Game Report: August 2024 – April 2025

Important Notice:

Development Update – April 2025

Over the past six months, we’ve been fully focused on rebuilding our core systems and transitioning from Unreal Engine 4 to Unreal Engine 5. This was a major technical shift that required reworking much of our backend infrastructure — a move that not only fixes scalability issues but also significantly reduces server costs and ensures long-term stability.

Additionally, we’ve improved the gameplay and added many new features to make the experience smoother and more enjoyable. We’ve also removed hardcoded elements from the source code, making everything more flexible and scalable. Overall, everything is progressing positively and running smoothly.

While this slowed down visible progress, it was a necessary investment for the future. The good news: that phase is now complete as of March 2025. From here on, we’re shifting gears — focusing entirely on improvements, new features, abilities, and polishing the player experience.

With our new foundation in place, development has already accelerated. We're now able to deliver updates and features at nearly double the speed compared to before. Some major additions include:

  • A full XP and player progression system
  • Class-based characters with unique mechanics
  • A wide range of backend upgrades built completely from scratch
  • Core gameplay improvements, including better cooldowns, kill systems, and responsiveness

None of these updates have been shown publicly — yet. But we’re getting close.

On the technical side, we've dramatically improved performance and visuals. The game now runs at higher quality and higher FPS, and server costs have been slashed by over 3x. These backend and gameplay upgrades are already making a noticeable impact.

The Open Beta is nearly ready. We've been holding back our big trailer until we can align it with the right market timing — but it’s coming. Here some updates:

Battle Royale Update

Our Battle Royale mode is being developed by a separate team, and their latest progress report is available. After April, we’ll begin integrating the Battle Royale mode into the new core systems, a process that will only take a few weeks. Once this is complete, we’ll have a seamless experience across all game modes — and something truly special on our hands.

The foundation is strong. The speed is picking up. And from here on out — nothing can stop us. Battle royal report.

Game Development Progress Report

Period: August 2024 – March 2025

🕹 Gameplay & Combat (Player-Visible)

Advanced Damage System

  • Introduced new Base and Bonus Damage mechanics to promote different playstyles—burst vs DPM (damage per minute).
  • Fully refactored to use custom magnitude calculations for efficiency and reliability.
  • Damage to Stamina system added – certain damage types now drain stamina, enabling tactical slowdowns.

Status Effects (DoTs)

  • Introduced Bleeding, Burning, and Poisoning mechanics.
  • DoTs can stack; Poison also affects stamina.

Combat Feel Enhancements

  • Added stagger mechanics for specific abilities—carefully balanced to preserve freedom of movement while adding tactical control.
  • Developed a responsive damage reaction system, now visually and audibly reflects hits.
  • Implemented OnDeath visuals and sound effects for a more satisfying elimination experience.

Melee Combat

  • Delivered 2 versions: attack combinations and attacks while moving.
  • Melee attacks now interact with destructible objects.
  • Built flexible melee system to easily support future combat content.

Abilities Overhaul

  • Redesigned all old abilities for satisfaction and impact.
  • Redesigned all old abilities
  • Created and implemented 4 new abilities, thanks to new scalable ability base systems (e.g., Aim, Area, Self Buff, Charging).
  • Programming time for new abilities has been drastically reduced (10–25 min), leaving only VFX/SFX/animations.

Character System

  • Unique attribute sets for each character class (health, stamina, base, bonus damage).
  • Future passive abilities planned.

Player Control & Visual Systems

  • Introduced custom camera system (camera shakes, FOV changes, ability-specific views).
  • Fully implemented spectator mode.
  • Added character rotation & preview system in main menu.
  • Enhanced HUD: health animations, damage indicators, debuffs, team indicators.

Progression & User Interface

  • First version of in-game progression system: XP, currency, unlocks.
  • Created UI for profile, rewards, wallet.
  • Implemented purchase system for characters & weapon classes.
  • Redesigned core HUD and UI for improved UX.

Pickups & Objectives

  • Created pickup system and introduced gameplay-affecting pickups to drive map control.

Custom Lobbies

  • Players can now create and join custom lobbies.

🎧 Sound Design & Audio Engineering

FMOD Integration

  • Migrated and implemented FMOD into Unreal Engine 5.3.

Sound Features

  • Fixed/implemented UI, combat loop, and ability sounds.
  • Reworked character sounds (steps, jumps, death, etc.).
  • Implemented ambient soundscapes and redesigned volume balancing.
  • Original Music

🔧 Technical Development (Behind the Scenes)

Core Systems & Scalability

  • Rebuilt Game Modes for efficiency and scalability.
  • Built Ability Set System to grant abilities to any actor
  • Implemented Save System for persistent data.
  • Completed Enhanced Input System: real-time ability switching, deck system compatibility.

Ability Foundations

Built scalable ability base types:

  • Aim
  • Area
  • Self Buff
  • Charging
  • Refactored Chant ability base (still being improved).

