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Funnel Runners News

Cinematic Trailer is OUT NOW!

[p]Hey Runners! 👋
Hope you guys are doing well.[/p][p]Today is a special one, our Cinematic Trailer is finally live![/p][p]This trailer is a different look at Funnel Runners. Instead of focusing on pure gameplay, we wanted to capture the feeling of being there, the pressure, the chaos, and that moment when you realize the storm is already too close.[/p][p]Check it out on our Steam page! [dynamiclink][/dynamiclink][/p][p]It shows a bit more of the world, the atmosphere, and what a run can feel like when everything starts going wrong. This trailer means a lot to us. It’s one of those milestones where you step back for a second and realize how far the project has come. [/p][p]And honestly
 seeing it finally out there is a bit surreal.[/p][p]If you watch it, let us know what you think. We’d love to hear your thoughts.[/p][hr][/hr][h2]Before I go
[/h2][p]Quick question for you guys:[/p][p]What would you like to see more about in the next video?[/p][p][/p][p]👉 Join here: Funnel Runners Discord[/p][p]If you’re enjoying the progress so far, wishlisting helps a LOT. 🙏đŸŒȘ[/p]

Devlog #004 - Biomes and Maps Mechanics

[p]Hey Runners! 👋
Hope you guys are doing well.[/p][p]Today, we're talking about the second most important part of the game: the maps.
(The first one is obviously the tornadosđŸŒȘ) We’ll take a look at how maps are assembled in our game, the biome we’ll have at release, and even a few spoilers for the future.[/p][p][/p][p][/p][p]Are you new around here? Don’t worry, quick recap:[/p][p]In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the F5 reaches you. You can do it solo, or with up to 7 friends, creating ultra-co-op chaos.[/p][p]👉 Join here: Funnel Runners Discord[/p][hr][/hr][h2]Map Generation[/h2][p]Our maps are generated in multiple steps.[/p][p]The first step is choosing a base layout.
Each base defines things like the street pattern and the possible locations where areas can spawn.[/p][p]Some maps will have more houses. Others might be more open.
Some will be bigger, while others are smaller and more compact.[/p][h3]Area Generation[/h3][p]After the base is selected, the game moves on to area generation.[/p][p]Each map contains multiple area slots, and those slots are filled randomly from a list of possible locations.[/p][p]For example, a space might become a house, a park, a gas station, or another location entirely.[/p][p]This means that even if you play the same map base, the areas inside it change every match.[/p][p]\[before areas are spawned in][/p][p]\[After areas are spawned in][/p][p][/p][h3]Item Spawns[/h3][p]To make things even more unpredictable, each area contains at least 20 possible item spawn points.[/p][p]That means a single map can have 200+ possible spawn locations for tools and items.[/p][p]So memorizing loot routes won’t really help you here. (Sorry speedrunners)[/p][p][/p][p]All these steps exist to make sure that even when playing in the same biome, the map still feels different each run.[/p][hr][/hr]
Biomes
[p]Biomes can be thought of as types of maps.[/p][p]They decide things like:[/p]
  • [p]The assets used in the environment[/p]
  • [p]The types of buildings you’ll find[/p]
  • [p]The weather patterns present during gameplay[/p]
[h3]Release Biome – American Suburbs[/h3][p]The game will release with one biome: the American Suburbs.[/p][p]In this biome, you’ll find locations such as classic suburban houses, parks, gas stations, and other places you’d expect in a small American town[/p][p]The weather will include multiple storm types and several tornado sizes.[/p][p][/p][h3]Future Biomes[/h3][p]After release, we plan to add several new biomes. One example is The Old West biome.[/p][p]In this biome, buildings will look like they came straight out of a western movie. The environment will be more desert-like, and the weather will feature sandstorms instead of rain.[/p][p]And yes
 tumbleweeds might even send you flying.[/p][p]Some other biomes we have planned include: The Snowy Retreat and The Midwest Farm[/p][p]But we’ll talk more about those in the future. 😉[/p][hr][/hr][h2]Before I go
[/h2][p]If you guys want, tell me what you want the next devlog to be about:[/p]
  • [p]Lobbies, Multiplayer, and Other Systems[/p]
  • [p]Obstacle Systems with examples and how they work[/p]
  • [p]Voice Chat and what to expect in-game[/p]
[p]Also, quick question for you guys:[/p][p]If you could add any biome to the game, what would it be?[/p][p][/p][p]And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏đŸŒȘ[/p]

