




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Howdy folks, the "UBERMOSH framework" started at early 2015. Few weeks separated the first prototype from the Steam Early Access launch. With 3 guns, 4 music tracks and a few thugs to fight, the "90 seconds arena" concept started to grow with community feedback. It left early access with "the best gun", 7 tracks, class mods, achievements, new SFXs and the hardboiled mode. Community asked for a hardcore version and I was experimenting with black particles around bullets. The particle effects updated the first UBERMOSH and UBERMOSH:BLACK came with more enemies, harder achievements, a new gun, more class mods and the Brainclap. The psionic power triggered by KO´s made the game more dinamic and intense. The quest to make it faster and with more freedom of movement made me rewrite a huge part of the codes. SWARMRIDERS born during the tests to create a functional coverless map. UBERMOSH Vol.3 appeared with a different camera, endless map, swarm enemies, more achievements and a more "open" way to play the "90 seconds" arena. "Can I make it more intense?" The experiments with "game timing" created the "non ubermosh-lore related" minigame Trip to Vinelands. With the Manastrike (a time triggered power) UBERMOSH:WRAITH maxed out the initial concept opening a bit of room for a shielded enemy, a bit of extra lore, swarm empowerment, harder achievements and the last volume of the series. Some players ideas and feedback could not make it to UBERMOSH:WRAITH due engine and concept limitations but I keep working fulltime to give you new gameplay experiences. Thank you so much for the support. Walter Machado
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