Most abilities migrated to these new bases for performance and scalability.

Migration & Optimization

  • Fully migrated from Unreal Engine 4.27 to 5.3.
  • Converted critical logic from Blueprints to C++.
  • Refactored code, assets, and systems for optimization.

Infrastructure & DevOps

  • Created a new Dev Environment with Git & Gitea for agile team access.
  • Setup build automation: deploy new builds every 10 minutes.
  • Developed Launcher & patching system.
  • Created robust Backend infrastructure: accounts, friends, matchmaking, patching, progression.

Cloud & Integration

  • Designed Kubernetes Cluster (Agones spec).
  • Integrated Fleet Manager with autoscaling.
  • Integrated Google & Epic third-party auth.
  • Integrated Sequence Blockchain for on-chain functionality.

🧪 Quality Assurance (QA)

  • Built Data Validator and validation patterns for assets.
  • Created test maps for:
    • UI widgets
    • Animations & VFXs
  • Structured QA test systems across all domains (UI, combat, maps, VFX, etc.).
  • Integrated Unreal Insights for performance profiling.

🎨 Game & System Design

  • Completely redesigned the game’s vision and roadmap through 2026.
    • Created multiple scalable development paths.
    • Split roadmap into clear stages.
    • Documented systems and processes for future onboarding and team growth.

🧩 Additional QoL & Player-Facing Enhancements

  • Ongoing QoL improvements across all systems to streamline player experience.
  • Introduced features that enhance replayability through build variation and damage playstyles.

✅ Summary

This period marked a major leap forward—from core system reworks and scalability solutions to player-visible features like advanced combat systems and UI. The game has evolved from a prototype into a robust foundation for full-scale development and live service.

More features are currently in development and will be announced in future updates.

Here are more details if you want to read precisely.

Gameplay and Combat (Visible for the Player)

  • Redesigned Damage System:
    A complete overhaul of the damage system has been implemented. Players can now play around with Base and Bonus damage to create their desired playstyle. For instance, some players may focus on burst damage for quick, impactful attacks, while others may prefer to build toward damage per minute (DPM), allowing for consistent damage output over time. The system was built to be highly scalable, allowing for more fine-tuned control over damage calculation. Damage is now calculated via custom magnitude calculations, which are based on the attributes of both base and bonus damage, ensuring more precise and reliable damage calculations. This change will allow for much greater replayability, enabling players to experiment with different approaches in combat and keep gameplay fresh and dynamic.
  • Damage to Stamina Concept and Mechanics:
    As part of the new combat system, damage to stamina has been introduced as a core mechanic. Certain abilities, including Poison and some others, now deal a percentage of damage as stamina damage. This provides additional tactical opportunities in combat, as players can use these abilities to slow down their opponents without directly reducing their movement speed. This mechanic introduces a layer of strategy by forcing players to consider how to balance stamina management with health, adding more depth to the gameplay and encouraging players to think carefully about their moves.
  • Damage Over Time (DoT) Effects – Bleeding, Burning, and Poisoning:
    The introduction of DoT effects such as Bleeding, Burning, and Poisoning adds new layers of tactical depth. These effects deal consistent damage over time, forcing players to think about sustained damage as well as burst damage. Poisoning, specifically, also adds a unique twist by dealing a small amount of damage to stamina alongside health, forcing players to balance their resources and deal with multiple types of damage simultaneously. DoT effects offer interesting gameplay opportunities, such as forcing players to manage their health and stamina while being affected by persistent damage from various sources.
  • Stagger Mechanic:
    A new stagger mechanic has been carefully introduced for certain abilities. This mechanic adds a new element to combat by allowing certain attacks to stagger opponents, briefly interrupting their actions and leaving them vulnerable to follow-up attacks. The stagger mechanic is implemented with great care to maintain a sense of fluid movement while still offering a chance to control opponents in certain situations. This provides players with more tactical options, whether they’re looking to gain an edge by disrupting their opponent’s flow or capitalize on an opening for a combo attack.
  • Character Class Attribute System:
    A significant update has been made to the character class system. Unique attributes such as health, stamina, base damage, and bonus damage are now specific to each character class. This gives each class a distinct playstyle and ensures that different characters feel unique in their strengths and weaknesses. In the future, passive abilities will be introduced for each class, further enhancing their individual identity and providing players with a more tailored experience when choosing characters.
  • Melee Attacks System & Interactivity:
    The melee combat system has been significantly expanded. Melee attacks now come in two distinct forms: combination attacks and attacks that can be performed while moving. This opens up new strategic possibilities, allowing players to adapt their combat style to different situations. Additionally, destructible objects can now be damaged by melee attacks, allowing for greater interactivity with the environment. This not only makes the combat feel more dynamic and satisfying but also introduces new opportunities for environmental strategy, encouraging players to think about how they use their surroundings during a fight.
  • Ability Redesign:
    A major effort has gone into the redesign of all existing abilities to ensure they feel more impactful and satisfying. Each ability has been reworked to provide more tangible feedback when used, so players can feel the effects of their actions more clearly. Alongside the redesign of old abilities, four new abilities have been created. The system for adding new abilities is now streamlined, making it easy to create new abilities with minimal effort in terms of technical work. The key elements for adding new abilities are VFX, animations, and sounds, but the programming behind them can be accomplished in a very short timeframe, meaning new abilities can be integrated quickly and efficiently.
  • Camera System & Spectator Mode:
    A camera system has been created to allow for camera shakes, FOV changes, and changes to the viewpoint during specific abilities like aiming abilities and others. This system enhances the overall combat experience by making the camera more reactive to player actions, increasing the immersion. Additionally, spectator mode has been implemented, allowing players to watch ongoing matches and better understand the flow of combat, offering more opportunities for both engagement and learning.
  • Damage Reaction System:
    A damage reaction system has been added to provide more visual feedback when characters take damage. Now, the impact of damage is more visibly clear, helping to immerse players into the experience and make combat feel more reactive and impactful. This system ensures that damage is not only a gameplay mechanic but also an important visual cue, so players can clearly understand when they have successfully landed an attack.
  • Custom Lobbies:
    The ability to create custom lobbies has been introduced, enabling players to set up their own matches with specific parameters, such as character selection, maps, and match settings. This feature offers greater flexibility and customization for multiplayer gameplay, allowing for more varied and personal experiences.
  • Progression System:
    The first version of the player progression system has been implemented. This system allows players to earn in-game currency and experience points after each match, which can be used to unlock new characters and weapons. The introduction of this progression system provides players with a sense of reward and a tangible sense of progression, making matches feel more meaningful and giving players goals to work toward over time.
  • UI/UX Improvements:
    Many improvements have been made to the HUD and user experience in general. This includes the addition of debuffs, improved health change animations, and a more refined damage display. These changes help make combat feel more fluid, intuitive, and visually engaging, allowing players to better track their status and make more informed decisions during gameplay.

