Update log
What has changed in Sector 2, newest first. The version number on the title screen should match the newest entry here; if yours is lower, hard refresh the page.
September 8, 2026 — v1.36.0
- SIEGE has a supply line now. Your team can only capture a sector that touches one it already holds (your base counts), and the enemy pad only runs its clock while you hold a sector next to it. So a push starts at the two cells beside your base, goes through the centre or a corner, and takes a cell beside the enemy base before the pad counts: three captures, all on radar, before anyone can start the 45 seconds. Nobody can sneak past the fight any more, both pushes meet in the middle because they need the same cells, and a defence has somewhere to stand and a way back: retake the cell next to your base and the enemy's clock stops and bleeds away behind them.
- Standing at a tower you cannot take yet reads NO SUPPLY LINE and captures nothing, but it still blocks the other team from taking it or resupplying there. Standing in a closed enemy pad reads BASE LOCKED and hands out no ammo.
- While your own pad is under attack, a destroyed mech respawns at your base, shield up, whatever towers your team holds. No more coming back at the far end of the map while your base is being taken.
- The radar darkens every sector you cannot take yet, the enemy base among them until you hold a cell next to it. The line under the clock reads BASE EXPOSED when the enemy holds a sector next to your base and ENEMY BASE OPEN when you hold one next to theirs.
- Bots play the line: they take the next sector that is on their way and lean toward the enemy base, go for the pad once it is open, and the nearest one turns back to retake a cell next to your base when the enemy holds it, or to the pad itself when an enemy is in it. Your companions take towers in SIEGE now; before they mostly walked past them.
September 8, 2026 — v1.35.2
- Verdant has a new tune. The first one was a bright, quick major-key piece and it read as cheerful in a game about mechs shooting each other, so it is gone. In its place: a slow minor-key ambient bed, a heartbeat kick, a low growling bass that swells twice a bar, two soft drips, and a dark lead that holds long notes when it comes in. Same volume as the other arenas, same MUSIC slider.
September 8, 2026 — v1.35.1
- SIEGE respawns slow down the more a mech falls. The first respawn still takes 8 seconds, the next 16, then 24, then 30 from there on, counted per mech and reset every round. A defence that kept dying at its own pad used to come back at full health with full ammo every 8 seconds, so attackers who won every fight still lost the grind. Now each wipe of the defence buys a longer clear ring, and the third wipe at the pad takes the base. CONTROL respawns are unchanged.
- Self destruct in SIEGE still costs 4 seconds more than your wait would have been, so it is never a shortcut back.
September 8, 2026 — v1.35.0
- New game mode: SIEGE. Take the enemy base. Stand inside the ring of the enemy pad and a clock runs: 45 seconds with no defender in the ring and the round is yours. One mech is enough. A defender stepping in stops the clock; it bleeds back down while nobody is attacking, so a broken push can be picked up again. Both bases work the same way, so both teams can push at once. At the 10 minute clock, most sectors held wins.
- In SIEGE a destroyed mech respawns at the tower your team holds nearest the enemy base, so a fallen attacker comes back at the front of the push. Hold nothing and you come back at your own base. A freshly spawned defender under its shield does not stop the enemy's clock.
- The enemy pad resupplies attackers the way a held tower does (a ration, then a wait), as long as nobody is defending it. Your own towers still resupply on the way.
- The HUD says where the fight is: TAKING BASE with the percentage while you stand in the enemy ring, BASE CONTESTED when a defender is in it with you, and a line under the clock reads TAKING THE ENEMY BASE or BASE UNDER ATTACK for your team as a whole. Your base coming under attack gets the two beeps of the time warning.
- Bots play it: they push for the enemy base, taking a tower that is on their way, hold the pad and fight from it, draw ammo there when they run dry, and the nearest one turns back to defend when an enemy steps onto your pad.
September 8, 2026 — v1.34.1
- Footsteps are half as loud. Yours and everyone else's were walking over the music.
September 8, 2026 — v1.34.0
- Every arena has its own music now, not just neon. Desert is slow and wide, canyon is tense and pushing, verdant is bright and open, flats is a bare pulse, city swings. Same as neon: a quiet bed under the title and the loadout screen, the full track in a round, busier in the last minute, drums out on the result screen.
- The VOLUME button is gone. CONTROLS has two sliders instead: SOUND FX and MUSIC, 0 to 100. Slide MUSIC to 0 if you do not want the music; it comes back where you left the sound effects. The two are separate, so you can have music with quiet guns or guns with no music. Both are saved the moment you move them.
September 8, 2026 — v1.33.1
- The night moon is a proper gibbous now. Its dark side was a round bite out of the disc; the shadow's edge now curves the way a real moon's does, the dark side is sky, and the maria are soft patches instead of hard circles.
