
Bastion

A walking war-machine that unfolds into a living castle. Mine a dying world, grow your fortress, and escape before everything collapses.
BASTIÓN MECHA is a grimdark isometric survival game about a colossal iron mecha that transforms into a castle.
The world is burning and collapsing. As a MECHA, you stride across ash and ruins, crush Worm cultists underfoot and fight segmented mechanical crawlers. As a CASTLE, you plant yourself on gold veins and ichor bogs to mine, send out villagers and grow your fortress.
Your castle grows with you. Every building (Refinery, Hangar, Arsenal, Rampart) and every upgrade visibly changes both the castle and the mecha.
The world is falling apart. Craters open, resources run dry and the creatures grow stronger.
Build the Ascension Engine and hold out for 60 seconds while the Mother Crawler besieges you. Survive, and your castle lifts off into the sky on pillars of fire.
Abilities: auto-cannons, a cathedral laser beam, a seismic slam and a dash.
A full run takes about 10 minutes.
English or Spanish: the game switches to English automatically if your browser isn't in Spanish.
HOW TO PLAY
Mine gold and ichor as a castle, fight and explore as a mecha, build all four buildings, then build the Ascension Engine and survive the siege.
CONTROLS (phone, portrait)
Drag anywhere to walk. The buttons are at the bottom right: the red button transforms mecha ⇄ castle, the three plates are your abilities, and the wrench opens the build menu. Tap the castle to build and upgrade.
CONTROLS (keyboard)
WASD or click to move · Space to transform · 1 2 3 for abilities · B or click the castle to build · M to mute.
Tip: click or tap inside the game once so it gets keyboard focus and sound.
CREDITS
Team
- Lambda Forge : game design , art direction, concept art, HUD art, music direction, all Gaspar Jones.
AI tools
- Claude Code (Anthropic), model Claude Opus 5.5: all game code (single-file HTML5 Canvas), procedural 3D-style art (terrain, mecha, castle, creatures, gold, fuel, VFX, lighting, fog, post-processing), procedural sound effects, HUD integration, English localisation, game balance (autoplay bot testing) and the itch.io build.
- Suno: music (edited and looped in-game).
-Grok and hand painted for HUD
Other
- Fonts: Google Fonts (Pirata One, Cinzel, Barlow Condensed), SIL Open Font License.
- No third-party asset packs. Everything else is generated in code.
CONTENT WARNING
Stylised fantasy violence: crushed cultists leave small blood stains, and there are skulls and bones. No gore close-ups.
AI tools:
• Claude Code (Anthropic), model Claude Opus 5.5 — all game code (single-file HTML5 Canvas), procedural art (terrain, mecha, castle, creatures, gold, fuel, VFX, lighting, post-processing), procedural sound effects, HUD integration, balance testing with an autoplay bot, and the web build.
• Suno — music (edited and looped in-game).
• hand-painted by Gaspar Jones
Fonts: Google Fonts (Pirata One, Cinzel, Barlow Condensed), SIL Open Font License. No third-party asset packs; everything else is generated in code.
Content warning: stylised fantasy violence — crushed cultists leave small blood stains; skulls and bones.







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