Howdy folks,
I took 2 years to be able to filter, test, prototype and materialize the players' suggestions for a Trip to Vinelands sequel. The next day it was possible to find threads on the UBERMOSH hubs about the next title. Am I making the next UBERMOSH? Why?
Right now I am working on 3 game-related projects... (and 2 other tech-related projects). It is not news that my work is my hobby... and my work... and it is all about testing new stuff, updating it, checking how it works now, thinking about ways to improve the experience, testing again... sending it, checking how it worked, ...looking for the next step, executing it, testing again...
One of the projects is the "TTV3 after launch", changing stuff following players feedback to make the best balance... it is like the UBERMOSH Vol.7 Redux update, where I inserted and changed lots of stuff. The next two game-related projects are a "not-UBERMOSH" game and the constant test of hundreds of UBERMOSH threads/suggestions/impressions to see if a worthy sequel is possible... I can say that the answer is Yes, but after Vol.7 and the aim of each volume being wider than the previous, ...it is pretty hard to say when I will be able to release it (but I will).
The tech stuff not related to games wobble around audio effects circuits (that I also use on my games) and "hyper-fast ascending drones" ... that are very experimental and math-related.
This post is a THANK YOU for all the support during this development journey... and a letter for the community, saying that soon more stuff will be released.
Many thanks!
https://store.steampowered.com/developer/waltermachado
Cut bullets with your sword in a gun filled pit. The 4th volume of the series brings the most powerfull version of the Blade Saint and harder challenges. UBERMOSH:WRAITH blends the projectile cutting from the original UBERMOSH, the psionic power Brainclap from UBERMOSH:BLACK, the swarm and endless map from UBERMOSH Vol.3, the new power Manastrike, a new class of enemy, more agressive enemy respawns, more achievements, various class mods and more music to pump the combat.
From rookie to a godlike entity, the final volume of the series maxed out the initial concept of "90 seconds arena" and invites you to react faster to beat your previous scores.