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Scrap Mechanic is a Construction-Focused Wide Open Sandbox game made by a Swedish developer Axolot Games. The game was originally inspired by the devs' work on a test Xbox 360 port of Minecraft. Its main selling point is the ability to create moving machines of byzantine complexity, with any kind of shape and size you want, and potentially endowed with massive transformation capabilities. The game was originally announced on the 4th of November, 2014, and was released into Steam Early Access a little over a year later, on January 20th, 2016.
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Currently, the game supports Creative Mode with over a hundred different parts and grid-based "base materials" that can be stretched to any size and shape, bearings that can be used to build cars and transforming mechanisms, engines and seats to power and control vehicles, rocket thrusters for flying vehicles, controllers to program elaborate transformations, and a few other useful things. Later plans include a Survival Mode with enemies, weapons, and consumables, bigger maps, a day and night cycle, bodies of water, tons and tons of new building parts, and other interesting things. The official page for the game is here.

Not to be confused with Scrappy Mechanic.


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This game provides examples of:

  • Action Survivor: In Survival Mode, you will start the game in a crashed starship that was taking you to the planet... and immediately break it down for parts to build yourself a vehicle.
  • Agri World: Scrap Mechanic is set on a dedicated agricultural planet, staffed primarily by robots to reduce costs and the need for human presence. One can guess where that eventually went.
  • Base on Wheels: Yes, you can build one, and even one that transforms to hide its capability to move.
  • Bungling Inventor: While learning how to build and/or experimeting with the game's systems, it's trivial to slip into the Bungling Inventor mindset and produce silly and/or dangerous inventions.
  • Construction Is Awesome: The primary appeal of the game. There's no combat in the initial version, but who needs combat when you can spent hours building incredible machines with your friends, and then drive or fly them around?
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  • Complexity Addiction: Sure, you could make a simplistic car out of a metal plate, four wheels, engine, and driver's seat - but what's to stop you from making a massive truck with multiple sets of wheels, a flying tiltjet craft, a Walking Tank, a transforming house on wheels, or something far weirder and cooler?
  • Computer Voice: The Agribots on the in-game radio intersperse their music broadcasts with distorted statements in Machine Monotone - such as "We-are-controlling-the-radio." and "We-will-find-you."
  • Co-Op Multiplayer: The only kind of multiplayer so far, with the players co-operating to quickly create impressive buildings and machines. Later on, the developers want to implement PVP against "unscrupulous reprobates who want to steal your stuff".
  • Cyber Cyclops: The Farmbots seen in the debut trailer, as well as one of the Farmbot head types appearing in-game.
  • Design-It-Yourself Equipment: There are no pre-determined blueprints in the game. You can build vehicles from existing parts in pretty much any shape you want, and the same goes for structures. An update on March 18th, 2016 added a Paint Tool into the mix, letting you really run wild with the coloring of whatever you build.
  • Drop the Hammer: Your main weapon for combat is a massive sledgehammer.
  • The Engineer: You, and anyone you care to bring along for the ride.
  • For Science!: Currently the main reason to do things in the game. Not that it isn't enough.
  • Gadgeteer Genius: The only hard limit to what equipment you can design is your own imagination.
  • Ghibli Hills: In the current build, the entire planet where the game takes place appears to be this. Zig-Zagged in regards to human presence - the humans aren't normally there, but the machines they have built are.
  • Grew Beyond Their Programming: The Farmbots were originally intended as non-sapient farming machines that would keep the planet's agricultural production running with minimal human involvement. There are even billboards seen in the world saying "We do all the work while you collect all the profit!" At some point, though, the Farmbots decided that they would rather not take orders from humans anymore, and took over the entire planet for themselves.
  • An Interior Designer Is You: In addition to building movable vehicles with the parts you have available, you can just as easily attach those parts and material blocks to the world to build impressive houses and workshops, and then decorate them to your heart's content with household objects.
  • MacGyvering: What you'll be doing for the majority of gameplay time, especially in Survival Mode.
  • Midair Bobbing: Justified by the actual mechanics of the game. The hovercraft you can build work by using the standard rocket thrusters in combination with sensors pointed towards the ground, turning on and off rapidly to dynamically readjust the vehicle.
  • Mr. Fixit: You, of course. The game's Survival Mode will feature abandoned and/or non-functioning machinery throughout the world, which you will be able to fix or salvage for your own ends. But even in the game's Creative Mode, you often have to be the Mr. Fixit when one of your own creations doesn't work as intended - in this case, if there's something you can't fix, the answer is generally to fix it harder.
  • Not the Intended Use: Invoked. The players are fully expected to do whatever they want with the available parts, rather just what the developers had in mind. For example, plenty of creations are abusing the fact that suspension pieces and pistons are intangible to other blocks in order to create machines in which some rotating parts pass through each other.
  • One-Product Planet: The planet on which the game's events happen is focused entirely on agriculture, with the primary source of parts in Survival Mode planned to be various farm equipment and logistical facilities.
  • Purely Aesthetic Gender: You can choose to play as a male or female Mechanic, but both have equal gameplay capabilities to improvise and build.
  • Robot Uprising: The premise of the game centers around an uprising of agricultural robots on an automated farm world, and the protagonist(s) getting caught up in it after the ship taking them to the planet crashes. In the first Early Access version, however, the only robot presence in the game is on the radio, which they have taken over.
  • Scenery Porn: The game presents a lush, verdant agricultural planet, full of giant trees, grassy meadows, and farm fields, rendered in stylized cartoony graphics.
  • Survival Sandbox: The Survival mode isn't implemented yet, but it's in the cards for later releases.
  • Transforming Mecha: You can build them with the Controller part, which allows you to set rotations for bearings to turn around and fold/unfold things. The machines some players build can get truly impressive.
  • invoked Uncanny Valley: Used deliberately. Devblog #7 shows some creepy Farmbot heads - and the dev team makes no secret that they're supposed to be creepy.
  • Wide Open Sandbox: Fulfills both definitions of the term. The end goal for the game is a massive semi-procedurally generated world, in which you can create whichever buildings and machines that you want.
  • Working-Class Hero: The Mechanics, natch.
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