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Hang Tight, We Have A Technical Delay and some patch-work to do. We are currently testing NPC spawn rate - to decide if we have to build a custom solution for performance enhancement once more. -The first was graphical, this one is for handling frontend (universal distribution) scalability. [A fancy way to say- we've successfully increased the graphical quality by a slight bit for our environment models, and now we want all devices to be able to handle the spawning of an MMO-sized amount of NPCs.] Once we migrate NeverRage to the new technologies we've acquired, The project will be halted for a bit so that we can focus on performance optimization once more. From what we've seen with testing the project, there are many Engine base performance limitation, which has to be by-passed using custom-build solutions.
Patch 02-08-2025 Note: The multiplayer combat aspect is not up-to-date. If you have been following along... The update available should be next week. There should be about 81 NPC rendered These NPC/AI should be updated with no effect on FPS. The test previously was to see how many Ai I can spawn in the Server and still maintain low package size...The test was supposed to help me figure out how the project would handle a massive amount of active entities (draw distance), with the new assets of builds (which are not low poly). - This update should allow users with 4cores to run the project with 60 FPS. - If this doesn't pass Send us a direct email, or find us on LinkedIn.
As of 2/3/2025
I decided to focus on delivering quick test cases, to help implement the final gameplay
loop of this project.
A sizable amount of undead will spawn and head toward the House of the Chief/King.
They will idle and wait for targets to pursue.
Players can interact with these NPCs on their journey, or at their final destination.
The combat interaction is being tested with this new build.
We need your help and feedback.
This is your game.
Patch Date 1-27-2024 Focus: Kwaza COMBAT Test: Action Builder Targeting Note: Damage to Constitution is disabled for Avatars vs AI interactions. -I am doing so to avoid adding the part where I have to manage what happens when an Entity dies...This has to be handled with care. Updates: 1: Tab targeting now holds a single target 2: Action targeting also holds a single target 3: All Trades can cast their 5s abilities at AI and Users 4: At-will attacks (with or without equipment will register hit) 5: Apart from the Barbarian, all other trade attack-ranges are 10 ft. The Combat Balance sheet I created for all Trades has a unique list of attack-range for each individual Trade ability. 6: Corrupted Undead attacks should register hit on Users characters Next Expectation: Game Damage system, and introduction of mass PVE with coop. Ability update for healing classes - to heal for CO-OP
The chat box no longer allows users to move when they are typing.
The Paragon Tree now shows the basic Heroic and Multiclassing Feats.
The data for Paragon Paths are not available yet.
The goal for this update - is to finish the chat system.
Introduce long-term progression content (Paragon & Multiclassing Path).
The game is still in development.
Combat against Ai is very simple - like the fix with the chat box...
More difficult and core content/systems have to be systemized, so I can build the visuals together...
Without having to go back to make 1 system fit the requirements of others.
1-3-2025 Patch Notes The Subscription Calendar is now up to date with 2025! Subscription should start free, until 29 days after. Developer Note: Bug: A request to subscribe on the same day of account creation. Solution: The calendar app system has been updated to match 2025. Creating an account auto-renews your subscription, allowing you to access the project for 29 more days - Free. Those who were unable to play the game should have no problem doing so. If you encounter difficulties please contact: kwazaservice@gmail.com
Dev Note: I've read the review of a .Zinxfinity and I've seen your feedback on our channel, @solvated_photon. Words aren't enough, This patch is possible because of your help. Updates 1: Questing - The demo project is no longer synchronized with the matrix. The main build has been updated with a speed-run system which will boost players to level 10, and allow them to explore Dimension 1 out of the remaining 16 possible Dimensions. 2: FreeLocomotion Camera - A 200ms sleep timer was added to the camera due to how fast it was as a multithreaded task. This update was thought of as a universal preference. Sadly, not all devices process the script alike. Thus, it was altered for everyone to experience smooth rendering and locomotion. We, Kwaza Games, Hope everyone can accept and play in the confines of these two updates.
Today 12/31/2024 Early Access to World Map (Free Licenses - 1/1/25) -To Re-Subscribe visit etwaves.online click services Find NeverRage service click purchase Complete the form and complete your purchase 1: The map is available to those who are level 10. -If you are below that level - use the demo build to level up as a walk-around. -If you fall through the map after jumping to the next part of the game world- -load the main game, and this will auto-correct. 2: The game is in early access, with unfinished features. We want those who have been waiting for this 2024 release, which we promised, to have access to the build. 3: This early release caches the game project so that we can upload the rest of the build, instead of uploading thousands of files at once...It took 4 hours to set these builds up (Mac, Linux, Win32, Win64). 4: The new in-game structures, such as buildings and towers, are not accessible (as in, entering the buildings is not possible) until I am done fixing the collision detection systems for them. 5: Ability bug solution (temporary) you might notice some of your abilities failing to work (barbarian bug). You can fix this by changing Trade to a mage or assassin class, then changing back to whichever you had after waiting for a bit of time to pass. 6: If you have problems with the game, and you seriously don't want to be a part of our community- refund it, and don't turn back. I am working diligently and I have a life away from this project. It won't be finished in 1 year (MMOs take at least 7 years to be done). 7: NeverRage is not a Crypto game - although some of the gameplay passes information to the metaverse service I am developing. 8: The game will not have Crytpo in it. Mining in NeverRage passes information to the matrix, which is the same back end that powers our blockchain platform. 9: NeverRage combat - I want to finish the mining system, and crafting systems before allowing players to play the game. I know it is annoying to only walk around and not be able to attack the AIs. But the game AI is something that is connected with the rest of the metaverse project, and we need to make sure we've tested the functionality of NFT(s) within the matrix before allowing users to interact with these characters. 10: You are purchasing the project, and being part of this community because you have visited our LinkedIn, you have seen me, and you trust in the vision. If none of these applies to you, please don't purchase this project.
11/4/2024 New Screen Shots - These assets are not in the current build. I am still implementing them...Will have to manage FPS etc. However: I have invested millions of dollars worth of new assets for NeverRage. expect: -new buildings -giant-sized world bosses 2 - 22 - 2024 Demo Content Availability Update -Saving Quest Progress: Moving forward all progress made during the tutorial session will be saved. -Users should be able to collect the ember by double clicking the interact(F) key at the end of their tutorial quest. -Upon moving toward the instantiated portal, users should be ported over the bridge between Hathor's Home Castle (Zone1) and NeverRage. -Move to the edge of the gate and - look down to find another portal - Bug Tracking -Pause At The Angel's, Deva, Cut-Scene The fix for the cut scene in the tutorial has been back-tracked and we hope it finally works for all devices.