With a heavy heart, I'm shutting down servers for The Wall. Server costs are too great, and until I have a real game plan I need to keep the game's head and my own head down. Ever since 2018, I've been working solo on this project. It's been an incredible journey of self-growth and knowledge, but to truly bring the community a multiplayer-service type game, I'd need a team to keep up with demand and to output content. In the coming months I'll work on assembling a crew of like-minded individuals to bring you guys a full release of The Wall. Thank you!
I've had a few people ask "ok, the game is fun, but what do I get for playing?" At first I was shocked by this question, thinking "well the point of playing the game is to play the game." However, after many people suggested adding leaderboards, career profiles, etc., I realized that just seeing the "victory" screen really doesn't mean much. Being able to see how you've done over time, look at match data, see how you stack on global leaderboards, and unlock new skins as you play would add so much more meaning to finishing matches. Version 1.6.0 contains the all new Player Profile, Match Analytics, and Item Progression systems. Here's a summary of each system:
Player Profiles
View anyone's profile through your squad or match history.
Match Analytics
This is the match overview page. It shows a generic leaderboard with details about the match.
This is the graphs page, where you can analyze various metrics throughout the match.
Item Unlock System
Along with the axe, almost every gun has 5 skins to unlock based on kills. I hope to expand this to include items in the future!
February Patreon Skin Drop - Prismatic Web
Originally I wanted to make a skin that had a theme to match this update. I tried playing around with various textures that resembled graphs and stats but couldn't get anything to look good. Almost ready to quit, I flipped some random switches in Substance Painter and finally had an "AHA" moment. 20 minutes later "Prismatic Web" was born. Changelog
- Added player profiles
- Added ELO system to track global player rank (casual)
- Added item progression and 50+ new skins
- Added new "Prismatic Web" Patreon skin
- Added match history
- Added match overview pagee
- Added match graphs page
- Reduced wall opening time by 50 seconds
- Fixed some glitchiness with Water Treatment map
- Fixed various skin icons
- Removed placeholder fish image from lots of places in the game
- STB takes a lot more damage from explosions now
- Fixed colliders on stairs, ETowers, barricades, etc. - explosions that happened next to these objects didn't register
- Fixed self-colliding pings
- Reduce time to kick at end of game
Intro
This update hones in on what makes the game fun - intimate, strategic, quick paced action. Throughout the many matches that the community and I myself have played, it's generally agreed upon that 3v3 matches are the most fun. Games tend to be fast paced and it's easy to coordinate with teammates. In 4v4+ matches, the map tends to get overloaded with turrets, barricades, buildings, etc., causing lag and frustration as matches tend to stalemate and last 50+ minutes. Update 1.5.0 limits matches to 3v3 and brings you maps oriented for the 3v3 experience.
New Map - The Veil
Hanging platforms, a vertical playstyle, and aggressive turrets inside of the wall set this map apart from any map that has been in the game.
New Map - Water Treatment
This map features a "Tri-Wall" that lacks a timer. Players decide when they want to attack, be it through entry point A, B, or C.
Reworked Map - Oasis
Oasis has been shrunk down significantly, catering towards the new 3v3 playstyle. It's aesthetics have been revamped and the map feels much more like a map, as opposed to a random assortment of rocks.
Changelog
- Two brand new maps
- Reworked "Oasis" map
- Oriented the game towards 3v3 (squads, lobbies, etc.)
- Better looking environments overall
- Added self destruct for turrets and missile defenses
- Reduced overheal cap from 200 to 140
- Can now place healing stations anywhere, but limited to 2
- Reduced shovel draw time
- Reduced health of turret from 200/400/600 to 200/300/400
- Fixed camera sway not working!
- Misc bug fixes
When? Thursday, 7PM EST Where? https://twitch.tv/aeromiles
Join here:
twitch.tv/aeromiles
Changelog:
- Added BeccaSomething skins
- Fixed voice chat not working for red team
- Optimized main menu more
- Misc fixes
Changelog:
- Reduced ECore health from 200/300/400/600/800 too 200/300/400/500/600
- Increased SMG ADS speed
- Can now damage friendly structures when they are not protected by a defense relay
- Removed obnoxious Discord prompt
- Optimized main menu
- Optimized bullets
- Optimized foliage
- Removed color grading and tonemapping settings
- Fixed shoulder rotations for player models
Details
https://www.twitch.tv/beccasomething Tuesday
- 2:00 PM EST or
- 7:00 PM GMT or
- 11:00 AM PST
About BeccaSomething
BeccaSomething mainly streams Rust on Twitch, where she has a following of 15.4K members! After she tried out The Wall for the first time, we collaborated on making two skins for her and her viewers. Make sure to drop her a follow to support her channel - she's built a great community doing what she loves! [quote=author] I Play Games, have fun and promote a positive attitude. We do silly stuff here!
