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SPORTAL at Sport-acular Festival 2025

Hey everyone!

We're excited to be a part of the Sport-acular Festival, among many fantastic sports games.



Whether you're looking to get some games, or want to stay up to date on what games are coming soon, be sure to check out the Sport-acular Festival Steam Event Page.

Devlog #5 - New monsters and environments

In the latest dev-log, I'm going to dive into the wild world of new monsters! I'll reveal how they'll wreak havoc in the game and the cool inspirations behind their looks and attacks. Plus, I'll give you a sneak peek at two brand-new environments (we're already at 5 out of 6 planned). The project is nearing its epic finale!


[h2]New monsters:[/h2]

[h3]Hors[/h3]
In one of our previous updates, I promised we'd create a two-legged horse with huge teeth. Well, here it is in all its glory! The inspiration came from a meme. When I first saw it, I was so surprised and knew right away that we had to create a monster based on it. The horse from the meme was funny, interesting, and a bit creepy, making it a perfect fit for the world of SPORTAL.

We named it Hors. Actually, one of our good friends came up with the name based on a screenshot on the Bluesky platform. I instantly fell in love with the name. When at rest, Hors patrols the area, but once it spots us, it charges with its mouth wide open, full of teeth.

View in the Unity game engine View in Substance Painter before texture finalization process (colors and pixelation) Model without texture sculpted in Blender


[h3]Barrelman[/h3]
In one of our previous games, My Demon Wife, there's a character who's a detective with a barrel on his head. We thought he was so creepy that we decided to bring him into SPORTAL in a modified form.
As for his origin story, My Demon Wife was a very low-budget game. We had to mix and match different elements to save time, and we already had models for a mummy and a barrel. šŸ™‚

Barrelmen the progenitor from one of our previous games


In the current game, Barrelman is a little guy. We figured we already had plenty of enemies of average or large size. When he's at rest, this creepy character patrols the area, but once he spots us, he starts screaming, runs towards us, and explodes when he gets close. He's super creepy. Check him out. I don't know if it's just me, but every time I kill him, I feel a bit sorry for him because some villain put an explosive barrel on his head. The whole vibe around this character adds a dark twist to the game world. I think it turned out pretty cool.

View in the Unity game engine Texture closeup in Blender Model without texture sculpted in Blender




[h2]New environments:[/h2]
So far, we've created three environments:
  • A haunted medieval village
  • Ruins/burnt-out areas
  • Caves

But we were missing some more modern/sci-fi vibes (and since SPORTAL is supposed to be a pulp-culture mix of everything we love, we couldn't leave that out). So, we brought to life "Nightmare" and "Alien Planet"! šŸš€āœØ


[h3]The Nightmare[/h3]

The look of these locations is inspired by the horror movie A Nightmare on Elm Street. We have scorched ground, concrete, as well as furnaces, pipes, chimneys, and steam.

I think a cool trick is to suspend the terrain in space - it gives an otherworldly, dreamlike impression.


The final boss in this environment will be inspired by Freddy Krueger. He'll be huge and terrifying (literally like half the level you see above). However, he hasn't been modeled yet. šŸ™‚

Fun fact: When creating environments for SPORTAL, I try not to use too many references. I mainly rely on what I remember from specific movies or games. I believe that filtering through my own sensitivity or memory imperfections adds charm and a unique style to the game. I only turn to Google Images or Pinterest when I'm out of ideas for models or textures, but that doesn't happen often.



[h3]Alien Planet[/h3]
The inspiration comes from numerous sci-fi movies from the 50s, 60s, and 70s. Once again, I didn't look for specific shots or images. I jumped straight into modeling based on what had accumulated in my head over the years. Initially, it was just terrain and textures. Then, I found a cool rock texture on textures.com. After that, cosmic trees appeared, and so on. One thing led to another. šŸš€āœØ

Crystals were added after the lighting setup created a red glow from below. Besides justifying the light source, the crystals are interesting, alien, and look great.

Finally, I added a moon and asteroids hanging against the sky because the dark background with stars felt too empty.


