- I got a job - 18 September 2026
I still have a fond felling to this game, it is kinda dumb wanting to make your dream game being a total amateur, but I fell like i'm larping being a real dev sometimes. there will be updates still, but way slower, thanks
- New Map, new code, new look - 26 August 2026
Working hard, I hope you guys like it, always open for suggestions in the steam forums. New AI enemies in the new Map, Twin City More to come, want to focus on vehicles and the mecha mode Bugs are probably around, didnt test everything, but feel free to contact me through steam, thanks!
- Bunchafixes - 22 August 2026
Fixes and upgrades, what to say, new map coming soon
- First Major Update Coming - 21 May 2026
Yeah lots of new stuff, I ain't writing all that Bugs are expected, contact me or open an issue on steam. Cheers.
- Finding The Game's Identity - 4 August 2025
Major changes, and now the game will have a stedied progress, i'm introducing the new main mechanic: Credits Now you buy weapons and can infinetly equip them, so its more of a 'licence to print once per life' kind of deal Helping in objectives gives you credits, those being: Collecting chips, capturing points and hacking bank machines (those don't give points to your team) Grinding Rails New map coating Customizable game rules (Time, points and starting cash) FFA winning is determined by whoever reaches the money goal first I'm eager to get feedback, now I'll focus on new weapons and modules, and expanding this game-mode, before going to the next map or game-mode project
- We're back - 11 July 2025
New main gamemode: Conquest Map: City (for now, lots of intentions with this new map) - Collect chips and deliver them, capture objectives or eliminate players to accumulate points for your team New scoring system, only points counted, not KDA ratios Disabled map selection for focus on the main gamemode, all will come back but changes in the overall architecture will demand time for adaptationSome new equipment, not all fully developed Full BHop enabled for all characters (Hold Jump to Bhop) New dash system: Dashing torwards where you're looking Wall grinding: You slow your fall when hugging a wall, can conserve horizontal speed and while grinding you can always wall-jump Lots of stuff being made, for now we need testing Feedback is appreciated, the main focus for now with this gamemode is to try and understand what makes a good objective map, and get the game to feel right. When thats…
- Last update for awhile - 14 February 2025
So... i got a job! In a place where I really wanted to work and I'll focus on my carreer for now. Some weapons and equipments added, not everything is finished from them. Updates will be even slower now, many ideas but now I have to focus on my actual carrer. Thanks for everyone who played it for the time being, development WILL continue but considerably slower, this is a passion project. Any suggestions, send me an email and I'll try to get back to you, thanks!
- New game design - 23 January 2025
You can now build your class with equipment and perks, click and drag to equip, click to un-equip. Previously made characters will not be used anymore, but some models and codes will be used Graphics are mainly placeholder Mech mode put to rest for awhile Cosmetics will come to this newly made design (no transactions (ever)) New map Added: Tranwreck There are plans for a total rework of the menus, their UI is insatisfactory and don't reflect the current present characters ##### More updates to come, if all goes well I'll try making simple bots. I believe we have some good modules, just gotta get some more out there and their equipment icons, also new maps and gamemodes are the intention, but I gotta get better at making them, use blender more for terrain making. ##### Any feedback and bug reports i'll be glad to hear at : [email protected] Thank you!
- Mech melee and going forward - 14 December 2024
New Mech Melee ('Q' default, same as 'sub-skill') New animations for melee and slightly remade torso models New shoulder weapon for mechs, the double barrel shotgun New map for mechs Removed boosters from torso, unique booster models will come Less focus on the 'default' mode for now, feeling like remaking all of it with my new experience making mechs and I think I can make it way better and fun in the future, by having you assemble your android as well More to come, mainly in mech content for now, but I will remake the humanoid characters and game Maps are simple but I need to get my own idea on how to make them better, for now they are usable, minimum viable product, but they can be great, I'm just not ready yet Hope you have fun and I'll answer any suggestions or feedback.
