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ROGUELIKE??!!?!11Mar 31, 2024 - Community Announcementshttps://clan.akamai.steamstatic.com/images/33198961/58e7bc91eef96c94f73c681068b4d5d7c1c6bb2a.png I am still working on it; the plan is to launch it in May. There is an expected delay before Steam approves the title for launch (1-2 weeks to approve Store and Build, 2 weeks+ of "comming soon"). The leveling system is "kinda new," heavily inspired by classic elements with some twists to make it cleaner and quicker. Every month, I do my best to release new stuff, from new projects to game updates, and it is always awesome to give you these handcrafted gameplay experiences. Many thanks! https://store.steampowered.com/developer/waltermachadoQUICKER UPDATEFeb 29, 2024 - Community Announcementshttps://clan.akamai.steamstatic.com/images/33198961/00f1bfcdb5f64a7b66918e8921e58751780c7dc0.png Steam Early Access is pretty magical. I have some buddies trying it here in Brazil, and the nicest folks are playing the same game thousands of kilometers away, with similar feedback guiding this update. We have a new enemy class that moves with lightning speed and cirurgical precision, like a zoomed spider, a vampire in movies, a chess queen with long movements, or a mutted banshee with a flak cannon. To deal with it, you have your melee "sword breaker" with limited stamina, a full-auto Flak cannon, and the human factor, which finds gaps to solve stuff in your own way. It moved from 2 to 5+1 enemy classes (from QQF1 to QQF2) to test your reflexes and combat awareness. The texture maps and surfaces were polished to add performance, and the protagonist death animations were tweaked to look nicer. The level generation was tuned following player feedback. It is a nice time to SSS it! Many thanks! https://store.steampowered.com/app/2799110/QUICKERFLAK_2/ 2 YEARS to add MELEEFeb 1, 2024 - Community Announcementshttps://clan.akamai.steamstatic.com/images/33198961/00f1bfcdb5f64a7b66918e8921e58751780c7dc0.png It took two years to make melee work nicely in QUICKERFLAK. The sequel gets the hunter mass from the RUTHLESSMOD, new enemy classes, and now you can rank up to SSS if you connect with the flow of FLAK+Melee. https://store.steampowered.com/app/2799110/QUICKERFLAK_2/ If you are into game development, the melee weapon was inspired by the "Chinese Sword Breaker/Long Kabutowari," which is shaped like a sword but is a strong blunt weapon that attacks with a stamina-based "turbo trigger" (based on old aftermarket "turbo gamepads" that have a turbo trigger that clicks super fast), allowing you to counter flak ammo for a brief time. I will be back soon with more content! Many, many thanks!Rank SSS it!Jan 4, 2024 - Community Announcementshttps://clan.cloudflare.steamstatic.com/images/33198961/c94406a6e7f09cfc187de10a4a610da3892347a4.png All Early Access update goals are done under the expected time, and BULLETHELL 1.0 is out! If you are a game development enthusiast who checked the early versions before the fat bullets (and just one hero, fewer enemies, different pace, etc.), it is a nice time to enter the pit again! Player feedback is magical, and some ideas that do not fit the core concept of THIS game have spawned other projects that may come soon. One that I like to highlight is the "room beater" QUICKERFLACK with the addition of melee inspired in BULLETHELL. There is a roguelike under development, and I am double-checking a few early concepts that were not possible with the UBERMOSH framework and may fit the latest BULLETHELL code structure. Many, many thanks! Your feedback helped a lot, and I hope to deliver a teaser of some of the new stuff later this month! Pump your reflexes and have fun! https://store.steampowered.com/app/2620000/BULLETHELL/KENSAI and GUNNER UPDATEDec 7, 2023 - Community Announcementshttps://clan.cloudflare.steamstatic.com/images/33198961/9119d4a74579c9b934f3ed5a3873e5f7b201d2d2.png https://store.steampowered.com/app/2620000/BULLETHELL/ BULLETHELL development is flowing pretty nicely, and today you will be able to play with two new heroes: a KENSAI character bringing the bullet-cutting gameplay to the table and a "bulletwall gunner" that favors the "roomsweaping before movement" gameplay. There is also a new enemy class that tries to predict where you will be and fire in that direction. I hope you like the new content, and many thanks for the trust and feedback during this Early Access journey. Please check this one too!Nov 25, 2023 - Community Announcementshttps://clan.akamai.steamstatic.com/images/33198961/107fabf510d832ea427153f1c9c17ace91f3252e.png https://store.steampowered.com/app/2620000/BULLETHELL Steam Early Access is pretty magical. Players do not know what they will get. Developers do not know how the finished version will be... and this coop