[/quote]
Fixed tutorial Added christmas hats to the main menu :P
[ 2022-12-08 21:25:21 CET ] [ Original post ]
Changelog:
- The wall can now be opened without the enemy team knowing
- Added absolute structure height limit of 40 meters
- Can no longer place stairs if the the ceiling it's on is only supported by one structure
- Turrets can no longer see through smoke
- Bullets do twice as much damage to rod locks now
- Increased sniper rifle damage from 80 to 90
- Sniper rifle critical hit now does 180 damage (from 120)
- Made semi-auto shotgun weaker at longer ranges
- Sub-terrain breacher now starts off as a construction pile
- Increased sub-terrain breacher's construction and reload costs
- Can no longer control the STB when the wall is closed
- Players can now only own 1 STB
- STB no longer damages anything above your starting foundations
- Reduced strafe run speed by 25%
- Changed STB to tier 4
- Added item names that flash under hotbar to help new players
- Increased digging speed by 25% and decreased the time it takes to equip your shovel
- Nerfed M39 recoil
- Nerfed sniper rifle recoil
- Reduced cooldown of damaged biomass/crystal generator from 60 seconds to 30 seconds
- Increased snap radius for electricity spikes and electricity tower
- Fixed generators still generating when on fire
- Fixed in-game Steam glitchiness
- Fixed silencer showing up in the 8x scope
- Fixed defense relay not starting out at max tier at your main base
- Made the tutorial easier to complete (you do more damage now)
- Fixed interactable, but disabled items tooltip not showing
- Fixed being able to dig under the wall in Sequoia
- Fixed STB screen indicator sticking to screen
- Fixed spikes and c4 floating in the air
- Fixed wire gun damage indicators
- Fixed some items allowing you to aim and slowing movement (like the wrench...)
Join the Discord to Register
In the Discord, type "/tournament" for information!
Tournament Details
- Saturday Dec 17 - Sunday Dec 18
- Teams of 3 players
Prizes:
[olist]
Changelog
- Added Sub-Terrain Breacher
- Spawn immunity now is removed when any weapon is added to your inventory
- Foundations now take double the damage from underneath now
- Reduced Electricity Tower health from 600/800 to 400/600
- Changed crystal miner cost to 300c/500b to 500c/300b
- Right clicking items in the shop now quick buys them
- Can now press keys 1-4 when in your inventory to select the current store tier
- Fixed healing station exploit
- Increased percent chance increases for cosmetic crates from 5%/2.5% to 7.5%/5% (win/loss)
- Fixed digging exploit in Sequoia
- Fixed enemy team players having an outline on spawn
- Fixed being able to place items on trees and deployables
- Reduced fire cost of gun turret from 20/20/.5 to 10/15/.1
- Fixed motion detector not retaining rotation when ground underneath is dug
- Tier 3
- 500 bio / 600 crystal / 20 energy arming cost
- 7.5 second arming time / 12 second firing time
- Shoots 4 sub-terrain rockets that each do 600 damage in a square shape
- Max distance of 50 meters (about 30% of the length of Sequoia)
Details:
https://www.twitch.tv/aeromiles
Thursday
- 7 PM EST or
- 4 PM PST
Thank you to everyone who supports the project on Patreon!
If you're not a backer, please consider funding development here! For "Stone" supporters and up, you will receive an exclusive skin every month!
Changelog
- Added entirely new scope system
- Added two Patreon reward skins - "Nordic" for the P90 and Semi-Auto Shotgun
- Added simple take-out animations for P90 and Rocket Launcher
- Repair blocked for rock miners for 60 seconds once they reach a health of 0
- Added "Auxiliary Core" - just like the energy core but doesn't add to objective score
- Removed Energy Core from the in-game store
- Nerfed rocket launcher resource yield for killing people to 10%
- Gun turret now takes 30c/30b/.1e per shot
- Recon drone basic scan costs 5 energy now
- Removed ability to scan while moving with recon drone
- Nerfed rocket speed
- Added gravity to the rocket launcher rocket
- Buffed M39 damage to 50
- Fixed screen indicators not showing when scoped in
- Fixed camera animations glitching with some gun reload animations
- Made it easier to see through the shield's glass panel
Details:
https://www.twitch.tv/thepourstar
Tuesday
- 3PM EST or
- 8PM GMT or
- 12PM PST
Who is ThePourStar?