Devlog #003 – Exploring the Van Systems

[p]Hey Runners! 👋
Hope you guys are doing well.[/p][p]So many new faces around here lately
 I’m starting to feel shy!
But that will not stop the devlogs.[/p][p]Today we’re diving into one of the most important places in the game: the van. Even though this van is broken 98% of the time during gameplay
 I promise it’s actually pretty cool in there.[/p][p][/p][p][/p][p]Are you new around here? Don’t worry, quick recap:[/p][p]In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the F5 reaches you. You can do it solo, or with up to 7 friends, creating ultra-coop chaos.[/p][p][/p][p]👉 Join here: Funnel Runners Discord[/p][hr][/hr][h2]The Van[/h2][p]The van is where the game both begins and ends.[/p][p]It’s the first place your character appears when you create a lobby, and it’s also the vehicle you’ll use to escape the end tornado and secure a victory.[/p][p]Inside the van, we divided its mechanics into three main categories.[/p][p][/p][h3]Problems[/h3][p]These are the parts of the van that can break during gameplay.[/p][p]Things like Blown Fuses, Dead Battery, Flat Tires, and more. Basically
 the things that will give you a headache.[/p][p]Sometimes these problems also affect other systems inside the van.
For example, if the battery dies, you won’t have access to any of the electronics inside it.[/p][p]So, yes
 one problem might unlock a new one... Or three.[/p][p]Good luck with that.[/p][hr][/hr][h3]Useful Stuff[/h3][p]These are systems designed to help your team survive the run.[/p][p]Examples include the TV, radar, surveillance monitors, toolboard, vending machine, and more.[/p][p]These systems mostly exist to help you track information and make better decisions during gameplay.[/p][p]For example, the radar helps predict incoming weather activity and lets you track your teammates.[/p][p]Both alive and dead.[/p][p](Have you ever tried finding a teammate in a storm without a tracker? Yeah
 not easy.)[/p][hr][/hr][h3]Extras[/h3][p]And then we have the fun stuff. These are things that don’t really help you win, but they make the van feel more alive. Things like darts, the whiteboard (yes, you can draw on it), and the locker.[/p][p]They’re mostly there for those moments before a match starts, when everyone is ready
 except for that one friend who is always late.[/p][p]You know who you are.[/p][p][/p][p]Even though the van is where the game begins and ends, you actually won’t spend much time inside it during gameplay.[/p][p]You’ll be busy running around the city trying to find parts and tools as fast as possible
 and the map is not exactly small.[/p][p]But that’s a topic for another devlog. 😉[/p][hr][/hr][h2]Before I go
[/h2][p]If you guys want, tell me what you want the next devlog to be about:[/p]
  • [p]Biomes and Map Mechanics[/p]
  • [p]Obstacle Systems with examples and how they work[/p]
[p]Also, quick question for you guys:[/p][p]If you could add one gadget to the van, what would it be?[/p][p][/p][p]And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏đŸŒȘ[/p][p][/p][p][/p]

We Got Featured on IGN!

[p]Hey Runners! 👋[/p][p]Hope you guys are doing well.
I honestly don’t have many words for this
 but I’ll try my best.[/p][p]Last night, Funnel Runners was featured by IGN. Not only on their website, but also on their main YouTube channel, and that’s something we never imagined would happen when we started this project. [/p][p][dynamiclink][/dynamiclink]What made this even more surprising is that this wasn’t something we sent to them. The trailer actually got there thanks to a very nice person called Joe, who liked the game and shared it with them. So waking up and seeing this was
 a shock to say the least. [/p][p][/p][p][/p][p]Being an indie developer sometimes feels like wearing an invisibility cloak; taking it off is hard. When we started this journey, we were honestly afraid the game would simply be forgotten before anyone even knew it existed, since we don’t have any marketing budget at all.[/p][p]For us, this means a lot more than just exposure. Most projects never even reach 10k wishlists, and many can only dream of this kind of attention. We are definitely not taking it for granted.[/p][p]So this post is both a huge thank you to everyone who helped make this happen, and also a small message to other indie developers out there:[/p][p]Even if things start slow.
Even if you have no budget.
Your game can still be noticed.[/p][p]Don't give up on it.[/p][hr][/hr][h2]Before I go
[/h2][p][/p][p]👉 Join here: Funnel Runners Discord[/p][p]If you’re enjoying the game so far and haven't wishlisted yet, please consider it, it helps a LOT. 🙏đŸŒȘ[/p]