can create astonishing results. As a few of you may know (due to Steam notification issues), I am developing BULLETHELL to be a sub-30 second arcade minigame challenge with no fillers to get that heart pump feel as soon as possible. It is pretty experimental; it is not an UBERMOSH (but it shares the same universe). It is not a room beater like QUICKERFLAK, but a "kinda new" thing, handcrafted by me for you. Yesterday I sent the HEAVY GEAR update, and I am working on the next one. Many thanks for the support, reviews, and community hub interaction! Your feedback is priceless! It helps to shape an experimental design, and it is very heartwarming!NU STUFF!Nov 5, 2023 - Community Announcementshttps://clan.akamai.steamstatic.com/images/33198961/aecf83e91bf780c5bea2c592fd0b274f734e1c3f.png https://store.steampowered.com/app/2620000/BULLETHELL Many many thanks for the feedback during this journey! Half artist, half tech guy, ...fueled by your awesome feedback via Reviews and Steam Community Hub, I am in a constant quest to develop your requested gameplay experiences. 95% of the time I have to develop and test each step, producing different products that merge and blend, creating more complex stuff. UBERMOSH gave us a solid gameplay, but the framework needed to be rebuild from scratch to allow something past OMEGA. I started working on a smarter AI that could predict movements and a different way to deal with the topdown animations and particles... that study spawned QUICKERFLAK. Ruthlessmod improved the SWARM AI from Swarmriders, leading to a "smart slime" that may appear in a sequel of a drifter game that nobody is asking for. The quest for an ENDLESS UBERMOSH, that works with the heavy zoom of the first game, the particles and smart AI from QKF and the pumping drums of the TTV series are summoning BULLETHELL, my "hardest to balance" title so far, that will stay a few months on Steam Early Access and, it will be the nicest to have you aboard during the development!For the CommunityApr 2, 2023 - Community Announcementshttps://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33198961/8c0eec18ae8d3f520f7a46ee05b3b8ed5ef1319d.png Howdy folks! I hope you are all having a pretty decent time! I am working on my largest project so far, not saving on the dark guitar fuzz, heavy contrast, and tribal drums (this explains the launching gap). During the breaks, I am addressing some tweaks on Steam community items, like Trip to Vinelands and TTV2 Steam cards, that were made with photos of the real location that inspired the series. The next community items may be AccrO cards (and an expansion of the flyable map), Swarmrider Omega cards and I am checking my old hard drivers for nice UBERMOSH concept images for more community items (heavily asked on the Stem hubs). The production pace is kinda slow due to the handcrafted nature of my work. I am doing my best! Many many thanks! I will keep the updates here https://store.steampowered.com/developer/waltermachado PLUGGINGJun 22, 2022 - Community Announcementshttps://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33198961/396e95af15d140e8070164c52e62e586047ce455.png I consume indie stuff. You don't? Weird music with AM static, short movies with shifted hue, fuzz pedals with just one knob, barely functional niched objects... the developer doing its own thing. We try these artistic experiments, it fuels our soul to do our own stuff... ...talking about artistic treats, please, please, check this one. It's for you. I hope you have a great time. https://store.steampowered.com/app/2062920/TTV4/ Many many thanks! https://store.steampowered.com/developer/waltermachado RMODJun 10, 2022 - Community Announcementshttps://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33198961/42d41ff0cc7aad765ae577d2e93743e18c1dbc17.png Do you "mod" your stuff? From changing car mufflers to mirror polishing the edge of my knives, modding was always a thing in my spare time. Modding guitars and pedals pointed me toward the signature fuzz sound you can hear in my music, and modding games moved me to the game development. It would be awesome to play "ruthless" versions of my favorite titles from the past. Faster and with some extra stuff to spice up the challenge. What I can do today is offer you a _RUTHLESSMOD version of some of the titles I launched. I am working on a tweaked TTV, and here is a QUICKERFLACK_RUTHLESSMOD ready for you to play right now! I put extra six months of development inside the classic title, increasing the number of special units, adding full_auto, adding a "moving mass" unit, making a new procedural code to fit the extra challenge, and recording an all-new soundtrack. I hope you can take a little break in your day to enjoy the hotter combat and test your reflexes. Many many thanks! Walter Machado