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Engine Of Sin is a mech game where the cockpit has four floors

4 min read

Most mech games hand you a cockpit and a targeting reticle. Engine Of Sin hands you a building with legs, four floors of it, and nobody else left alive to work the parts you are not currently standing in.

A crew of one, spread across four floors

It is a first-person mech simulation game. You pilot a colossal war machine against kaiju that have already ended the world, and what makes it a simulator rather than a shooter is the verb list. You vent reactor overloads before they tip into a meltdown. You redirect power between shields, weapons and life support. You adjust movement stabilisers, route ammunition feeds, and keep failing systems limping along while something the size of a district is taking the armour apart from outside.

The detail the whole design hangs on is that the machine was built for a crew, and the crew is gone. You are the last one. Every station that used to belong to somebody else is now a place you have to physically walk to, and the mech has four of them stacked up — crew chambers, weapon altars, medical units, reactor bay. That is where the tension actually lives. While you are down at the reactor with your hands in it, you are not upstairs at the guns, and the kaiju does not wait for you to finish.

Between fights the loop opens out. You leave the machine and pick over the ruins of a scorched Earth, salvaging what is left of the old world, forging specialised munitions and recovering technology nobody has used in years, then hauling it back inside and loading it. Each kaiju is built as its own problem, with its own attack patterns and its own weaknesses, so the workbench is where half the fight gets decided before the fight starts.

Then there is the thread the store page keeps hinting at. There are sealed chambers inside your own mech, and you can choose to open them. Descend into the machine’s entrails, find out what happened to the crew, and meet whatever is still living down there. The 90s-inspired visuals and the grimdark tone give it away: this is a horror game wearing a control panel, and the question it ends on is whether you stay a person or become part of the engine.

Why walking to the gauge is the interesting choice

The Power of Video Game HUDs makes the case that a HUD is a design tool rather than decoration — it decides what a player notices, how confidently they act, and which mechanics a game can carry at all. Engine Of Sin takes that argument to its furthest end. Instead of painting power levels onto the glass in front of you, it makes you go and read them. The cost of checking a number becomes distance, and during a fight, distance is the most expensive thing you own.

How Games Use Feedback Loops is the systems half. Positive and negative loops decide whether a lead snowballs, a loss spirals, or a game quietly corrects itself before the ending is settled. A reactor that runs hotter the more power you draw, in a machine where every repair also needs power, is a runaway loop by construction. The design question is whether venting is a real lever you can still pull at the worst moment, or whether a bad thirty seconds turns the next ten minutes into a loss you have to sit through. Tense and tedious are close neighbours here.

How Level Design Can Tell a Story covers the last piece: rooms, routes, props and light do narrative work on their own. These four floors have to hold two jobs at once. They are the control scheme, and they are the only surviving record of the people who used to run them. Every corridor you learn as the fast way to the guns is also somebody’s station, and the sealed chambers only land as a reveal if you already know the building well enough to notice a door you have never opened.

What you actually get

Engine Of Sin is by [Swimming Scorpions](https://swimmingscorpions.com/), self-published, coming to Windows with no release date announced yet. Steam files it under Action, Indie and Simulation, single-player, with full controller support, achievements and cloud saves. The arsenal is listed as eight titan-class weapons, one of which is called the Godbreaker, which tells you roughly how seriously the game takes restraint.

The accessibility list is worth a mention because it is longer than most games this size bother with: adjustable text size, colour alternatives, subtitle options, and playable without timed input. That last one is a genuinely odd promise for a game whose entire premise is that several things are failing at once and you are the only person who can reach them, and it will be interesting to see what it turns into in practice.

If the pull here is kaiju at the scale where the monster stops being an enemy and becomes a place, KAIJECT is the other side of the same armour plate. Engine Of Sin keeps you sealed inside a machine looking out at the thing; KAIJECT puts you inside the thing with a drill and lets you cut your own route through it.