As you can see, working on our game (especially the environments) is a very organic process. We don't set anything in stone because we believe that allows us to achieve the best results. It's also very enjoyable because we can unleash our creativity. We believe that this approach makes the games we create more original and truly "ours."

[h2]More stuff:[/h2]

It's been a while since our last update. Of course, that's not all we've been working on. There's been so much more.

Here's a little sneak peek of what's coming up in future updates. For example, this is how the model of Insektoid, one of the enemies that will appear in the Alien Planet environment, was created:



[h2]That's all for today: [/h2]

Okay, that's all for today. I hope you found it inspiring or interesting and can't wait for the release of SPORTAL. If you enjoyed it, give us a thumbs up and leave a few words. Warm greetings from the Sleepwalking Potatoes duo!








Devlog #4 - Inventing the new aiming systems

In our game, we wield sports gear to vanquish monsters! But here's the twist: we couldn't rely on the usual dot or crosshair for aiming. So, in today's devlog, I'm spilling the beans on our unique targeting systems. Fun fact: we have three different ways to aim, and who knows, we might add more! Let's dive into each type below.

[h3]Slingshot - Almost Traditional Aiming:[/h3]
We figured that the first weapon in the game should feel like the classic shooters we all know and love. We made this call because introducing something too new or different right off the bat might scare off some players.
So, the slingshot has a regular crosshair in the middle of the screen. As you can see below, we shoot using physics-based projectiles (the stone we launch drops over time).



[h3]Golf, Baseball, Lacrosse, and More - The Parabola:[/h3]
Most of the aiming in our game is based on a parabolic trajectory. Drawing the parabola takes time, and each weapon has a different starting point. For Lacrosse, the line starts high, and the shot happens almost instantly.



When it comes to baseball, we have the aiming moment (drawing the parabola) and the bat's swing. This makes aiming a bit trickier. Andrzej, our coding genius, recently introduced a special slow-motion effect during the bat swing, allowing for super precise and easier aiming. Initially, there was no slow motion, but we realized that hitting those running monsters would be too difficult without it.



The time it takes to draw the parabola, its range, and whether we start with a nearly full parabola or halfway filled will depend on weapon upgrades.

Soon after creating the first prototype, we noticed that the parabola is an interesting solution. It's not entirely new, as many games use this aiming method for bows or crossbows. But it's different and cool. It requires skill and mastering this skill gives the player a lot of satisfaction.

[h3]Boomerangs and Frisbees - The prototyping:[/h3]
We recently realized that to keep the game exciting and satisfying, we needed more variety in aiming. So, we're currently adding a "locking system" as we've dubbed it. It's loosely inspired by the targeting systems in fighter jets. It's meant to be a bit funny (after all, we're shooting boomerangs and frisbees). Eventually, we even want to include those iconic beeping sounds. Below is a mockup. By the end of the month, the system should be ready and polished. I will provide updates on X and Bluesky so stay tuned for that if you are interested:
Wojtek Witowski on X Wojtek Witowski on BlueSky



Here's how our aiming (targeting) system will work:

  • In the center, there's a diamond shape with a small square around it.
  • When you hover over a monster, the square starts to grow.
  • If you keep the crosshair on the monster long enough, you'll hear a double beeping sound indicating a "Lock-in".
  • The crosshair turns green, and the word "Fire" appears—now you can throw the boomerang or frisbee.
  • The thrown projectile is auto-guided, so it will definitely hit the target.
  • The challenge with this weapon is keeping the target in your sights until the lock-in is complete.
  • With upgrades, the time needed for lock-in will shorten.

P.S. It is possible that the last-mentioned aiming system will be reworked or changed completely. The description was made for the purpose of prototype making and the final product is rarely 100% the same as the idea ;).

[h3]Ok, that's all for today: [/h3]
What do you think about today's topics? If you have any suggestions or ideas for other types of aiming we could add to the game, please share them in the comments below. Your idea and your name may appear in the credits. Thank you very much for your time. Bye!




