If MEGAWATT sells, I'm hiring an artist I made this game on my own. If it sells, I will pay an artist to revamp the art. The grid is yours tonight MEGAWATT is a roguelike deckbuilder about electricity. You lay parts on a board, fire a spark through them, and watch it run. Every part it touches adds power, multiplies it…
If MEGAWATT sells, I'm hiring an artist
I made this game on my own. If it sells, I will pay an artist to revamp the art.The grid is yours tonight
MEGAWATT is a roguelike deckbuilder about electricity. You lay parts on a board, fire a spark through them, and watch it run. Every part it touches adds power, multiplies it, bends its path or sends it round again. Beat the night's quota and the supply depot opens. Miss it and the city goes dark.
- You build a machine, not a hand. Parts come in families: some add power, some multiply it, some steer the spark, some store it up, some run hot. Where you put a part matters as much as which one it is.
- You never build the same machine twice. One night it's a racetrack, and the spark laps it until the meters melt. The next it's a single long fuse across the whole board. Then a spark that splits into a mob, a furnace you keep one notch from blowing, or two parts welded into something that shouldn't work. You sit down with a plan. The shop has other ideas.
- The city grows up around you. You start in 1908 with coal and copper and work through diesel and radio, silicon, and the quantum age. Each age brings stranger parts and a new look.
- Patents bend the rules. After a hard night the patent office lets you file one. Most give you an edge. A rare few rewrite how the whole game works, and you have to decide whether to build around them.
- Nights go wrong in interesting ways. Faults hit the grid, the switchboard rings with offers you may regret, and each starter kit plays by its own house rules.
- There's always a harder shift. Tougher futures, higher grades, an endless mode and a daily run for when you think you've solved it.
Then take the time machine
Keep the lights on and the city hands you the key to its time machine. It runs one way: back to 1871, to the Old Works, before a single wire was strung. Down there the city runs on BOILERPLATE: boilers, pistons and line shafts, steam instead of sparks. Fire the boilers, couple the shafts, and meet the Works' orders before the pressure gets away from you. Same city, same trade, sixty years earlier.
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