September 8, 2026 — v1.33.0
- Bots carry the new weapons. Every bot, enemy or companion, rolls its arms at spawn: mostly the old cannon and sniper pair, then rifles and machine guns, now and then a grenade thrower or a flamethrower.
- Bots fight at the range their arms want: a flamethrower bot walks right in, a double machine gun holds thirty metres, a double sniper stands off further than before.
- In a room the host rolls the bots' arms and everyone sees the same ones.
September 8, 2026 — v1.32.0
- Three new weapons on the loadout screen. RIFLE: long range, a lighter shot every three quarters of a second, 60 rounds. MACHINE GUN: mid range, eight rounds a second with a scatter, 240 rounds; deadly at thirty metres, a spray at a hundred. FLAMETHROWER: a stream that reaches 25 metres, 300 fuel; walk in close.
- Balanced by damage per second and per load against the sniper, cannon and grenade thrower: nothing outguns the old three, the new ones just get there in more, lighter hits and run dry sooner.
- Every loadout button now says what kind of weapon it is (long · heavy, mid · hose, close · stream).
- Base and tower resupply hand the new weapons their rounds at a matching pace: a belt refills in the time a cannon load does, and a tower ration is 90 machine gun rounds or 120 fuel.
- Bots keep their cannon and sniper for now.
September 8, 2026 — v1.31.3
- Clouds come in more shapes now: different lobe counts, the tall part anywhere along the cloud, the base at different heights, so the sky is not six of the same cloud.
September 8, 2026 — v1.31.2
- More blue over the desert: the sky turns blue lower down and deeper overhead, the haze stays at the horizon. The sun's halo is tighter; the wide one drew rings and speckle on a phone.
September 8, 2026 — v1.31.1
- Clouds sized for a phone: the high ones were filling the screen as a smudge; they are smaller now with firmer edges, and there are a few more of them. The moon's dark side no longer shows as a black bite against its halo.
September 8, 2026 — v1.31.0
- Day skies. The desert arenas get a real sky by day: a haze at the horizon rising to blue overhead, and a white sun with a wide halo where the light comes from. The green arenas (VERDANT, CITY, FLATS) get a slate overcast with cumulus that drift slowly round the sky. Night skies and NEON are exactly as they were.
September 8, 2026 — v1.30.1
- The infrared view frame is gone: the blue haze at the edges, the corner brackets and the IR tag were a distraction on a phone and a tablet. At night you look out exactly as you do by day. The glowing visors on every mech and the patrol drones stay.
September 8, 2026 — v1.30.0
- Night falls. Every arena except NEON can now play at night. Desert and canyon get a clear desert night: a big low moon, a dense star field, cold moonlight, and the outposts light their windows and mast beacons. Verdant, flats and city get an overcast night: mist, a hazy moon behind thin cloud, a few stars through the gaps, and the city lit up block by block. NEON is always night, as before.
- TIME on the loadout screen. Under the arena row: RANDOM (a coin flip per match), DAY or NIGHT. In multiplayer the host's pick decides for the room.
?time=nightin the link preselects it. - Infrared visors. At night every mech's visor glows in its team colour, blue or red (cyan or magenta on NEON), and goes dark when its sensors are destroyed. You can spot a mech by its eyes before you can make out its body.
- The IR view. At night your own visor frames the view: a faint tint at the edges in your team colour, scanlines, corner brackets and an IR tag by the crosshair. Day is unchanged.
- Patrol drones. Three quadcopters fly loops over every arena, day and night, with red and green navigation lights and a white strobe. Scenery only: they cannot be shot and shoot nobody.
September 8, 2026 — v1.29.2
- Mac players: the right arm now fires from right Option instead of right Command. Walking forward while firing was Cmd + W, which closes the tab. Option does nothing in a browser, so firing both arms from the keys works on a Mac now too; the Spotlight note in the manual is gone. Windows and Linux: right Ctrl as before.
September 7, 2026 — v1.29.1
- The copy button moved to the loadout screen, between DEPLOY and BACK, so you can check your picks before copying them. The title screen footer is back to the way it was.
September 7, 2026 — v1.29.0
- COPY LOADOUT on the title screen, next to SHARE. It puts your current loadout (arms, mode, arena, team size, squad strategy) on the clipboard as a few lines of text, to keep in a note or paste to a friend.
September 7, 2026 — v1.28.7
- The about page support note is now one line.
September 7, 2026 — v1.28.6
- The about page opens with a shorter, truer line about how the game was made.
September 7, 2026 — v1.28.5
- The about page has a new support note and a step by step tip, with pictures, for adding Sector 2 to an iPhone home screen so it runs like an app.