Devlog #3 - game world

Welcome to the pulp world of SPORTAL, where we mix our favorite pop culture nuggets into a giant, bubbling cauldron of fun! Picture a stew so rich and flavorful, it’s practically bursting with nostalgia and excitement. We can’t spill all the beans just yet, but just you wait!

[h3]Akron, Ohio:[/h3]
Why Akron, you ask? Well, we needed a place that felt like Hawkins, Indiana from Stranger Things - a small, unassuming town that could be anywhere. Sure, it’s the birthplace of LeBron James and The Black Keys (two of my personal faves), but it still has that ā€œeverytownā€ charm. This makes it the perfect backdrop for our story, letting more players see themselves in the wild, unexpected events that unfold.

(image by Google Maps)

[h3]Stuff that we don't like:[/h3]
By the way, right after the trailer and Steam page were published, we learned about a certain Cyraxx from Akron. There were even suggestions to create one of the monsters in the game based on him. We didn't know his story before that. Due to our sense of taste and other important reasons, we decided that he won't appear in the game...

[h3]An Unusual Incident:[/h3]
In our reveal trailer, we take you to a shopping mall just moments after a mysterious rift in space-time has opened. From this tear, terrifying monsters from the depths of cinematic nightmares pour into our world! It’s a scene straight out of the most cliche B-movies or tv shows and that’s why we love it! SPORTAL is not meant to be 100% serious - expect a heavy dose of pastiche and humor.


Fun fact you can't see them in the trailer due to the pixelation effect but we prepared 4 movie posters from the movie hits from that setting.



[h3]The Halloween:[/h3]
Why November 6, you ask? Well, it’s right around Halloween, and who doesn’t love those crisp autumn days? The falling leaves, the ripening pumpkins, and that eerie feeling that the afterlife is just a whisper away… It’s a magical time that millions around the world cherish. Plus, fun fact: this exact date (though in a different year) was featured in Stranger Things! Here’s a frame from the very first episode to jog your memory. šŸŽƒšŸ‚šŸ‘»

(image from Stranger Things episode 1)

The year 1959:

Picture Akron in 1959, bustling at the height of its glory. Back then, the city was alive with tire factories running around the clock, and the streets were filled with hardworking folks making a good living. It’s almost eerie to think that right after this boom, the city began its slow decline, as if a mysterious crack in reality had opened up… This fascinating tidbit fits so perfectly with our plot that I just had to share it.

(image from Wikipedia)

The real reason we chose this year, though, was the vibe that naturally emerged from the style we were going for. Just take a look at our player model. Initially, we were all about the '80s, like so many other games and movies. But once this model came to life (and others followed), it was clear that our story had to be set in the '50s or '60s.



[h3]The levels:[/h3]
And now, the grand finale – the levels where our game will unfold! We’re aiming for a 4 to 6 different environments, each one straight out of a 1950s B-class horror flick. Imagine monsters and locations magically leaping off the silver screen into our world. So far, we’ve conjured up three settings:

[h3]Medieval Village: [/h3]


[h3]Ruins in an Ash-Burned World: [/h3]


[h3]Mushroom-People Caves: [/h3]


[h3]Thanks![/h3]
Ok, that’s a wrap for today! If these sneak peeks into the SPORTAL game world have piqued your interest, drop a comment and give this devlog a thumbs up. Got any wicked ideas or suggestions for our twisted universe? Share them with us – you might just see your creation come to life and your name will appear in the game credits! šŸŽ®šŸ‘¾


Devlog #2 - art, craft and inspirations

We are absolutely passionate about making games. That’s why, even after completing 9 games without a major hit, we’re still at it! If we were in this just for the sake of it, we would have given up long ago. But our love for game development keeps us going strong.

In this article, I’ll give you a brief yet thrilling glimpse into our creative process during art crafting and highlight the most notable inspirations behind various aspects of this project. Get ready for an exciting journey into the heart of our game development!

