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UNDEFEATABLE
Smelly Games Developer
Smelly Games Publisher
Coming soon Release
Game News Posts: 3
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
All About Sub Weapons! Beta 1.5

Sub Weapon Collision Fixes:


Weve fundamentally changed the ways sub weapons interact with players. Sub weapons will no longer exist on the same collision layer and affect player movement. In the past there were occasional bugs caused by this oversight, such bugs include but were not limited to: flying off the map after being direct hit with a ReconKunai or Cleaver, being pushed by a StickyGrenade hitbox after being stuck resulting in unintended and unintuitive movement, riding on top of or jumping off Rockets, Endzones doing damage after their initial bounce, etc With this change we are able to specifically disable Sub Weapons from colliding with their owners, this will fix weird issues specifically when throwing Rockets, they should never collide with the throwing player.

Wall Run Changes:


Were still not exactly which direction we want the WallRun perk to go but here are the current changes: Universal wallrunning is buffed significantly, gravity reduction while wallrunning 28.57% 66.67% Perk wallrunning has been changed to start reducing gravity instead of negating it entirely, gravity reduction while wallrunning 100% 87.5% Perk wallrunning now grants speed at the rate of 8 units per second, costing 12 stamina per second These changes better align the WallRun perk to be a movement perk that grants an exclusive stamina ability, we hope you enjoy the changes and look forward to hearing your feedback!

Balance Changes:


increased Rocket velocity from 60 to 120 increased throw force of OmniBeacon 35 65, increased gravity scale of OmniBeacon 1.0 1.5 increased throw force of FragGrenades 35 65, increased gravity scale of FragGrenades 1.0 1.5 increased StickyGrenades contact damage 0 35, increased StickyGrenades explosion damage 60 70 These sub weapon changes aim to make Rockets, OmniBeacon, and Grenades more consistent options. the increased throw force will help hit targets from further away, in the case of FragGrenades and OmniBeacon the higher gravity scale will help counter the effects of the increased throw force, when trying to throw at close range. StickyGrenades already have a throw that feels good, but hitting a direct stick left players wanting when the 60 damage explosion did not kill their target. Weve reworked the grenade to not only do more explosion damage, but it will also do contact damage when it sticks to a player, this damage will combo with the explosion damage after the fuse expires and kill, although this can be avoided by healing before the explosion


[ 2024-11-16 06:48:40 CET ] [ Original post ]

Beta 1.4 Released

New Weapons


Crow:


This mysterious relic from the past doesnt deal much damage, but it makes up for it with insane firerate. With a unique hair trigger, this gun has no limits to its firerate. A true gunslinger will decimate lobbies with speed with this weapon, but its low ammo count will betray you if you are not worthy.

New Weapon Type


Blasters:


Blasters are a new type of spread weapon in UNDEFEATABLE. Blasters all have unique spread patterns and spread multipliers that dont change. Additionally all blasters will also fire a projectile straight down the center, theres also no falloff so even if youre far away you can go for one pellet shots. Right now were adding three different Blasters. The Condor, Trident, and Maul.

Condor:


this double-barrel blaster can quickly decimate foes up close. its got a moderate spread pattern and insane firerate, however you only get two shots before you need to reload. Avoid shooting pots to fill back up on stamina, instead pick a human target! With a massive pellet count youre sure to refill your stamina with bodyshots.

Trident:


A tight cross shaped spread pattern makes this blaster the best for dealing with midrange foes. its got incredible power but a low ammo count and a brutal reload. Aim center of mass whether the opponent is upright, or oriented sideways in a dive!

Maul:


The perfect Blaster for dishing out damage quickly at close range, its fully automatic receiver isnt as fast as the Condors hair trigger, but it more than makes up for it in damage and ammo count. versus semi auto guns: get close. But against other blasters, you can keep your distance and rely on your powerful center firing shot.

New Sub Weapons


Throwing Knife:


Think Recon Kunai without any location effect, throw a knife that instantly kills anyone it comes it contact with. if it hits the level geometry it becomes a platform you can stand on!

ReaconBeacon:


Love the recon effect of the kunai but hate waiting for to to charge up? This sub weapon deals 0 damage but is far more available. Use it to locate foes who are keen to run away, it even scans BEHIND geometry!

New Mechanics


Health Greed


Added a Health Greed mechanic. A Health Greed stack is gained whenever picking up a healthpack Health Greed stacks will exponentially decrease your stamina recovery, capping at four stacks being equal to 0 stamina recovery. Stamina recovery is not significantly reduced with only one stack, stacks automatically tick down with time and 1 stack is immediately removed by getting a kill. This mechanic is meant to add some downsides to disengaging from fights and refilling on health too often. UNDEFEATABLEs movement is quite open and its often easy to disengage from fights that are in ANY way suboptimal. This change is meant to make that decision more of a trade off.

Crosshair Picker


The crosshair picker is implemented! Find in in the settings menu under the Crosshair tab. Currently we have a few selectable crosshairs, if you want something in particular thats missing, send us a message in the discord server: https://discord.gg/4rRFE4PXcq Down the line we plan on adding more options as well as the ability to upload your own pngs to use as crosshairs!

Tutorial Map


We've added a small tutorial map, try it out in the bottom right of the map select screen. It's got a timer function to see how fast you can complete the tutorial, post your best scores in the discord! We've also made a small update to Ramps II, it's now called "The Peak" and is themed instead of just being a test map.

Balance Changes:


Deft Hands reload bonus from 50% reload reduction 25% reload reduction Pelican Burst Firerate updated from 1.5 1.2, downtime between bursts unchanged

Balance notes:


With the introduction of the blaster weapons with low ammo counts we realized that DeftHands will significantly buff weapons like them with low ammo and long reload times. While we want DeftHands to feel impactful, 1/2 off reload time was just a bit too much. The Pelican changes are preemptive changes to help keep the crow from crowding it out of its "bodyshot demon" niche. It may receive more adjustments down the line to better differentiate the two weapons.


[ 2024-10-27 20:21:24 CET ] [ Original post ]

Alpha 7.0 Released!

Added Perks to the game. Perks are selectable from the settings menu and reset when you die. choose between Flutter, DoubleJump, Wallrunning, Regeneration, Deft Hands, and my favorite, being fat! also updated a lot of the sounds for the game, boot it up and test them out! also added a brand new text chat feature, press enter in game to send a message to the people playing in the lobby with you!


[ 2024-04-14 03:48:25 CET ] [ Original post ]

Whip out your FPS skills, and drop them right on the table! Perfectly accurate, hit-scan weapons, means if you can click them, they're gonna face fate.

Schmove like never before! Mech-Pilot shooters, and rogue-like deck builders WISH they could feel this good. We've combined movesets from some of the best late-90's 3D-platformers and arena shooters together for exhilarating, expressive movement.

Join us for playtests! Tell us what you think! Suggest features!


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