September 7, 2026 — v1.28.4
- Add to Home Screen on a phone now names the icon sector2 instead of the whole page title, and the icon opens the game full screen without the browser bars.
September 7, 2026 — v1.28.3
- On desktop the health and ammo panels are back at the bottom of the screen, health in the lower left and ammo in the lower right. Phones and tablets keep them stacked in the top left, clear of the sticks.
September 7, 2026 — v1.28.2
- Bots with their legs and guns shot out now self destruct whenever it happens, not only at the moment they would have set off for home. Before, a bot stripped while resting after a repair sat still for up to half a minute, and one that lost its legs on the walk home crawled the rest of the way. A bot already standing on its own pad still waits for the repair.
September 7, 2026 — v1.28.1
- The HUD settles: health panel top left with the ammo panel right under it, clock top centre, radar back in the top right, and on a phone the pause button sits under the two panels. Same on every device. The bottom-centre radar from v1.28.0 did not look good anywhere and is gone.
September 7, 2026 — v1.28.0
- One HUD layout for every device, after playtesting v1.27: health top left, ammo top right, radar bottom centre (undone in v1.28.1). The pause button moved under the health panel and the fire buttons are plain L and R again, with the ammo panel back on touch.
September 7, 2026 — v1.27.0
- A readable status panel, from a playtester who could not make out the numbers mid-fight. Each part of your mech (legs, arms, sensors, core) is now a segmented bar that stays green while healthy, turns amber when it is getting low and red when it is nearly gone, and goes hollow red with OUT when the part is destroyed. Beside the bars a small figure of your mech wears the same colours, so a glance tells you which part is hurt. Ammo is a bar of each arm's full load with the count next to it.
- On a phone the panel moved from the bottom corner, where a thumb on the move stick sat on it, to the top left under the pause button, and it drops the numbers to stay small. The ammo count now sits on the L and R fire buttons themselves, so there is no ammo panel on touch at all.
September 7, 2026 — v1.26.2
- On a phone in portrait the radar was covering the HUD notices: FOCUS CLEARED, FOCUS SECTOR 5, BACK IN THE FIGHT, NOW WATCHING and the rest were half hidden behind it. Every line at the top centre of the screen (the timer, the score bar, the notices, the spectate and respawn lines) now draws on top of the radar. A notice still fades after four seconds, and a tap on the radar still lands.
September 7, 2026 — v1.26.1
- Squad orders, self preservation. A bot that has an enemy in sight keeps fighting it and only picks up your order once that enemy is lost or down, so an order never turns a bot's back on someone shooting at it. And a bot that is within a short walk of a tower it is taking finishes the capture first, then goes where you sent it.
September 7, 2026 — v1.26.0
- Squad orders. The radar cells are numbered 1 to 9 now, laid out like a phone keypad. Press a number on the keyboard, or tap the cell on the radar on a phone, and your bots focus on that sector: it lights up on the radar in your colour, the HUD says FOCUS SECTOR 5, and the bots head there whatever squad strategy you picked. If the sector's tower wants taking they take it; once you hold it (or it is your base) they hold the sector and fight what comes. Press or tap the same cell again to clear the order, another cell to redirect. Everyone on your team sees the same highlight in multiplayer, and a teammate can issue the order too. The bots still look after themselves first: a bot under fire, out of ammo or crawling home does what it did before and joins you after.
- The radar is smaller on phones and tablets (about a third narrower), since it was covering a good slice of the screen. Each cell is still a comfortable tap target.
- Testing keys: the damage keys are Alt+1 to Alt+5 now (Alt+Shift for the nearest enemy), because the plain numbers give orders.
September 7, 2026 — v1.25.0
- CONTROL: self destruct. When your legs are shot out you no longer have to crawl across the map at a third of your speed, or sit there while the enemy leaves you alive on purpose. Open the pause menu and tap SELF DESTRUCT, or on a keyboard hold X for a moment (the HUD says LEGS OUT and counts down). It comes at a price so it is never a free reset: you respawn after 12 seconds instead of 8, and at your base rather than at a tower your team holds. Bots do it too when their legs are gone and they have nothing left to shoot with.
September 7, 2026 — v1.24.0
- CONTROL: a held tower now hands you a ration of 15 rounds per visit, then it is cold for you for 30 seconds (the HUD counts it down: RESUPPLY IN 12S). No more hugging a tower and reloading through a firefight. The cooldown is yours alone: a teammate who walks in with you, or after you, draws their own ration, and another held tower serves you straight away. Bots leave a tower once their ration is spent.