https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD_RUTHLESSMODMay 29, 2022 - Community Announcementshttps://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33198961/9d4a8fb209fe453d4966c421c7d293d913daf676.png Howdy folks! We live in a neat kind of symbiosis. I work full-time to develop gameplay experiences, you play it, and with your feedback and support, I can tweak my development to meet your expectations. Following this logic, half of my working time is dedicated to improve old products, and the other fraction is consumed testing new ideas. If an update changes to much the gameplay, minimum requirements or game pace, it spawns an expansion/sequel. If the new ideas fit a playable concept, a new product is delivered for you. The "_RUTHLESSMOD" expansions Targeted to the most hardboiled fraction of this community, it is focused on re-inserting stuff that I removed from the initial concept of a game to become more user friendly. QUICKERFLACK_RUTHLESSMOD, for example, took more time to develop than the original game, has full_auto flak cannons, and up to 5 enemies with advanced prediction each map combo-ing with the regular enemies and a swarm entity that changes a lot how players have to deal with ammo management, combat navigation and risk. It is pretty intense! (and hard) https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD/ I am working on a Trip to Vinelands expansion too, and I will be able to show it soon. The NU stuff 2022 is all about everyone launching a roguelike... It is hard to tell yet how "classic" is the pace of the project, but I guarantee to you that the procedural elements are working like a charm and it is a blast to play! I am still polishing it. There are lots of stuff to come, and I am really really thankfull to be with you in this awesome journey. PS: I am still working on the science project AccrO, and I will try to post a bit more of the game development routine on Instagram https://www.instagram.com/waltermachado.dev/ Many many thanks! NU STUFF, finally!Jan 8, 2022 - Community Announcementshttps://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33198961/597b4cec1fdcbfb9eb43c097de9d68c77cb55f37.png Howdy folks, if you like the stuff I make, please check this one: https://store.steampowered.com/app/1836120/QUICKERFLAK/ Many many thanks!Please check QUICKERFLAK!Dec 7, 2021 - Community Announcementshttps://store.steampowered.com/app/1836120/QUICKERFLAK Howdy folks, this one was pretty complex to balance! QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot). To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere. This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make. Many many thanks! UBERMOSH:OMEGA v1.99 REDUXFeb 10, 2021 - Community Announcementshttps://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33198961/d3f421da2667e07ee7949223cb31becaf8f9a83f.png It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it. This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance. Check OMEGA again, and tell me how tight it is! Many many thanks for the support. https://store.steampowered.com/developer/waltermachadoIt looks a bit like a 90´s addNov 5, 2020 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/35e5624b14017edf9e195515a449b1f0302255ca.png https://youtu.be/r7p4SI_9XdE Sometimes I have some trouble to explain stuff. You not? AccrO is on version 0.13 now, you should try it. If it feels strange to play, I guarantee you, full acrobatic quads behave this way. About "UBERMOSH"istic things (not exactly UBERMOSH, but that fast-paced arcade stuff, with pumping soundtrack, eye bleeding contrast and kinda dark vibe)... I am still working on some projects in this area, during the several hours the AccrO map is rendering, I move to another machine and work on it. Some of my previous games can be found on Nintendo Switch, Omega is on PS4, there are games to launch on console... and a mix of other two games, like "ARCADE FUZZ" that is TTV3+WARPZONE DRIFTER. I am recording an "INDUSTRIAL/SPACE ROCK/WEIRD METAL" album, and I have no idea when it will be ready. But I am working on it. I am really missing the awesome community feedback of my "short-cycle" projects, which is not possible with the "long-cycle" ones like AccrO, but I will be back to short stuff as the next project. Many many thanks, awesome people. Your support means a lot, and it is pretty amazing to explore new themes and audiences keeping some old school projects running at the same time =) I hope you are all nice and safe. https://store.steampowered.com/developer/waltermachado GUNS?????Sep 23, 2020 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/ef2e45d5fef473c0db55a83becf8f74b52acff7d.png Have you noticed how big AccrO map is getting? And it is not a road and square kind of thing, there are lots of details that I keep adding to create