Sound Design and Engineering

  • FMOD Integration:
    The FMOD audio system has been successfully integrated into the latest UE version. This allows for advanced audio control, enhancing the overall sound design of the game. The migration to FMOD ensures that future sound design can be easily expanded and customized.
  • UI & Combat Loop Sounds:
    All UI sounds have been fixed and implemented, improving the player’s interaction with menus and HUD elements. Additionally, the combat loop sounds have been implemented, providing immersive feedback during rounds and matches, as well as combat events like attacking and blocking.
  • Character and Abilities Sounds:
    All character sounds have been fine-tuned, including death sounds, footsteps, jumps, and rolls. Additionally, the sounds for various abilities have been fixed and new ones added to ensure they match the intended impact and feedback.
  • New Music:
    A new batch of original music tracks has been created for the main menu, with four unique OSTs now in place, helping to set the tone and atmosphere for the game.

Technical (Invisible for the Player)

  • Game Mode Redesign:
    All game modes have been redesigned to ensure they work efficiently and can be easily expanded in the future. The new system allows for easy scalability, meaning that new modes can be implemented quickly and without significant technical debt.
  • Save System Implementation:
    A comprehensive save system has been added to ensure that player progress is tracked and saved correctly, with support for future expansion
  • Enhanced Input System:
    A completely new input system has been designed based on the Enhanced Input System in Unreal Engine. This new system gives designers far more flexibility and control, enabling the ability to change abilities in real-time based on inputs, which is crucial for future systems like the Deck system.
  • Ability Base Systems:
    New ability bases for various types of abilities (area abilities, self-buff abilities, charging abilities) have been created, making it easier to implement new abilities with minimal programming work. These bases provide a template that only requires VFX, animations, and sound effects for full implementation, drastically reducing the time and effort needed for new abilities.
  • Backend & Infrastructure:
    A new backend has been developed to handle accounts, matchmaking, progression, and other critical game systems. Additionally, a game launcher and patching system have been created, enabling easy updates and patches to be deployed.
  • Migration to Unreal Engine 5:
    The project was successfully migrated from Unreal Engine 4.27 to Unreal Engine 5.3, including all maps, animations, VFX, and other game assets. This migration has brought significant improvements in performance and scalability.
  • Optimization and Refactoring:
    Following the migration, a thorough optimization process was carried out, including code refactoring, scene optimizations, and the migration from Blueprints to C++ for greater performance.

QA

  • Testing Systems:
    A series of testing levels have been created for various elements, including animations, VFX, and UI elements. These levels allow for efficient and focused testing of individual systems. Additionally, data asset validators have been put in place to ensure that all assets are correctly implemented and validated.
  • Unreal Insights Setup:
    Unreal Insights has been set up to provide performance tracking and debugging tools for continuous optimization and issue resolution.