[h3]Inspirations behind the artstyle:[/h3]

Our graphic style is a nostalgic trip back to the golden age of gaming, when engines couldn’t yet render the gloss of surfaces. Inspired by iconic titles like Quake 1 and other 90’s classics, we completely strip away the gloss and metallic effects in Unity for this project. To achieve that gritty, rusted, and dusty look, we add color indexing during texture creation, intentionally degrading the textures. This crucial step is what gives our game its authentic retro vibe!

During this process, I meticulously adjust gamma, brightness, and saturation sliders to perfect the effect for our project. Every single texture in the game, and there are dozens, undergoes this labor-intensive procedure. It’s a painstaking process, but it results in a truly unique visual experience!

I absolutely love fine-tuning textures, colors, and other artistic elements in our games. It’s my passion and obsession!

Below, you can see the texture for the Behemoth before and after the indexing procedure. Besides indexing (done in Photoshop or Gimp), each monster texture is finished with hand-painting in Blender, adding blood, details, and shadows. Left - image taken in Substance Painter after a quick applying of overall color and basic shapes to the texture. Right - ready texture in Blender.







[h3]Inspirations behind the gameplay:[/h3]
Our current version of the build is mainly inspired by roguelite gameplay. There is something magical in constant trying, dying and upgrading. Because of that currently the gameplay takes place on small arenas and basically looks like that:
  • You enter first random arena
  • Waves of monsters attack you
  • You kill them all or die trying
  • Hearts pop up from monsters
  • You collect them
  • If you are alive you go through a short tunnel to next arena
  • In tunnel you can buy upgrades
  • You play enough and Boss appears in one of arenas
  • If you succeed in killing boss next enviro + new monsters and weapons are unlocked



After going from TPP to FPS we noticed that arenas are too small now. That’s why we will remake them in the coming months. Final ones will be more vertical and about 50% larger than current ones.


One of our core principles is to always keep an open mind to new ideas and paths. This mindset is what will ultimately allow us to create the masterpiece that every indie game creator dreams of. THAT’S WHY we don’t rule out the possibility that our current gameplay model might evolve into something entirely different in the future.

There have been countless instances of this in the world of game development. Take Half-Life 1, for example, which was completely redesigned shortly before its release. We believe that what we have now is fantastic, but we always remain hopeful that an extraordinary piece of the puzzle will suddenly appear, completing the whole picture!

[h3]Quake, Doom, classic cinema and more:[/h3]
I absolutely love Quake! It’s one of my favorite memories from my teenage years. Even after all these years, it’s still an incredible game. Some of our monsters are heavily inspired by the iconic baddies from Quake 1. The nostalgia and thrill of those classic encounters continue to fuel our creativity and passion for game development!
[h3]Shambler:[/h3]






I think our version is more athletic so more dangerous - just look at this chest… how wide and muscular it is šŸ™‚

[h3]Spider inspired by Voore from Quake1:[/h3]







[h3]Vomitor - gently inspired by Cacodemon form Doom:[/h3]





[h3]Nosferatu:[/h3]
Nosferatu from the classic 1922 film is extraordinary, iconic and still terrifying after over 100 years. He is a hero of memes and will remain with us forever. That's why he had to appear in SPORTAL:







[h3]What is coming in the future:[/h3]
We always keep our minds wide open. Why? Because you never know when something wild will come your way! Just a few days ago, I stumbled upon this insanely crazy meme. Check it out! My first thought was to use it as inspiration for our next monster. I’ll rework the head and add some massive, terrifying teeth. It’s so outlandish that I couldn’t have dreamed it up myself.

The meme is already super creepy, and with these additions, it might just become the scariest monster in our game! This kind of spontaneous creativity is what makes game development so thrilling. You never know where the next great idea will come from, and sometimes, it’s from the most unexpected places.

Can’t wait to see how terrifying this new monster turns out!



[h3]Thanks![/h3]
Ok guys. That's all for today's devlog. I hope you enjoyed it, so please leave a like and give us a comment, maybe about what you would like to know about Sportal in upcoming devlogs! See you soon! Stay tuned!