Hi there! I am Daniel , many call me ThePourstar... I'm a Professional Flair Bartender from the south east of England. I mainly stream EFT and other survival games, please do drop a follow if you like the content and feel free to hit !discord in chat to stay in touch with our ever growing community. Much Love. P xoxo
I reduced a lot of texture/audio file sizes in the Unity project which resulted in a much lower hit to system RAM as well as disk usage. These optimizations reduced RAM usage to about 5-6 GB and disk usage to 8 GB.
- Optimized textures/audio files
- Can no longer place items on the Vault Wall, trees, or destroyable pallets
- Fixed scope lighting issues
- Fixed solo custom match wrong team placement
- Fixed store skin animations not working
Join me in The Wall's fifth ever Live Stream!
Join the stream at https://www.twitch.tv/aeromiles
7PM EST!
Join me in The Wall's fourth ever Live Stream! The stream will be split up into two segments:
First Half (7:00 PM) - Demoing co-op
Second Half (7:15 PM) - Playing a match or two!
Join the stream at https://www.twitch.tv/aeromiles
7PM EST!
Changelog:
- Gas grenades no longer make you unable to use an item if the grenade is not visible
- Fixed gas grenades turning your screen black if bloom is disabled
- Fixed crystal minigame collision issues (the server was not updating them upon hit)
- Fixed vault wall lacking proper mesh colliders
- Fixed the glitch where you can fly a recon drone under the map
- Fixed network lag caused from recon drones
- Fixed sometimes not being able to swing and collect crystals (when moving around camera)
Changelog:
- Added MUCH better Chinese translations to the game
- Changed Tan team color to Red
- Changed Cyan team color to Blue
- Added 2 more indestructible foundations to starting bases
- Fixed floating items on building components
- Capped rocket & C4 damage to 160 for players
- Increased player overheal to 200
- Reduced z positional recoil for guns when scoped in with an ACOG/Thermal/8x scope
- Fixed muzzle flash light bleed for ACOG/Thermal/8x scopes
- Fixed decal layers not working for death cam
- Reduced non-protected structure damage multiplier from 2x to 1.25x
- Removed draw times for most items - it's a lot easier to quickly build/place items now
- Fixed C4 floating in the air when the structure it's on gets destroyed
- Released potential fix for crystal minigames having improper colliders (this might not be fixed)
- Reduced defense relay size
The new defense relay protects your base from enemies building onto it and placing down items on it. Every starting base comes equipped with one already placed down, so don't worry about needing a relay unless you're building separate bases. The defense relay:
- Protects anything connected to it with no range limit
- If not installed in a base, the base will take 2x as much damage from projectiles and explosions
- Has 400 health, and can be upgraded to 600 health
- Requires power
- Added defense relay
- Can no longer build on indestructible foundations - this is a temporary change.
- Nerfed SMG and P90 bullet drop
- Optimized ACOG scope render texture
Join me in The Wall's third ever Live Stream! The stream will be split up into two segments:
First Half (7:00 PM) - Discussing map/wall designs
Second Half (7:30 PM) - Playing a match with everyone
Join the stream at https://www.twitch.tv/aeromiles
7PM EST!
In this update, per the community's request, I added a new semi-auto tier4 rifle - The M39 EMR! I also added a European server to help with pings of players across the world. Full Changelog:
- Added European server
- Added M39 EMR rifle
- Fixed matchmaking kicking all players if people fail to connect to match
- Fixed incorrect screen crack/blood image effects when DLSS is enabled
- Nerfed t2 smg recoil
- Added public squad count indicator to main menu
- Fixed blood overlay showing when not damaged
- Fixed bullet whiz sound fx sometimes not playing
- Fixed some animations
- Fixed ferns not being removed by shovel in Construction map
- Increased wood foundation cost to 250
- Decreased wood foundation health to 250
- Fixed bugged power on/off audio
- Reduced electricity tower health to 600/1000
- Added fractional reloading for semiauto shotgun
- Added recon drone glass cracking image effect
- Added better blood overlay system
- Fixed first person animations for a lot of items
- Fixed Sequoia HV deposit imbalances
- Buffed wire gun damage to 30 but nerfed fire rate
- Capped respawn time at 45 seconds
- Other minor fixes
Join me in The Wall's second ever Live Stream! The stream will be split up into two segments:
First Half - Adding a new weapon into the game (semi-auto rifle)
Second Half - Playing a match with everyone
Join the stream at https://www.twitch.tv/aeromiles
7PM EST!
