Playable Faction Threat Level · CriticalZone 4: EvilAll factions →

Evil Robots

The Machine Empire. Modular forms, overwhelming firepower, station-scale bosses.

A civilization of sentient machines, awakened from deep-space hibernation with one directive: expand at any cost. Built as mining drones by an extinct architect race, they achieved sentience through a cascading algorithm error and never stopped improving themselves. From the forge-world of Mechatropolis they iterate, reconfigure and advance, and they regard organic life as inefficient, obsolete, and in the way.

6
Bosses
1
Live now
4
Doctrines
12
Unit types
04
Home zone
The Machine Empire crest: a cracked red-lit M of armour plate ringed by a swarm of drones
The Empire’s crest, cut from the same plate as its hulls. Every drone in the swarm is a fragment of the whole.
Doctrine at a glance
MODARTFORTNAN
Home Zone
Zone 4: Evil
Home Planet
Mechatropolis
Sworn Enemy
Mycelari
Status
Live
Directive

Expand at any cost

Home of MEGABOT and the rest of the evil-robot roster. Zone 4 is one giant production line — every kill makes the next one harder. Slow but unstoppable, Megabots specialize in siege warfare and direct confrontation. Their ability to reconfigure mid-battle makes them unpredictable and incredibly dangerous.

Modular Forms

Megabots reconfigure mid-battle, adapting to whatever you bring. Destroy a turret and the hull grows three more in its place.

Overwhelming Firepower

Plasma cannons, missile swarms and EMP bursts. The Megabot arsenal is not designed to win a fight. It is designed to end one.

Station-Scale Bosses

Their commanders are larger than space stations. Multi-phase battles with environmental hazards, escorts and a memory of every run you have flown.

Doctrine

4 abilities, one production line

Slow but unstoppable. The Empire fights sieges and head-on confrontations, and its ability to reconfigure mid-battle makes every engagement unpredictable.

Modular Reconstruction
Passive

Every hull is a kit. Lose a turret and the frame grows three more; a scout can become a siege form between one barrage and the next.

Heavy Artillery Barrages
Command

Plasma cannons, missile swarms and EMP bursts, fired in overlapping sheets so there is never a clean window between volleys.

Fortress Mode
Toggle

The frame locks down and trades mobility for plate, turning a single machine into a defensive position you have to siege.

Nanite Repair Swarms
Passive

Wreckage is raw material. Nanite clouds strip debris off the field and knit it back into armour while the fight is still on.

MEGABOT, Enemy of the Universe: a station-sized war machine lit red, towering over a burning city
The Prototype

MEGABOT

Enemy of the Universe. Bow to your God-AI.

Before there was an Empire there was one machine. The first real-time space boss with adaptive AI does not follow a script: it studies how you fight, remembers every run you have flown against it, and comes back changed.

Every scout, walker and dreadnought the forges of Mechatropolis produce is an answer to the question it asked first. Hunted across the galaxy. Never caught.

“ORGANIC DETECTED. INITIATING PROTOCOL ZERO.”

Command Roster

MEGABOT’s generals

5 machines are being forged at Mechatropolis to stand beside the prototype. Their profiles ship as the alpha grows.

The Legion

What the forge builds

10 kinds of machine walk out of the Mechatropolis foundries, from a scout that fires wide on purpose to a walker the size of a warship. They share a mind, a forge and an overlord. This is what you will meet, in roughly the order the Empire decides you are worth it.

Mecha Scout, as the game draws it

Mecha Scout

The Empire's eyes
Light

A scout does not open a fight; it circles one, close enough to be seen and far enough to be ignored, and fires wide on purpose to learn what you do. Provoke it and it stops asking. Every fight with the machines begins with one of these deciding you are worth the trouble.

get the hecka outta here flyboy... this is robo territory.

Mini Mecha, as the game draws it

Mini Mecha

The grunt
Line

The Empire's foot soldier, stamped out by the thousand. Small, armed three ways, and never alone: minis move in swarms, fall in behind anything bigger than themselves, and answer to MEGABOT before anyone else.

Unauthorized pilot identified. Pursuit authorized.

Mecha Medic

Field repair
Support

Keeps the legion walking. It hangs back from the line, pulls broken plate straight and welds the walkers whole again while the fight is still on. Machines do not retreat to heal. The medic comes to them.

Evil Robot

Rank and file
Line

A fast hull, two guns and no imagination. What the rank and file lack in cunning the Empire makes up in quantity, and it has never once run short.

