UBERMOSH:WRAITH

Walter Machado

Released
Jan 29, 2017
Platforms
WindowsLinux
Last updated
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Updates & announcements

20 posts
  1. Developer post

    NEW STUFF

    Howdy, folks, this time, it took more than a year to spawn a new minigame for you. Guided by the awesome feedback and suggestions of the nicest of the game communities, BLOODSAINT 2 came to life. Some BLOODSAINT powers were extended, new stuff added, faster waves, more duelists,

  2. Developer post

    BLOODSAINT 1.0

    Howdy folks! BLOODSAINT 1.0 is out now! It will be kept a few more days in Early Access to wide-test the compatibility with different machines... this framework is a testbed for a 64-bit framework that bypasses the limitations of the previous framework used on the UBERMOSH series

  3. Developer post

    DUELIST UPDATE!

    Howdy folks... this one took some time to make, but it is pretty fun! When you get 180s, as soon as you move to the endless wave, one of the six Duelists will try to beat you, the fight will last close to a second. If you react faster enough (and each duelist is a bit different)

  4. Developer post

    BLAM!!!BLAM!!!BLAM!!! UPDATE V. 0.06

    Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey! BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that g

  5. Developer post

    GIANT WEAPONS and BRUTAL CAMERA updates

    Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds. A few years ago UBERMOSH:OMEGA got pretty clos

  6. Developer post

    ONSLAUGHT FRAME

    Howdy folks! BLOODSAINT version 0.03 is online, bringing the "Onslaught Frame" card, a synergic card that changes the frame of your gun to a splitted frame, inspired by the warlock gun from UBERMOSH. It tweaks the projectile shape making it thicker and affecting all the ammo card

  7. Developer post

    CONCLAVE

    Taste is pretty personal. It took some time, but I finally got the vibe right for the QUICKERFLAK cards. I wanted to illustrate the secret reunions before you start to flak everything. Inspired by religious art, alternative comics, and the darkest metal covers, it spawned deep pr

  8. Developer post

    Version 0.02 EA

    BLOODSAINT Version 0.02 EA is Online! Howdy folks! This latest update adressed some community requests, like gamepad support and stuff that I was already working on, like the METAL LEECH, a power that is kinda passive, but are affected by your aim and movement, and can be used li

  9. Developer post

    PLAY IT LOUD!

    Howdy folks! Time check it! BLOODSAINT is pretty solid, with that straight-forward retro-hardcore minigame vibe. It should had been launched in 94, but it is fresh now and while you shoot stuff I will be here working on a few more enemies to enter the pit. It is Early Access, and

  10. Developer post

    HARDBOILED

    Howdy folks! I hope you are all fine. 24th BLOODSAINT will launch (version 0.01, Early Access); the actual version is pretty tested, it is running super fine, and the game balance is as sweet as it can be. Since the golden state of this first version, I have been testing flamethr

  11. Developer post

    BLOODSAINT!

    Howdy folks, I have been experimenting with arcade topdown fast-paced minigame designs for over a decade, collecting your feedback and crafting stuff that may fit our nice simbiosis. I usually spend a lot of time crafting the music and sound effects, and the soundtrack of BLOODSA

  12. Developer post

    ROGUELIKE??!!?!11

    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

  13. Developer post

    QUICKER UPDATE

    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 pre

  14. Developer post

    2 YEARS to add MELEE

    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. If you are into game development, the melee weapon was inspired by the "

  15. Developer post

    Rank SSS it!

    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 a

  16. Developer post

    KENSAI and GUNNER UPDATE

    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 ene

  17. Developer post

    Please check this one too!

    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 s

  18. Developer post

    NU STUFF!

    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

  19. Developer post

    For the Community

    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,

  20. Developer post

    PLUGGING

    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... ...talki