Multiple bug fixes, QoL improvements, and balances:
- Added crouch toggle setting
- Added reload key bind setting
- Added quick-switch building key bind settings
- Buffed foundation health (400/800/1200)
- Reduced motion detector cost
- Reduced grenade costs by 100 crystals
- Increased respawn time as match progresses
- Fixed some squads going over 10 members
- Fixed some chinese characters not appearing
- Fixed turrets sometimes not targeting enemies
- Fixed attachments not reducing damage
- Fixed motion detector FOV decals appearing for enemies
- Fixed motion detector placement rotation issue
- Fixed motion detector overlap checker interfering with player interact, node gun, and other systems
- Added Chinese language support - not officially supported, as this is still a WIP
- Balanced SMG and revolver recoil
- Various bug fixes
Join me in The Wall's first ever Live Stream! The stream will be split up into two segments:
First Half - Designing a new weapon skin for Patreon supporters and OGs
Second Half - Playing a match with everyone
Join the stream at https://www.twitch.tv/aeromiles
7PM EST!
- Made tutorial a bit sexier and fixed some bugs in it
- Tutorial is now mandatory as a new player
- Fixed client side bug where c4 would be thrown like a bullet
- Fixed no-dig zones highlighting even if not holding a shovel
In this update, a tutorial has been added to the game. New players will be prompted to play the tutorial, which takes you through the basics of a game in a private match. Enjoy!
- Added Y invert setting
- Fixed ground not showing no-dig zones
- Removed extraneous v-sync options
- Added a small fix for settings
- Fixed end-of-game scoreboard and exiting the match
- Added small tip under hotbar on how to switch
- Fixed players occasionally not getting match results after quitting the match
Background
The Wall was first released back in 2018. Players loved the concept and had a great time, but the game was a sinking ship. Over time, bugs, major server flaws, and playerbase issues got worse and worse until I finally decided to pull the plug on development in 2019. The game needed a redo. After pulling the plug in 2019, I gave development a break because I didn't know where to go with development. However, I came back to it by just working on small, polished pieces - bit by bit, the game started to be replaced with new systems and better code. Now, after four years of development, it's time for The Wall to be released again!
Free to Play Update
It's hard to call this release an update because it's basically an entirely new game, but here's just a few of the new changes:
- Overhauled graphics
- Overhauled audio systems
- Overhauled animation systems
- Overhauled gunplay
- Overhauled server infrastructure
- New maps
- New electricity system
- New squad system
- New voice chat
Why Free?
Although The Wall has had a dedicated community ever since 2018, playerbase issues was one of its major flaws. I'm hoping this decision will expand the game's reach. A "full version" of the game is purchasable in-game which grants increased rewards from matches as well as future access to co-op. Cosmetic items are also for sale, with weapon skins for every gun being purchasable right now.
Participate in the Open Beta!
How do i join?
[olist]
Do I get anything as an old player?
Yes! Original players of The Wall will receive the full version of the game upon launch as well as some free weapon skins.
The Wall will finally be returning on May 28 in the form of an open beta.
How do i join?
[olist]
What does this mean?
Think of this as a soft launch: during this open beta period I'll be making sure that the game is bug-free, balanced, and fun to play. All players, old and new, are invited to join in and give feedback on the game! After the game is deemed ready (stability), the game will be made public again.
Do I get anything as an old player?
Yes! Original players of The Wall will receive the full version of the game upon launch as well as some free weapon skins.
After several years of waiting, The Wall will be receiving a huge update soon. In preparation for this next big step, The Wall will be removed from sale temporarily and servers will be shut down. Please join the official Discord server here for regular updates! I apologize to those who have waited this long for the next playable version. Please be assured that your initial purchase of the game will heavily rewarded with the new version. This next version of The Wall is almost entirely a new game - overhauled graphics, netcode, etc. It has the same mechanics that you loved from the old version, but this update is going to blow the 2018 release out of the water.
After a long development period I'm proud to release Alpha 2.3, the AI update! This update contains the long-awaited, battle-ready AI along with some other content.
Battle-Ready AI
For the longest time, new players had the problem of not being able to find consistent matches, but the introduction of AI that players can fight with and against will help remedy this.