new acrobatic and cinematic opportunities... and that makes one of my production machines rendering the pre-computed visibility for long times... creating a gap of several hours, that I have to wait before adding more stuff to AccrO. When I wait for the AccrO machine to render, I am working on a shooter on other machine, using the same 3D tech that we have on AccrO, but with the "UBERMOSH" fast-paced vibe. Soon I will be able to show more stuff, I am am very happy with the new development tools and what is possible to make with this improved framework. Many many thanks, please stay tunned https://store.steampowered.com/developer/waltermachadoAnother Update???Sep 9, 2020 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/9ae58fb4718d0c2f409e9738a07075cbc4fdc5d1.png As you may know, Steam Early Access is a magic thing, that I like a lot. From following Early Access titles that I am interested in, to being the developer related to it (UBERMOSH, UBERMOSH Vol.7 and, AccrO), it is very interesting to see as a player the game evolving from scratch, and as a developer, it is pretty nice to have your company during this journey. You may play Accro in the morning before work, and when you come back to fly during the night, new obstacles may be waiting for you. I am inserting new rocks, some tiny life elements, pipes (like a machine under the ocean close to the island, that will make more sense when I insert the next stuff), and several physics and performance updates. Any doubt? Please ask on the hub, I will be glad to help! AccrO is a mix of science project and love letter. Wanna share your impressions? Please use the hub, I am always open for ideas (it can take some time to enter on the project due to the sequence to make it work), and if you like what are you seeing, a Steam review is super fuelling and heart-warming! Thank you a lot for the support!HIGHTIDE UPDATEAug 26, 2020 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/d0b6a384e827628ffa5862abcdd07bccf427987a.png https://youtu.be/c7j5qGOzsuc Howdy folks, I live a few meters from the sea, but the ocean sound is way louder these days. This makes me remember an episode with stormy weather in a fishing boat with a very aggro ocean and a reduced hope to reach home safe. As you may know, I survived and now I could recreate that aquatic violence, that may fit the AccrO vibe. Update 0.08 comes with various improvements, from tweaking the propeller algorithm to the high tide changing how to approach obstacles. I am fulltime on AccrO, many thanks for the support, please share your impressions via Community Hub and Steam Reviews. Let's make something pretty unique together. https://store.steampowered.com/developer/waltermachadoCINEMATIC UPDATEAug 18, 2020 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/536c29a996f9db4a33ee37cb3dff219cddd69182.png I know, I know I am updating it a lot. But I really really like Early Access and the beauty of Open Development! ...I like to call the AccrO 0.07 update, the "Cinematic Update"... it is pretty far from version 1.0, but it is the first version of "light" that looks OKish without breaking the flight perspective. I am still working on it and other various aspects of the project. Many thanks for the support! https://youtu.be/fKCAAvGHW7Q https://store.steampowered.com/developer/waltermachadoTWEAK TWEAK TWEAKAug 16, 2020 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/65e1f3732ae89de76a90ed89f9ec527b94e2a275.png Why Early Access? I like to see the game making as a science: ...hypothesis, testing, and no final answer. My main focus with AccrO is to give you a simulator that will allow the transferring of the virtually acquired skills to the real world, where you can fly your hundred miles quadcopter OR just show how it is to fly a full acro drone. The pillars of this experimental development are: 1)the quadcopters I destroyed during the previous years and the knowledge acquired during the process... 2)the new tests on the field and inside the simulated environment. 3)veteran pilots' feedback. 4)your support and feedback. With this in mind, I present you version 0.06... rocks are less shiny, instead of the last minute of the golden hour, is 15 minutes before the light ends, I increased propeller an efficiency internal tweak, controls may feel more precise due to the extended compatibility update, it may run a bit better on some systems that struggled before, it will feel a bit "happier" because it is brighter, but not burning brighter, just a bit so the water will look a bit bluer and the rocks a bit "rockier".... talking about rocks, YOU rock! Many thanks. Soon, more stuff (that I am already working on). If you like the progress and wanna make a review or a suggestion on the hub, it would be awesome! https://store.steampowered.com/developer/waltermachado