1. UBERMOSH Vol.5
  2. News

UBERMOSH Vol.5 News

DEEPTRIPVINESEQUEL

How UBERMOSH would be if it was made today? That's a question I am always answering with each new volume, inserting new stuff, testing players ideas, checking for feedback...
The first "Trip to Vinelands" was one of my most experimental takes on game developing (...was it as experimental as Warpzone Drifter?), it was launched in 2016, having a sequel one year later, TTV2.
Today I am not working on TTV3, because my hands are on another project... and TTV3 development is complete.
2 years since the previous volume, TTV3 presents new pieces, faster pace, and new "Maze Seeds".
Every time you beat a level, one seed will generate a level... and two levels generated by the same seed can be similar, but with changed parts to create a weird Déjà vu, where you kinda know how to beat that maze, but something is a bit different now... and that memory can improve your chances to score further... if you keep focused.

Many many thanks for the support, my production is pretty constant and it is an overwhelming pleasure to deliver new content for you.
https://store.steampowered.com/app/1114530/TTV3/

Bonus Content

Howdy folks, since update 1.4 (UBERMOSH Vol.7) that inserted a bit of "soil hue variability" to keep your eyes fresh and, for fresh ears, it allowed the tracks to play the Classic version and the Darkmix version (low tunned and with levels to match an old, mahogany oiled, speaker cabinet), some players asked for the Darkmix tracks to be released.
Please check your Music tab on Steam, it should appear 12 dark mixed versions of the Classic UBERMOSH tunes, and if for some reason Steam can't find it, it is near the Easter Eggs folder inside UBERMOSH installation folder (C:\Program Files (x86)\Steam\steamapps\common\UBERMOSH Vol.7). It should be inside the eggs, but it was moved to the side to make it easier to appear on the Music tab on Steam. I am pretty happy with the game balance, performance, gameplay, and cosmetic elements... My huge thanks for the community feedback that made it possible, detailed hub suggestions, impressions, and Steam Reviews (that are extremely important for the game visibility and Store relevance)!
More stuff soon
https://store.steampowered.com/developer/waltermachado

THE DARK MIX UPDATE

It is not just about development, I play UBERMOSH Vol.7, for fun, a lot. Shredded it during Closed Alpha, Early Access, 1.0, 1.1...1.2.....and finally I came with the Dark Mix Update. The game was made following players' feedback, and some elements still surprise me, like the thugs A.I. and how awesome is it to test new ways to use the powers.
One lesson I learned developing TTV and TTV2 and it was inserted on all previous UBERMOSH: Randomic changes on how the light is pre-rendered on the floor refresh players' perception. TTVs change level filters each maze and the UBERMOSH games change a bit "light projection/ground tonality" each match. Now, it works on Vol.7 too.
While experimenting variations on the OST I brought back the Dark Mix, a "tweak" that I liked to make on the tracks to "listen while driving". Low tunning plus some degrees of a special reverb setup that can morph surf music thru the darkest metal. Now, on Vol.7, the dark-mixed can randomly play with the classic tracks, and I hope you have as much fun as I am having.
Many many thanks for the support and hub interactions, it is guiding the development and performance updates. If you like what you are seeing, please, please, make a review on Steam, it helps a lot to spread the seed.

Play it loud!
https://store.steampowered.com/developer/waltermachado

1.0

Four thousand hours of GMS, eight hundred of Black Ink, two thousand hours of Fl Studio and, a few hundred hours of other software since the first volume.
I like to see Vol.7 as my best effort to translate years of players' feedback about what they want in a top-down shooter. This volume brings more characters to cover more gameplay styles, some characters will have more progression (to meet the desire of some players to feel the character learning and upgrading skills) and, some will start hardboiled since the first match. The game balance came with awesome community support during Steam Early Access, sharing impressions and ideas for the next steps... and I tried to find a common ground for different expectations.
The game is complete, and I keep resetting and playing it again, something is really really right with this title... and I thank you a lot, for it!
Version 1.0 is online, enjoy.
https://store.steampowered.com/developer/waltermachado

6/6

Early this year, the ASCENSION concept was inserted on the UBERMOSH series. The main quest was to create the experience of the character getting stronger, ascending thru enlightenment.
It started Steam Early Access with 3 characters, aiming to get the next 3 before May/2019 and check for the final balance before release.

How hard is, to make in a few months, the game this amazing community deserves?
Santicide. I can say that it would not be possible without your fantastic feedback, shared impressions and on-point suggestions. Not all ideas can enter on the release version, but lots of it were tested. Colorblind mode works, Square maps don't (inconsistent difficulty for randomly shaped arenas). Autofire Class works, Miniboss class don't (impossible to dodge). A Kensai class works, ...Gunner class too...

Version 0.6 is very very close to how the final version will look like.
It is time to get your achievements!
Many many thanks, it is hard to describe how proud I am for this community support during the development journey.
Reviews, hub threads, videos, score screenshots... it helps a lot!
https://store.steampowered.com/developer/waltermachado