September 7, 2026 — v1.23.0
- CONTROL: you respawn at a tower your team holds, picked at random, so the fight spreads across the map instead of restarting from the base every time. A tower an enemy is standing in does not count (it is not supplying either), and with no held tower you come back at base as before. The spawn shield now drops when you leave the tower's circle. Bots respawn the same way.
- The map edge is a wall now. It was possible to walk off the arena and look back at the world from underneath, which is also where the boulders looked sunk: they are bedded into the ground a little on purpose and only show it from out there.
September 7, 2026 — v1.22.0
- Held towers resupply ammo. Stand inside the circle of a tower your team holds and your arms refill at half the base rate, no repair. The moment an enemy contests or takes the tower the supply stops, so holding ground is what keeps you armed. Running dry mid-map now means the nearest held tower, not the long walk home.
- Bots do the same: a bot that is only short of ammo heads for the nearest held tower when that is closer than its base.
September 7, 2026 — v1.21.0
- New squad strategy: DISPERSE. Each companion heads for a tower nobody on your team is already going for, the one you are standing at included, so the squad fans out across the map instead of piling onto the nearest tower. STAY CLOSE and SPREAD OUT are unchanged.
- The enemy squad picks its strategy per mode now. In CONTROL it mostly disperses, so expect the towers to change hands all over the map rather than one pack hunting you.
- CONTROL bots play the objective. A bot with a tower to take keeps walking to it while you are far, shooting back at what it can see on the way and weaving under fire, instead of chasing you across the map or hiding at its base once it has lost the towers. Get close and it will still fight you.
September 7, 2026 — v1.20.0
- New game mode: CONTROL. Hold the comms towers: every second your team holds a tower earns a point, and the team with the most points when the clock runs out wins. Getting destroyed is not the end. Your mech respawns at your base eight seconds later with full parts and ammo, and the round only ends at the clock.
- A respawned mech carries a spawn shield for six seconds or until it walks out of its base, so nobody can farm the enemy pad.
- The score stays hidden during a CONTROL round and shows on the end screen. Fight to the bell.
- Pick the mode in the new MODE section at the top of the setup screen. SKIRMISH is the game as it was; in a room the host picks for everyone. More modes will land here later.
September 7, 2026 — v1.19.0
- NEON: a captured comms tower lights up. Neon tubes run up the four corners of the mast, round the deck and round the tip, dark while the tower is nobody's and lit in the capturing team's colour with a glow the moment it falls, so a held tower reads from across the map like the lit blocks do.
- Shots that hit the world now show it. A sniper or cannon round stopping on the ground, a building, a tower, a boulder or a tank throws sparks off the surface and lays a soft flash of light on it. Every arena; in NEON it is in the shooter's team colour, so a cyan shot lights the wall cyan.
- Grenades land with a blast: a wide disc of light on the ground, a bright core and sparks thrown up. Every arena; NEON in the shooter's colour.
- NEON: the floor puts on a show. Squares of the grid light up and fade, chase along in lines and ripple out from a point in the arena's neons, all round wherever you are standing. A shot on the ground lights the square it hit and a grenade sends a ripple across the floor. Decoration only: nothing is hidden or revealed by it.
September 7, 2026 — v1.18.3
- NEON: the grass is lit by the scene again rather than glowing on its own, tall as before, at the lighter density of v1.18.2.
September 7, 2026 — v1.18.2
- NEON: the tall grass is back, glowing, with a little less of it than in v1.18.0. The short grass of v1.18.1 did not look right.
September 7, 2026 — v1.18.1
- NEON: the grass glows. Each tuft is lit from within, cyan or violet, with a soft halo up close, and there is less of it than in v1.18.0 and it is a step shorter.
September 7, 2026 — v1.18.0
- NEON: the grass has grown. The floor now carries a field of tall fibre-optic tufts, cyan to violet, where before there were a few blades; it is scenery, so nothing hides in it and no shot is stopped by it.
- NEON: the trees wear the outline too. A violet rim round the trunk and the crown, with the same glow up close as the mechs and the same thin line from across the map.
September 7, 2026 — v1.17.2
- NEON: the outline's glow now fades with distance. Up close a mech still blooms; past a hundred metres or so only the thin rim is left, so a bot across the map is a point of light rather than a halo you could see from anywhere.
September 7, 2026 — v1.17.1
- The mech outline is now NEON only. It looked neat on the desert but it did not fit, so the other five arenas are back to how they were, and the outline is a per-arena switch for any look that wants it.
September 7, 2026 — v1.17.0
- Every mech wears a neon outline: a thin rim of light round each part in its team colour while it is alive, and a pale white rim on a wreck or a part that has been shot out. The rim is the same width on screen at any range, so a bot two hundred metres off is a point of light instead of nothing, and a wreck on the dark neon floor is finally something you can see. In NEON the rim carries a soft glow. Living mechs stay their own colour, so nobody's position is given away that the colour did not already give. The same rim, without the glow, is on in every arena.
