Really enjoying the sort of design philosophy whiplash I'm getting from working on this game.
Halcyon's mechanical heart is this sleek, strategic combat system that aims to immerse the player in the rush and danger of piloting your personal combat mech. It feels lethal in a way I haven't often seen in systems that use traditional hitpoints, so every new weapon or defense system has to be pointed at that goal. Speed and power, in the immortal words of Jeremy top gear.
On the other hand, Halcyon's emotional heart is the Pilots when they're out of the frames. The character builder and Bleed progression are meant to understand who these people were, then find out what they are becoming as they sacrifice their minds and bodies to turn the gears of history. It's intense and personal, and every design choice is pointed at building a frame (heh) for players and GM to make a story about finding humanity in the dark places.
That sounds like two separate systems, you might say, to which I would say nay, for (much like a pilot and frame) neither reaches its full potential without the other. You could just build mechs and duel your friends, and you could just run around in Halcyon's setting as mundane people, but the game really soars when the elements play into each other. The things your frame allows you to do will affect your Pilot, and the path your Pilot starts down will gradually affect how you function in your frame. It's an incredible effect that really has something for everyone, and it's been a blast to playtest. If this sounds like something you'd like, check us out at @chasmgamesco.