- Small fixes - Mechs and General - 28 November 2024
An issue with networking packets has been resolved, still being investigated for more returns. If successfull, the game should run smoother now. Mech horn selectable on spawning, 'V' on keyboard to use, not mappable yet New sounds for dashing and boosting Boosting horizontally (SHIFT) or vertically (JUMP) now produces heat based on the boost power Dashing changed, now sets your speed on a given direction based on your dash power, no longer having a 'slow down' animation Global health and max heat nerfs, mechs were too tanky and mobile, not needing thinking through, balancing is being studied Next there will be more parts, stepping sounds, weapons, and a proper map is being studied. Feedback is appreciated, thanks for listening.
- Small fixes - 27 November 2024
Mech colors now selectable Mech UI light redesiign, improovement will happen Working on new parts and a proper Map for mech combat Feedback is appreciated!
- Mecha - 26 November 2024
We got mechas now or 'AC at home' as i'd like to call. At the game lobby, there is a 'Test Zone (Mecha FFA)' Map that you can choose to play it. - For now there are few parts, 2 weapons and 2 shoulder weapons - Melee is intended in the future - Heads are only cosmetic - There is only one coolant type with a passive reduction in heat Your character is red but i'm working on color selection. More game-modes are intended for the mecha mode, maybe even a crossover with the normal 'android' mode. I'm pushing this update for testing purposes, mainly to see if its actually fun to play, feedback is always appreciated.
- Small fixes - 15 November 2024
Occluder in some maps resulting in meshes not rendering correctly, hopefully solved Outsider blink reworked, requires 2 presses, launches the blink symbol then you blink to it - Previous model was resulting in the character getting stuck in the map too often Analysing sudden frame-drops/stutter, implemented forced 60fps cap for the game, can be changed later to be user-controlled. Any sugestions or feedback I'll be happy to hear!
- Small fixes - 13 November 2024
Colony (Map) - altered colors, hopefully improving player visibility Outside - Some 'blink' issues patched, you could blink outside the map, fixed for the moment Fullscreen mode in the Options Menu 2 new game-modes being worked on, new map being produced Feedback and sugestions, I'll be happy to hear/answer!
- Leveller rework small bugfixes - 9 November 2024
Missile camera bug solved
- Leveller Rework - 8 November 2024
The leveller didn't feel unique and was full of bugs New weapon (secondary): RM-C4N1 - An autocannon with 6 bullets, hitscan detection, explodes on impact New skill: Remote Missile - A missile that speeds up and can be controlled by the player, explodes after 5 seconds or on-hit New weapons Preview:
- New Game Mode and Map on test branch - 4 November 2024
Map - Corners Game mode: Scavenge, collect chips to earn score for your team, score is only counted when delivered to a delivery zone, those change with time, you drop your chips on death so anyone can collect. Chip respawn time (in-map): 30 seconds Zone change time: 60 seconds
- New Character - Outsider - 31 October 2024
Outsider Kit The hunter kit has: - 100 shields (medium class) - Eastern Edge / Wind Slash (secondary fire) - Blink (sub-skill) - Realm Shift (unable to attack and be attacked for 3 seconds) Questions, feedback or suggestions you can contact me here: [email protected]
- InputMap fixes - 23 October 2024
Fixed some bugs with input mapping, Primary and Secondary fire are default for Mouse 1 and Mouse 2, be careful when mapping to mouse buttons, might not work. Low priority issue for the time being.
- New Character and Menu Functions - 23 October 2024
As seen previously, a new character has been added, the Hunter kit. And new input mapping fucnionalities. The hunter kit has: - 75 shields (light class) - Chaged bow - Snare Trap - Sonar pulse (reveals enemy players) Having done 2 debuffs for this kit will pave the path for more to come. The mouse mapping is a bit buggy for now, just in the loading department, as it shows 'UNSET' when loaded but it still works. - You can now save your configs automatically, both audio, mouse sensitivity and keymapping. - Changed some aspects of the TAB player list (removed backgrounds) Questions, feedback or suggestions you can contact me here: [email protected]