September 6, 2026 — v1.16.0
- NEON has music. A synthwave track plays under the title when the neon arena is on screen and in full through a round: four on the floor, a gated snare, a pumping bass, an arpeggio and a lead that comes and goes so the guns have room. It gets busier in the last minute of the clock, ducks under explosions, goes muffled behind the pause menu and drops its drums on the result screen. Synthesized in the browser like every other sound, no download. VOLUME on the loadout screen covers it (LOW or OFF). The other arenas stay as they were, no music.
September 6, 2026 — v1.15.0
- NEON has a sky now: stars, a violet night with a magenta glow along one horizon, and a striped retrowave sun sunk into the skyline. The sun sits at a fixed bearing, so it works as a landmark; the rest of the sky rides with you. The other arenas are untouched.
September 6, 2026 — v1.14.0
- New arena: NEON. The night pitch from our mek game, brought over as its own battlefield rather than a restyle of the others: a dark glass floor with a grid and pools of coloured light under it, near-black blocks lit by cyan and magenta window strips, violet beacons and brass towers. Your team is cyan, theirs is magenta. Pick it under ARENA on the loadout screen, or leave RANDOM on and it will come round;
?arena=neonin the address bar forces it. Every other arena is exactly as it was.
September 6, 2026 — v1.13.1
- The round timer and the SPECTATING / YOUR MECH IS DOWN lines at the top of the screen now have a dark outline, so they read against the hazy desert sky instead of fading into it.
September 6, 2026 — v1.13.0
- Single player: dying no longer ends the round while your squad is still up. A MECH DOWN screen offers SPECTATE, which puts you in a squadmate's view (fire switches between them) and lets the round play out with their result as yours, win or lose; or ACCEPT DEFEAT to take the loss now. The pause menu offers ACCEPT DEFEAT while you are spectating. Alone on your team, your death is still the loss.
September 6, 2026 — v1.12.0
- You can tell when a gun is empty. When an arm runs out of ammo, or is shot off, its ammo line on the HUD turns red, and on a phone its L or R button does too. Pull the trigger on it and you get a short dry click instead of nothing. Once the base has fed it a round the button goes back to normal.
September 6, 2026 — v1.11.0
- Buildings stand on their ground instead of sinking into it. A building on a slope used to be sunk to its lowest corner, which buried the uphill side up to the windows; now it stands on its highest point and the stretch below the ground line is drawn as a footing, so nothing floats and nothing is buried. Storage tanks the same.
- No more bare patches in the pavement. The paved lots and dirt tracks are laid on the ground as it is actually drawn, so they no longer dip under it at the foot of a hill. Maps re-roll from the buildings on, so a seed you know may look a little different.
September 6, 2026 — v1.10.1
- Touch: MOVE now sits in the mirror position of AIM, to the right of straight up along the left stick's ring.
September 6, 2026 — v1.10.0
- Touch: a MOVE button above the left stick, the twin of AIM. Tap it and the move stick becomes four arrows that walk at full speed, like WASD on a keyboard; tap it again for the stick.
September 6, 2026 — v1.9.1
- Touch: the move stick now stays where you last used it too, like the aim stick, instead of sliding back to the corner.
- Touch: the AIM arrows turn a touch slower, from the phone check.
September 6, 2026 — v1.9.0
- Touch: the fire buttons follow the aim stick. L and R used to sit in the corner while the stick went wherever your thumb landed; now they curve round the top of the stick and go with it, and the stick stays where you last used it instead of sliding home, so the triggers are where your thumb left them.
- Touch: a new AIM button on that curve, left of L, for lining up a shot in a fight. Tap it and the aim stick becomes four arrows that turn the torso at one slow, steady speed, like the arrow keys on a keyboard, and stop the moment you let go. Press between two arrows for a diagonal; your other thumb keeps walking. Tap AIM again for the stick.
September 6, 2026 — v1.8.0
- Buildings sit on the ground properly. A building used to be planted at the height of its centre, so on a dune one wall hung in the air over the pavement. Buildings now only go where the ground under them is close to level, and are sunk to their lowest corner, so nothing floats.
- The desert is an oil field. Half the buildings are gone and farms of round storage tanks stand in their place, on paved pads with a track leading in; the canyon gets two farms in its valleys and the green arena one depot. Tanks are solid: they stop you, stop shots, and hide whatever is behind them, so they are cover like a building. Every map is laid out afresh, so a seed you knew builds a different one.
- Bots under fire will now come for you. About half the time a bot that can reach you, is not badly hurt, and is not losing the trade closes in while weaving instead of holding its ground and shooting from where the first round found it.