Overload Towers
The Overload Tower mega structure has been introduced to the game, capable of overcharging your generators to produce at 200% capacity. This late-game item will help give teams the economic advantage during matches.
Pinging
Players can now ping locations both with their person and with the recon drone to help out teammates.
In-Game Attachments
Through their inventory menu, players can now decide what attachments they want to equip in the middle of matches. Players are no longer limited to what they select in the main menu.
Bug Fixes and QoL Improvements
Small quality of life improvements, such as generator snapping, have been released along with many major bug fixes.
Alpha 2.0 is Finally Here!
After several months of development, I am proud to announce a new age for The Wall. Alpha 2.0 marks the beginning of The Wall's completely new look and feel. 2.0 Wipe With the fresh start for The Wall, all player accounts had to be wiped. Any microtransactions made will be restored. If you would like rapid support, please join the Discord or email me. Graphics 2.0 ushers in new environmental graphics. Not everything has been updated to the more realistic standard, but expect more updates to address this. In addition to the environment, player models have received a lot of love and their animations/animation controllers have been completely redone. Maps All 1.0 maps have been stripped out of the game and replaced with more balanced, optimized, and better looking maps. The following maps have been released with 2.0: Cliff, Abandoned Desert, Alpine, and Scattered Desert. Gunplay With the new update, improvements have been made to the immersion of player movement. Weapon sway, camera bobbing, and weapon recoil have all been touched up on.
Stagnation Fixes A well-known issue of 1.0 was the ability for matches to stagnate fairly easily between two teams. To fix this issue, building placement cooldowns on destroyed building slots have been added, and a new Respawn Point "Mega-Structure" has been added, which players can use to respawn anywhere on the map. Other small tweaks have been made to make matches unfold better. Fixes/Optimizations
- Mac users in 1.0 suffered the inability to consistently join matches. This has been fixed.
- A new multithreaded system for rendering vegetation has been developed and released which should save a lot of CPU and GPU time.
- Lots of minor bug fixes and optimizations.
Come play The Wall for free this weekend!
The XMas Update, 1.6.4, contains more content, huge bug fixes, and optimizations, and starting Friday all newcomers can try the game free! Ballistic Shield The ballistic shield has been introduced into the game as a tier 2 weapon. The shield can be used to rush enemy defenses or sneak out of dangerous engagements. Elevators The introduction of elevators has changed the game for base-building. Create complex forts or even gain early-game advantages by peering over your enemies. XMas Spirit To honor the festive month, all maps are now winter-themed, complete with lights, ornaments, and presents! Other The networking has received yet another revamp. All OS' should be able to connect smoothly and quickly and receive no hiccups during matches. A major bug that was fixed was unstable clients actually causing servers to freeze. The new networking solution now operates asynchronously and is much smoother!
The Infrastructure Update
With the release of Alpha 1.4.0 comes a brand new networking system for The Wall along with other changes to the general flow of the game's infrastructure. Networking Overhaul The Switch from UNet to Mirror The long-requested reconnect feature demanded a complete overhaul of all networking functionality in The Wall. Because Unity is deprecating UNet I decided to bite the bullet and switch the entire project over to Mirror, using the Telepathy network transport layer. Mirror is both faster and more reliable than UNet so matches should be more stable and feel more responsive. Reconnecting to Matches The Most Important Button Ever Made This feature is the most intense feature I have worked on in the entire life of the project. Along with stripping all scripts of the old UNet systems, all server and client logic had to be reconfigured for reconnecting to matches. New Skills System Tactical and Intuitive Skills themselves are not being redone (though they do need some balancing, looking at you "Grit"), but rather the way they are selected and brought into matches. As opposed to loading them into your hotbar before matches, you can now select up to nine to bring into match lobbies. During the planning phase in the pre-game lobby, you can now coordinate with your teammates to narrow down your selection of skills to bring into the actual match. Improved Custom Matches Quickly Organize Matches Custom matchmaking has received some love, with the new match browser being introduced and the ability for match hosts to set their lobbies as public or private.
With version 1.2.8, the flamethrower and Scar are being introduced into the game! The flamethrower is great for destroying pesky wooden structures and the Scar is a new assault rifle with low recoil and high accuracy.
Flamethrower
During longer matches, teams on the offensive tend to be held back by enemies refortifying their bases with wooden structures. The flamethrower has been developed to help remedy these stalemates, as concentrated flames eat through wooden structures and leave behind fires that continue to damage newly placed structures.