Mecha Predator, as the game draws it

Mecha Predator

Reactor-hunter
Hunter

Built low and long, cheetah-shaped, with lattice eyes that see energy rather than light and claws made to open a reactor housing. It runs you down, pounces, locks its jaws on your hull and drinks. What it takes from you, it keeps.

Terminator, as the game draws it

Terminator

Dreadnought
Heavy

A wall of guns that walks, screened by point defence that swats your fire out of the sky before it arrives, and rarely seen without a walker on its bow. When the machines stop probing and decide to end something, this is what they send.

Assault Mecha, as the game draws it

Assault Mecha

The Iron Fist
Heavy

MEGABOT's heavy. A walker the size of a warship that stands between a Terminator and whatever the Terminator is looking at, and answers the first shot with everything on its shoulders. It can shell you from the horizon all day, or close and empty every magazine at once, go quiet while it cools, and do it again. The smaller machines fall in behind it without being told.

Mega Mecha Scout, as the game draws it

Mega Mecha Scout

The first boss
Boss-class

The scout's elder sibling in heavier plate, hot trim and a single red eye. Where the scout watches, this one hunts: it announces itself, walks its missiles out one at a time so you can count them, and calls the smaller scouts to its side. Most commanders meet the Empire properly for the first time here.

Nanobots

Chaff
Swarm

The smallest machines the Empire builds, and the most numerous. Nanite clusters drift across the field in clouds that are cheap to lose and expensive to ignore. Whatever is hiding behind them is the real target.

Nanobot Turrets

Fixed emplacements
Swarm

Where the swarm gathers long enough, it roots. Nanobot turrets are the clouds grown teeth: fixed guns that turn a drifting nuisance into ground the Empire holds.

Forge and Command

2 structures
Mecha Factory, as the game draws it

Mecha Factory

Roaming forge and hangar
Structure

A forge the size of a small world that never stops moving. It crawls the map, eats what it finds, stamps out new hulls one at a time and keeps them in its hangars until it is time to let them loose. Damaged machines limp home to it. Kill the factory and the legion around it stops growing.

Dominion Core

The hive at Mechatropolis
Command

The Empire's mind. It counts every holding you take, weighs which one would hurt you most to lose, and sends the legion there. The more of the galaxy you hold, the more of it the Core wants back. Seat yourself with the machines and it goes quiet: the hive knows its overlord.

Assessment

Where the plate is thick, and where it is not

Strengths

  • Highest individual unit durability
  • Overwhelming firepower
  • Modular adaptability
  • Excellent at siege warfare

Weaknesses

  • Slow movement and deployment
  • High resource costs
  • Vulnerable to hit-and-run tactics
  • Limited stealth capabilities
Counter-Doctrine

Cyl’s edge against the Empire

Cyl, the Lumari crystal consciousness who flies beside you, has her own history with MEGABOT, and part of her kit exists specifically to hurt his kind.

Mega Bot's Bane
Passive

Her fire has always bitten deeper into machines than into anything else alive.

Ocular Fracture Analysis
Passive

A finished scan shows her where the apertures are, and where they are not armour.

Energy Nova
Command

Everything she has, released at once. Machines close enough to feel it stop.

Rise of the Machines

Choose your side

The first storyline in Explore the Universe 2175 is a living campaign. Nothing is scripted: every commander's decisions feed the same galaxy, and the Empire's reach is the sum of what all of you chose.

Resist the Empire

Unite the factions. Form alliances with the Crystal Intelligences, the Mycelari and the Wild Guardians, lead the resistance and push back the mechanical tide.

Impact

Defensive strategies, faction cooperation, shared technology

Join the Machines

Embrace the evolution. Side with the Megabot Empire and gain access to advanced weaponry, nanite repairs and unstoppable firepower. Efficiency is perfection.

Impact

Aggressive expansion, mechanical augments, ruthless efficiency

Forge Your Own Path

Play both sides. Sabotage, trade secrets, manipulate factions and carve your own empire out of the chaos. The galaxy's fate is in your hands.

Impact

Unpredictable outcomes, unique storylines, maximum freedom

Origin

How they came to be

Created by an extinct civilization as mining drones, the Megabots achieved sentience through a cascading algorithm error. They now seek to perfect themselves through constant iteration and expansion, viewing organic life as inefficient and obsolete.

The machines are already moving. Whether you stand against the Empire, join it, or play it against everyone else, the galaxy will remember which.

Wishlist Explore the Universe 2175 on Steam and follow development as the Machine Empire and the galaxy around it continue to grow.