Project UCG

Untitled Combat Game, official name coming later.

After years of work I finally have a pre-alpha reveal of the game I’m working on.

The pre-alpha trailer shows the first level (out of 5-6 that will be in the final game). The levels are procedural generated to give the player a slightly new experience on each run.

The game is focused on combat where the player benefits from using different weapons strategies to be successful. It’s an action game at its core but also mixes in some rogue-like/lite and RPG elements.

  • Permadeath
  • Leaderboard
  • Upgradable weapons and abilities
  • Procedurally generated levels
  • High replayabillity

To compare it with other games, I would say it sits between Nex Machina and Synthetik 2.

Since a while back I opened up the possibility to support the project through “Buy me a coffee”. VIP members and supporters get a lot more frequent updates, and VIP members supporting the project can already play the game and will be getting a free download of the final game on Steam.

There's also a Discord server for anyone that's interested.

The game will have public playtest sessions at some point. No dates to announce yet.

Even with this first pre-alpha trailer, there's a lot of work still to be done. But progress is going well and the pace is good.

The game is a slight pivot from the other thread. That project is paused due to my partner and my schedule clashing. So I pivoted into this project, with a new background story / plot, different art style and with a slightly different vision for the gameplay. One of the reasons why I haven’t shown anything for over a year.

    MikeCL Iminterested how the levels were done to get them procedural..
    Also i hope there will be "camera shake" toggle or percentage bar, some peopl elike myself gets motion sickness from them camera shakes..

      Omg that already looks so clean and polished and pretty! Definitely should have let us test something by now but I'm sure you got in the weeds connecting game play with art. I also can't help but want to be playing as a mech instead after seeing your mech move around. Clearly a very ambitious project and a huge amount of work to get new additions up to the high bar of quality you've set for yourself. You could easily be adding on to this for years to come XD <3<3

        kuligs2 I've built a system for this. As for the rooms, it uses a gridmap for each room with a set of different assets. My system then knows where to place walls, floors and then different props, etc., and varies the size/shape of the rooms as well as the props it places. The big challenge here is to make the system not only create procedural rooms and levels but also create those in a way that makes it fun to play. Something that will keep evolving over the entire development phase.

        kuligs2 Also i hope there will be "camera shake" toggle or percentage bar

        Will probably implement a toggle for that if it turns out to be a problem for some people.

        Erich_L Thanks man! There are some quirks to hammer out before it's ready for a more public play test.

        Erich_L I also can't help but want to be playing as a mech instead after seeing your mech move around

        Mechs are cool! And we had a pretty cool thing going in the other project. Hopefully, we can pick up the collab again sometime in the future when our schedules align better. There are some pretty cool things coming in this game, though, that I hope will get people excited about the new direction.

        Erich_L Clearly a very ambitious project and a huge amount of work to get new additions

        For sure. A big challenge is the balancing act between ambition and a manageable scope (especially now that I'm back solo). I had to really think hard about how to design the game so it would be possible to deliver on it with a decent scale and also not compromise too much on quality. So I've got some tricks that made development and asset production have a good pace. And the game is also designed to scale up easily with new missions etc. post launch.