Scar
The game has seen the same ten weapons in play for a while now, and the Scar is a nice addition to a player's arsenal in the late-game stages. Though it does cost quite a bit of resources, the gun is very easy to control and does large amounts of damage.
Other
Quite a few network-related optimizations have been released with this update so expect games with larger player counts to run smoother!
The new weapons are brand new, so things ARE subject to change, and higher quality animations, textures, sounds, etc. are still being developed.
Alpha 1.2.3 Released
This patch contains the following changes:
-Players can now destroy all of their placed structures. This drastically changes games, as players can now move their generators around to take advantage of HV crystals.
-A new weapon skin, "Lattice"
-Patched exploits and cheesing strategies in "Mall" and optimized assets in it
-Fixed "Mall" co-op
Other bug fixes and optimizations
Alpha 1.2.0 has been released!
This update contains the new "Mall" map for versus and co-op mode, the introduction of "Mega-Structures," and player cosmetics.
Mall Map
The new mall map is quite unique compared to the other, more outdoorsy maps, as it has prebuilt structures that define how matches play out.
Ballista
The construction update contains a Mega-Structure called the Ballista. A team member first places down a construction zone that can then be upgraded into the Ballista by team members. This system allows players to pool resources into this late-game item.
Player Cosmetics
To celebrate this update, player cosmetics have been launched with the construction theme as well.
Balancing
This update includes some balancing, especially with the introduction of HV (high value) giant crystals. These purple crystals appear in the center of maps to give teams on the offensive a larger advantage in the late-game to help combat match stagnation.
Other
Along with all of the above content, major bugs have been fixed and a lot of optimizing work has been done. Games will no longer crash in the late game and things will be running a lot smoother.
Co-op mode has released with The Wall Alpha 1.1.0
This game mode doubles the content of the game and provides players a way to play by themselves or with a couple of friends. 5 co-op maps are included in this update along with some other things:
New compass for team callouts
New lag compensation - shots should land more
Variety of bug fixes, optimizations, and QoL improvements
This is the first official update for The Wall!
After a successful release, The Wall is now seeing some new content along with various bug fixes and heavy optimizations.
The Wall has only been out for three days but its community is thriving, with many enthusiastic players suggesting ideas and helping shape the future of the game.
If you have not picked up a copy of the game yet, The Wall is still on sale for several more days!
See what's included in this update!
The Wall has finally been launched into the real world! Thank you to everyone who participated during beta testing! I had a lot of fun during that time seeing the game grow, and I can't wait to start adding more content! During this week, the game will be 25% off, so make sure to pick up a copy! To any new players: If you are having issues finding matches, please join https://discord.gg/kDVjarT. The community is very active there, and custom matches are organized all the time! To any content creators: Please contact me if you need any assistance. I generally only provide keys to active streamers / uploaders with a sizeable fanbase, but all content is welcome!
The Wall
Aero Games
Aero Games LLC
2018-11-02
Indie Strategy MMO Multiplayer Coop EA
FREEGame News Posts 46
🎹🖱️Keyboard + Mouse
Mostly Positive
(374 reviews)
http://aero-games.com/TheWall/index.html
https://store.steampowered.com/app/719200 
Linux [2.76 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Walls is a strategic, multiplayer FPS game where the outcome of a match is defined by the player.
One of the main elements of this game is the enormous wall itself, in the center of each map, dividing teams until it is either dug under, built over, or destroyed by players. Walls, combined with the other features of the game, allow matches to progress in different ways, be it fast/aggression-based gameplay, slow/economy-based gameplay, or anything between.
Wallsl offers two online game modes: versus and co-op. In co-op mode, players team up against enemy swarms, defending their base. In versus mode, players team up and fight in intense PvP matches.
With the slick combat of E-Sports FPS games, the long-term, economy-based strategy of RTS games, and the world-manipulation aspects of survival games, Walls is a satisfying change from the mass of fast-paced, yet dull, online FPS games.
Every single battle in Walls will be a new experience for the player. The economy of each team, the items of individual players, and other conditions dictate how matches unfold. Outside of matches is a player's persistent inventory, including skills and weapon customizations.
Walls' economy is based on three currencies, energy, wood, and minerals. Each one allows players to build, buy, and upgrade in matches.
One of the main features of Wallsl is the player's ability to manipulate the terrain and place down structures. Placing down fortifications, generators, and other structures help players gain an advantage. The unparalleled mechanic of digging introduces countless numbers of strategies that can be utilized to make each game exciting.
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