This game was a small game jam entry back in 2024, done quickly and dirty in around 2 weeks. After that it was barely touched and due to some updates, was basically unplayable. And after a while i thought that i want to fix it, and fixing it wasn't hard but during that time i got some more ideas of what to update here. 
The Main Menu has been redesigned with a snazzy camera loop that is handled purely by nodes in the scene system, quite similar to the path_corner entity in Source 1, but with some added pizzazz like handheld shake and easing.
KETAL made the game loop faster by shortening cap times, and I implemented the Enemy Archetype system to make waves more interesting. Spawned waves now have an enemy archetype pool to draw from. This only includes the Charger for now, but opens the doors for more complex fights in the future.

NPC archetypes have an arbitrary amount of Hitzones with various properties. We are currently only using "CRITICAL", but we also have "RESISTANT" and "IMMUNE", as well as destructible enemy parts coming up in future updates.

This update adds 51 hand-authored sounds, including footsteps, player VO, enemy VO, and announcer VO by me. For the process of creating footstep sounds, I went through the proper professional audio engineering workflow: I lugged my laptop around my apartment for 15 minutes, recording various things being hit, flicked, dropped, and manipulated in various ways, and then layered / bitcrushed / pitchshifted the most interesting results.

I've also composed music for Compound, complementing our new beat-aware music system for smooth transitions between various gameplay states!
This feature is still Work in Progress but can already be tested in game
A new enemy has arrived, supercharged robot for what it's worth.
The aim with it is to serve as a testing ground for new enemy types, featuring different attack styles and a damage hitbox that's a bit different from body legs headshot system.
This feature is not in the game yet
I've also started blocking out the second map for the tests, planning to add more open areas to be more usefull in the next movement update
Our goal here is to iterate and add new features with each version, fixing bugs at the same time, current goals are:
- Iterate on a core gameplay loop, add more variety to the play styles
- New maps
- Extend enemy pool, and make the fights more engaging
- Implement player buffs and placeable buildings
The Revival Update
0.2
14 June 2026
🎁 Added
  • Added Enemy Archetype system
  • Added Enemy - Charger
  • Added beat-aware Music system
  • Added new Music with 5 unique loops
  • Added player VO and footstep sounds
  • Added enemy sounds
  • Added announcer VO
  • Added Options to Main Menu with FX and Audio sliders
🧼 Improved
  • Modified weapon shooting sounds
  • Improved weapon visual effects
  • Improved Force Field visuals
  • Automatic weapon reload now has a slight delay before shooting is finished
  • Redesigned main menu
🪛 Fixed
  • Made the game working again after 2 years of being broken
  • Fixed viewmodel jitter
  • Fixed bots spawning outside of the map
⚠️ Known Issues
  • Bots don't have a polished attack animation
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.