À propos
Thank you all for the support, I love you
The game isn't finished yet, this is just the foundation. It will get much better as more content is added, and I’ll take into account everything you don’t like, I look forward to your suggestions, let's make this game better together
Next Updates:
- Firstperson mode (done)
- For newcomers to loot-gathering games, add explanatory hints on the first day (done)
- New everyday shop system
- Separate the jumpsuit into its components: different boots, different backpacks (done)
- Casino in bar ( roulette - done, jackpot - done, spin wheel, 21 )
- Climbing over fences (done)
- Searching the lockers (done)
- Better walk control ( done )
- Make the mini-map more user-friendly (done)
- New locations
- New monsters ( The concepts have already been devised )
- Make dungeon generation more branching than it currently is
- Fully joystics / steam deck support
- So that almost all the loot can be interacted with
- A bestiary of monsters that will gradually unlock, allowing you to study their behavior (done)
- Perfect the monster spawn system
- Alt gun slot
- Walkie-Talkie + alt slot
- Emotes wheel
- Achievments
The debt is almost paid. Just One More Run into the Zone
⚠️ Beta. Gamma Team is still in development, so expect bugs. This is my first project, made for a game jam. Thanks for playing, and feedback is very welcome!
Gamma Team is a cyclical co-op salvage crew working the Chernobyl Exclusion Zone for a company that only cares about one number: the quota.
Every Underground is randomly generated, so no two runs are the same. The Monsters aren't just hit points: each one has its own behavior, and you'll have to learn how to hide from it, trick it or run. And when the day is over, grab the Accordion and the Guitar, because every good run ends with a song in the back of the truck.
Things out here listen. Some of them hunt by sound. One of them has learned to speak in your friends' voices.
Sell your haul at the bar, meet the quota, and do it all again.
For any ideas or bugs you can tell in: https://discord.gg/eGe7Av4A5M
Tech I am proud of, and why this game took so long
Baked light and shadows
Fog of the unseen
A custom navigation grid
HUD drawn with shader
Underground levels: bake the rooms first, then build the level out of them
Physics and world synchronisation
The engine can sync transforms by itself, and for many things that is enough. My game is p2p co-op on one shared channel, so the rule is simple: the network carries the reason, never the picture. A dropped item does not stream coordinates every frame, one event travels ("fall from here with this velocity") and every machine runs the same fall locally. Players and monsters send their own position snapshots, and between them the body is carried by my own smoothing. Underground levels, vegetation and road debris are not transmitted at all: the seed travels and every machine builds the same world. So a client does not live one ping in the past, its own action appears instantly on a ghost: drop an item and the ghost falls at once, while the real one takes its place when the host confirms. Price, damage and death are always decided by the host.
Fighting for the fps
The longest part of the work, and honestly mostly my own doing. I built the lighting as one large function with every branch inside, and the shader ended up bound by GPU registers rather than by polygons: switching a piece of code off at runtime saved 0.36 ms, while cutting the same piece out of the build saved 1.5 ms, because the compiler kept the variables of every branch alive. The cure is not flags but static shader variants per context (street, truck, house, underground), which gave back almost two milliseconds inside the truck. The driver hands out registers in steps of 72, 80, 96, 128 and does so non monotonically, so every change has to be measured for real. The shader sits at 96 now, but my work continues to make this better.
GPU Grass
I won’t dwell on it here. it runs almost entirely on the GPU. It was originally created in my prev s&box projects: Protect The House and Green Spin. I only made visual changes to it for this game.