- Bots go home to repair. A bot with no working weapon, or one badly hurt once the shooting stops, heads back to its base pad, still firing at anything it can see with an arm that works, and takes a tower it passes on the way if nobody is defending it. It stands on the pad while the base fixes what it can, then comes back out. Before this a disarmed bot wandered into your guns for the rest of the round.
- Multiplayer: when your mech is destroyed you now spectate a living teammate instead of staring out of your wreck. The HUD shows whose view you are in; fire switches to the next teammate, and if the one you are watching goes down the view moves on by itself. You only ever see your own team, so there is nothing to relay that your team did not already know.
September 5, 2026 — v1.7.0
- Bots react to being shot at. A round passing close, or a hit, puts a bot under fire: it turns its torso toward where the shot came from and starts weaving instead of walking a straight line.
- Then it weighs it up. If it can see you and has a weapon that reaches, it holds its distance and fires back rather than walking into your sights. If nothing it carries reaches, it closes in weaving, or finishes a tower it was about to take first. If it is hurt, outranged, or cannot see who is shooting, it breaks for the nearest rise, rock or wall that hides it, waits there while the rounds keep coming, and comes out again after a while to get on with the job, so a bot never sits out the round behind a rock.
- Bots learn nothing new from a shot beyond the direction it came from. Sniping from across the map still works; you just get one free round instead of a dozen.
September 5, 2026 — v1.6.1
- Paved lots that sit close together now join up completely. A strip of grass between two city blocks is paved over, so a cluster of buildings stands on one plaza instead of on separate slabs with a lawn down the middle. Streets end where the plaza begins.
September 5, 2026 — v1.6.0
- Buildings no longer sit straight on the grass or the sand. Every building stands on a paved lot with a lighter kerb round it: a concrete pad round a desert shed, asphalt round a verdant block, and in the city the lots of neighbouring blocks join into paved blocks with streets between them.
- Dirt tracks run between the building clusters, the towers and the bases on desert, canyon and verdant: two worn ruts with a ragged edge, following the ground over the hills. Flats stays open ground.
- None of it changes play. Lots and tracks are paint: nothing new to collide with, hide behind, or shoot through.
September 5, 2026 — v1.5.0
- The radar tells you when an enemy walks into a sector you hold. You hear a short tick, the sector flashes on the radar in the enemy's colour, and a ring pulses out of the new blip so your eye lands on it. It only fires for sectors your team owns, where the enemy was about to show as a blip anyway; it is a nudge to look, not new intel.
- It will not nag. Three enemies crossing together make one cue, and an enemy pacing back and forth over the line gets one tick every few seconds, not one per step.
September 5, 2026 — v1.4.1
- Your own footsteps are heavier. The old step put its weight in a note too low for a phone or laptop speaker to play, so what came through was a thin motor buzz and a tick. Each step now lands with a low punch, a crunch of ground under the foot and a short rumble, and the motor whine sits further back. Other mechs' footsteps are unchanged and still sound like a different machine some way off.
September 5, 2026 — v1.4.0
- You choose the team size. The setup screen has a TEAM SIZE row: 1v1, 2v2, 3v3, or RANDOM for the old deal. It used to be rolled for you every time the page loaded. In a multiplayer room the host picks for everyone; if a team already has more people than the pick, both sides grow to match.
- The setup screen folds up. WEAPONS, ARENA, SQUAD, and CONTROLS are now sections you tap open, and each heading shows what it is set to, so the whole thing fits a phone screen again with DEPLOY in reach.
- The squad strategy called GROUP is now STAY CLOSE. Same behaviour, clearer name: your bot squadmates hold near you instead of hunting towers on their own.
September 5, 2026 — v1.3.9
- The landscape has grass and trees. Grass grows in clumps across the open ground and stays out of the way: it never blocks a shot, hides a mech or slows anyone down. Trees are solid at the trunk, so a trunk stops you, stops a shot and hides whatever stands behind it, while shots pass through the leaves.
- Each arena gets its own kind. The green arenas have grass and broadleaf trees. The desert and the canyon have a little dry straw and a few dead trees in the valleys, nothing that reads as a lawn. The flats have grass and no trees at all, because a trunk is cover and the flats are meant to have none. The city has weeds in the odd empty lot and a street tree or two.
- It is built the same way as the boulders, so it should not cost frames on a phone. If it does, say so: it can be thinned per arena or switched off in one line.
September 4, 2026
- A second mech game: mek, at mekgame.io. Top-down, free, in your browser. Walk, boost, aim and shoot: knock the sphere into a net, outplay a rival, or bring down a titan. Nothing in Sector 2 changed; the about page now links it.
