
Procelio is a multiplayer vehicle builder/shooter set amidst a proxy war on the red planet. Build and refine your custom machines from orbit, then pilot them in a distant war against CPU and enemy players.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Procelio is a modular vehicle builder/shooter inspired by classics of the genre, where every component brings new functions to your robot and any system can break when under fire. Construct combat vehicles ranging from cars, tanks and hovercraft to planes, blimps, and drones- all from the comfort of your orbital home. Load your designs with your choice of ordnance, and fight for dominance in a proxy war over the dunes of Mars. Fight alone or with your coworkers in a multiplayer battle arena fit for chaos.
As a valued employee of Osprey Modular Hardware and Robotics, an arsenal of potential is yours to command. Prove your worth to the company, and you’ll unlock permanent part requisitions to expand your building toolkit. Through a tight loop of building and combat, you’ll learn the best practices of engineering for war. With each deployment, your arsenal expands and your designs can be refined.
While your potential has no limits, your power budget does. Limited AMP space means choices have to be made, and no one machine can truly have it all. Balance your offensive, defensive, support, and mobility capabilities to craft a war machine tailored to your specific play style and needs.
There’s more than one way to fight a proxy war.
Brawl your way through the front lines to secure valuable ground and collect the materials necessary for victory.
Go on the defensive, and protect allies and their collected resources directly and indirectly.
Embrace the power of logistics, repair and restock allies to keep them in the fight for longer.
Take to the skies to provide close-air-support for your allies, or high-altitude aerial bombardment against enemy forces.
Sneak your way around to flank and surround enemies, or take out priority targets from afar with long-range firepower.
With an endless combination of weapon systems, movement types, components and modules, you choose your approach to combat amidst a shifting battlefield. If one strategy isn’t working, you can choose another robot from your drop deck and redeploy with a new plan.

The year is 2152: man has entered a new era. Earth still turns, but the red planet burns. In the first bid of public interplanetary expansion, Hypox Mining Company was granted unrestricted rights to mine, process, and commercially exploit several sectors of Mars. When they arrived to commence operations however, they found the AEGIS colonies which had worked to open Mars to interplanetary traffic in the first place. With the colonies having claimed the same land for their own future plans, confusion and hostilities between the two groups boiled over into violence and sabotage. Enter Osprey Modular Hardware, a monumental research and hardware conglomerate with just the modular warfare package needed to fight a proxy war in a harsh environment, far from the logistics lines of Earth. The ensuing war will be long and hard-fought, but to the victor go the spoils of Mars.
And to Osprey, of course, the profits.
Genres
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Languages: English**languages with full audio support
Engagement
Reviews
Themes across 141 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I want to enjoy and like this game, But i just cannot with the current state that it is in. Flying and building can be enjoyable (its where most my hours went into) but the actual combat in the game is not, every match has 1 person going with a submachine gun or rocket drone, a plane camping the edge of the map shooting you at spawn, completely unbalanced teams often winding up in 1v2 or 1v3. the worst I've gone through was a 1v4. The maps are serviceable, but leave more wanting in ways to get around. Getting started with nothing is next to impossible with the current meta and "It's absolutely soul crushing to experiment new ideas with" - a friend I wanted to play the game with. 4/10 held back by terrible balance and repetitively awful matches, with the room to improve and grow into a better game.
Loving the classic robocraft vibes and have been enjoying the community its already forming. With high hopes i plan to keep playing into development.
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Hours played at review time, across 141 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very good game
All hail Craig. Truly the spiritual successor to Robocraft's good ol' days.
Что б тебе, разработчик, по пути на работу, каждое утро срали на голову с самолета.
Robocraft was great, this has terrible balance. If anyone smacks into you, suddenly there is 0 gravity. They made all guns worthless to use other than the starting gun because of the limitations they put on the rest. The "meta" build is to just fling yourself around so your unshootable while being able to shoot back with 0 negative effects from flinging yourself in every direction.
For how young of a game this is, it is currently quite good (and free). The only time it crashed was when I was directly impacted with a large number of explosives, which makes perfect sense. Some people have expressed frustration over it having a relatively simple building system, but as you gain components, I could see some options for improved and more complex designs. I will not say complaints are invalid, but considering the game's youth, I think it is doing well. More options and expanded progression is likely to come. I have seen someone attempting to make a "megabot" only to be stopped by the building limit. Given time and traction, I imagine the devs would increase the potential maximum for building to allow large and complex drones at high levels of play. Stay hopeful, megabot artist.
Приятный наследник робокрафта, только в бой без впн не зайти и фпс довольно низкий. Игре очень нужна реклама
Из-за ВПНа ли или РКН, но игра еле работает. Меню тупо не нажимается. Но все равно жду, что разраб не забьет на неё, робокрафт же
Overall, I think the game is heading in a good direction. Playing it reminds me a lot of **Robocraft**, a game I genuinely enjoyed. At the same time, though, I'm also starting to see some of the same issues that eventually led to its decline. To me, the appeal of games like this isn't just combat. It's about building your own vehicle—sometimes for performance, sometimes simply because it looks cool. The freedom to create unique designs is what makes this genre so enjoyable. * **Vehicles covered in excessive thrusters and wings** can dominate both ground and air with almost no meaningful weaknesses. I think Thrusters and wing-type parts should have a maximum attachment limit. * **Weapon-stacking builds** with ten or more weapons are frustrating to fight. Destroying every weapon takes too long, but aiming for the core usually gets you killed by their overwhelming firepower. * **Shield-brick builds** pack their interiors with thrusters while covering the outside in shields, making them feel like flying turtles. The game could benefit from anti-shield weapons that are highly effective against shields but come with meaningful drawbacks. I saw these kinds of builds countless times in Robocraft. Back then, running into organized squads using them often felt hopeless. **And honestly, if every match is filled with the same kinds of meta builds, both playing against them and watching them gets boring.** Once the meta becomes too dominant, players lose the incentive to experiment, and the game's unique charm gradually fades away. For example, imagine someone saying, **"I built a massive battlecruiser! I spent a lot of time making it look great while still giving it a respectable weapon loadout."** That kind of build represents creativity and effort. But once the match starts, it's usually at a huge disadvantage against the kinds of extreme meta builds I mentioned above. If players repeatedly have that experience, they'll eventually stop building unique vehicles and simply copy whatever is the most effective. To be clear, I'm **not** saying that the people who build these meta vehicles lack creativity or effort. Those builds are also the result of a lot of testing, experimentation, and optimization. **What I think is the real problem is that, in a game centered around customization, all that creativity and effort gradually gets funneled into pursuing nothing but maximum efficiency.** When everyone converges on the same answer, the diversity of designs and playstyles that makes this genre so enjoyable starts to disappear. I understand that some of these ideas could reduce player freedom to some extent. However, I'd rather see a game where players balance effectiveness with creativity instead of chasing pure optimization. Seeing impressive, stylish, or even ridiculous creations is part of what makes games like this memorable. I believe avoiding the mistakes that led to Robocraft's decline will be one of the biggest keys to this game's long-term success.
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| $0 | 0 | — | Free |