developing this game in a vacuum, and probably invented some UX or game mechanics along the way that are not entirely intuitive. It's hard for me to tell, though, having worked with it for so long, so any feedback is appreciated.
This patch is primarily aimed at fixing the Omol Cleansing which was broken because of the drag-to-move fix in 1.2.24. (I simply forgot to apply the fix across all campaigns which left "The Omol Cleansing" in a strange non functioning hybrid state). It does, however, also include a couple of minor features and fixes: Tapping a tile will now show line-of-sight markers from that tile in all directions Ambient occlusion had been accidentally disabled in a previous build. Tile markers were using a silly amount of material switches and texture memory which is now fixed for a small performance boost
V1.2.23 This is a *major* update - So much so that I was tempted to call it "Master of Puppets 2". The focal point is the next 8 chapters of "The Signal", but with it comes a number of tweaks, gameplay adjustments and changes: The Signal Second part of "The Signal", all 8 chapters of it, is now available free of charge, and it has a lot more nuance to it than any previous map. There are doors and bridges, buildings and machinery. Oh, and it's hard. Like proper difficult. Most of the maps are all about finding the right approach, so don't despair if you don't succeed at first attempt. New Map S
Stories are being written... The lack of updates recently is not because I've been idle but rather because I've opened several cans of worms that I was kind of hoping I wouldn't have to. As I've been trying to complete the next chapter in "The Signal" story campaign, I have had to come to terms with the fact that the game was never really designed for detailed manual map layouts. I could have stuck within the limitations and accepted that the story missions would not be all that different from the procedurally generated ones, but that felt like betrayal and a lost opportunity. So, I decided to
Build 1.1.20 will not correctly load new locations for story based campaigns because of a silly mistake I made in the last minute before building. I quickly tested on Mac, Windows and iOS but didn't do a clean install on any of them. Should have know better, but there you go... Also in this build: * Improved event queue for mech actions - now pop texts for e.g. shield during overwatch should happen at the right time and not long before the mech is shot at. * Story triggers allow more engaging stories to be constructed - this will be much more evident in the second half of "The Signal" * Reduce
There's a new update in the pipeline which adds an additional campaign type: "Story". These are campaigns where each location, and the connections between the locations, are manually set up and tied together with a bit of narrative. It's not Shakespeare or LOTR, but it does add a bit of purpose to the missions.
V1.0.16 introduces a simple hint system that should make it easier to get started playing the game. Don't hesitate to let me know if there are still dark spots in the ruleset :)
V1.0.14 fixes a major save-game issue that would cause the game to not launch properly on most Windows installations (everyones by mine, apparently :( ) ...
A final pre-holidays update on popular request: Volume controls under Options for music, 3D sound effects and UI sounds. Merry X-mas :)
This is a fairly small update with a large impact: The New Campaign options now includes configurable skirmishes which allow you to use an existing deck in a special single-location game where you have a large degree of control over size, enemies and difficulty. * Improved configuration options for randomly generated campaigns * Support configurable single-location skirmishes * Allow deletion of generated campaigns
V1.0.10 Fixes a problem with savefiles that I had missed as well as some general UX updates Changed campaign generation logic (or planet location, more specifically) Optimized planet route generation (x2 faster) UX tweaks to support touchscreen input (for non touch screen, move now requires an additional click) Ad and IAP support for mobile platforms Fixed bug that could cause rockets to miss their targets and fly around in circles Redesigned main into/campaign selection UI to match new UI look Fix potential sharing violation with save-game file Fix occasional issue with next turn button disap
Full appinfo as delivered by Steam PICS, changenumber 34866412. Also at /api/app/1620600/raw.
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