September 2, 2026 — v1.3.8
- Fine aiming on a phone is easier. Turning to look around was fine, but small corrections in a fight overshot the target and took a few passes to settle. The last update raised the aim stick's top speed, and it had lifted the small movements along with it more than intended.
- The stick now needs a little more travel before it reaches full turn speed, so a light thumb movement makes a small, controllable correction. Top speed is unchanged from the last version.
September 2, 2026 — v1.3.7
- Aiming with the right thumb stick on a phone is faster now. It had been set up while the aim was still stuttering, and once that was fixed the stick turned out to be tuned too slow: the top turn speed was low, and a small nudge of the thumb barely moved the view at all.
- Both halves were fixed separately. The stick reaches its full turn rate sooner, so small corrections actually correct something, and the top speed is up without being twitchy.
- Nothing changed for mouse, keyboard or the movement stick.
September 2, 2026 — v1.3.6
- First pass at the phone aim speed. The top turn rate overshot targets, so this version was replaced the same day.
September 1, 2026 — v1.3.5
- Mechs no longer park themselves against buildings. A bot used to walk in a straight line at wherever it was headed, so a building or a boulder in the way meant it leaned into that wall for the rest of the round. Now a mech that notices it is not getting anywhere steps sideways along the obstacle and comes round the corner, still aiming at whatever it was aiming at.
- They still have no map. This is a mech feeling its way around cover, not planning a route. One heading for a comms tower keeps at it; one wandering to nowhere in particular gives up on that spot and picks a better one.
September 1, 2026 — v1.3.4
- Touch aiming on iPhone is smooth now, even when the phone skips a frame. Holding the aim stick used to step the view unevenly. The cause was the timer Safari hands to web pages, which only ticks in whole milliseconds; a steady turn measured against a coarse clock came out in uneven chunks. Walking never showed it because a mech moves millimetres per frame, but a turn moves degrees.
- The fix counts real screen frames instead of trusting the clock, and knows to turn nothing at all when Safari squeezes in a catch-up frame after a dropped one. Tested on two phones, one of them 120 Hz.
- Mouse and keyboard aiming were never affected and are unchanged.
September 1, 2026 — v1.3.3
- Third pass at the iPhone aim stutter. Better through skipped frames, but the view could run a little ahead of real time after one, so this version was replaced the same day.
September 1, 2026 — v1.3.2
- Second pass at the iPhone aim stutter: the aim now moves by whole screen frames, on 60 Hz and 120 Hz phones alike. Much smoother; a little stutter remained right after a skipped frame.
September 1, 2026 — v1.3.1
- First pass at a stutter in touch aiming on iPhone when holding the aim stick over. It smoothed the chop out but made a held turn feel like it lagged the thumb then caught up, so it was replaced.
September 1, 2026 — v1.3.0
- New touch controls: twin sticks. The bottom half of the screen is split in two, and a stick appears wherever you put your thumb down, so there is nothing to find by eye. Left walks, right aims.
- Aiming is a proper stick now, not a swipe. Hold it over and you keep turning for as long as you hold it, instead of running out of screen halfway through a turn. Push further to turn faster.
- The L and R triggers sit above the right stick, one per arm, and every stick and button tracks its own finger, so walking, aiming, and firing at once all work.
- Turning is smooth on high refresh rate phones; the aim now runs on the game's own clock. See the manual for the full touch layout.
August 31, 2026 — v1.2.9
- Fire from the keyboard. Hold Space for the left arm, right Ctrl (Windows, Linux) or right Command (Mac) for the right arm. They work like holding a mouse button, and the mouse buttons still work too. Meant for trackpad players who could already aim with the arrow keys but still had to click to shoot.
- The keys only fire during a round. On menus and on these pages Space does what it always did.
- Mac note: Command + Space is Spotlight, so firing both arms from the keys at once opens it. Use the mouse for one arm, or change the Spotlight shortcut. Details in the manual.
August 31, 2026 — v1.2.8
- Enemy mechs can finally hit your torso. Their shots used to fly dead straight from their arm pods, which landed them on your arm pods and nowhere else, so once both your arms were gone you could stand in front of one and shrug it off until the clock ran out. Bots now aim at what they are looking at, with a little scatter, so hits land across your whole mech and they miss more at long range.
- Expect rounds to be harder. If they feel unfair, say so; the scatter is one number.
August 29, 2026 — v1.2.7
- Arrow keys now aim as well as the mouse. Left and right swing your torso, up and down tilt your view, and they work while you are walking.
- Why: on a laptop trackpad, Linux and macOS stop reporting finger movement while a key is held down, so aiming with the trackpad dies for as long as you hold W. That is an operating system setting, not the game, and no website can override it. Use the arrow keys, plug in a mouse, or rest a finger on the trackpad before you press W.
August 29, 2026 — v1.2.6
- The grenade thrower lines up with the crosshair too, side to side. Grenades no longer leave a metre off to one side. The arc is untouched, so judging how far a grenade will drop is still on you.
August 29, 2026 — v1.2.5
- Your shots now go where the crosshair is. Your weapons are mounted on your arms, over a metre to either side of your eye, and they used to fire dead straight ahead, so every shot landed beside the crosshair at any range. Both arms now aim at whatever the crosshair is on. Most noticeable on the sniper.
- Very close targets still fire straight ahead, so your arms never cross over in front of you.
- Enemy mechs aim exactly the way they did before. This is your advantage, not theirs.
August 29, 2026 — v1.2.4
- Shots now stop on a boulder only where the boulder actually is. Rocks used to block a little air above and beside them, so a shot aimed past a rock at an enemy you could plainly see would sometimes vanish into nothing. Boulders are still solid to walk into, and still cover.
August 29, 2026 — v1.2.3
- Mechs walk 10% faster. Still heavy, still a positioning fight, just a little less time spent crossing open ground. Enemy and friendly mechs move at the same speed you do.
August 29, 2026 — v1.2.2
- Roads are gone. They never looked right in any form, so every battlefield is back to its original ground. Nothing else changes.
August 29, 2026 — v1.2.1
- Roads now carry the same surface grain as the ground around them and get a subtly darker worn edge, so they sit in the world instead of reading as bright flat bands.
August 29, 2026 — v1.2.0
- Roads are real surfaces now, with proper edges you can see from the cockpit, instead of soft colour blended into the ground.
August 29, 2026 — v1.1.1
- The verdant battlefield gets a proper track: a narrower band of packed dirt with a visible edge, instead of the wide soft smear of sand colour it shipped with.
August 29, 2026 — v1.1.0
- Roads: every arena now has tracks running between the buildings, the comms towers, and the two bases. Follow one if you are not sure where you are.
- Each battlefield gets its own surface. City and flats are paved; desert and canyon are worn dust tracks; verdant is bare earth through the grass.
- Roads are scenery, not cover: they do not block anything, and they cost nothing in frame rate.
August 28, 2026 — v1.0.0
- Sector 2 is version 1.0.0. The version number now shows at the bottom of the title screen.
August 28, 2026
- Share buttons: on the title screen, the pause menu, and the end screen. The end screen share includes your result and lifetime record.
- Invite links: hosting a room? Tap COPY INVITE to grab a link that takes friends straight to the join screen with the room name filled in.
- Update log page (this page) and a footer nav on the title screen linking about, rules, manual, and log.
- Fixed: the loadout screen now scrolls on phones when it runs taller than the viewport.
August 27, 2026
- New site pages: about, rules, and a manual, all styled like the in-game menus.
- Arena picker: choose your battlefield from the loadout screen, or leave it on RANDOM. In multiplayer the host picks for the room, and RANDOM now rolls a fresh arena every round.
- Smarter bots: they need line of sight to shoot. No more fire through hills and buildings. Lose them behind cover and they will hold aim on your last seen spot, then come looking.
- Better looking buildings: shaded walls, window strips, and rooftop details, at no cost to frame rate. Desert arenas go lights-out at dusk.
- Test keys are disabled in multiplayer rooms, and the full key list is now in the manual.
- Sharing a link to the game now shows a proper preview image and title.
August 26, 2026
- Rounds now have a 10 minute time limit with a 2 minute warning. Most sectors held at time wins; equal is a draw.
- Comms towers are open underneath: shots pass through the gap below the deck, but mechs still cannot walk through.
- Boulders are much bigger now, big enough to take cover behind. They block shots and sight.
- Multiplayer fully tested across desktop, phone, and cellular connections.
Earlier
- Multiplayer arrived: peer-to-peer rooms with friends. Pick a room name, share it, fight. No accounts, no servers holding your data. If the host leaves, the room closes.
- Five arenas: desert, verdant, flats, city, and canyon, each with its own look.
- Radar honesty: your radar only shows what your team actually knows. Holding sectors extends your radar coverage; your eyes always work.
- Friendly fire rules: bots check their line of fire and will not shoot through a squadmate.
- Component damage: arms, legs, sensors, and torso take damage separately, and losing a part costs you.
- Comms tower models, hit sparks, walk cycles, and footsteps you can hear for every mech on the field.
- Loadout picker with two weapons of your choice, squad strategy (GROUP or SPREAD OUT), invert mouse, and volume, all saved in your browser.
- Touch controls for phones and tablets.
New entries are added here when updates ship.