An over the shoulder arena battle multiplayer game. Battle as either the Dawn or Dusk teams for supremacy of the arena by holding capture points with your team mates. Last team standing at 20 minutes wins the game!
Jogabilidade | Solo Gameplay
Teaser | Teaser Trailer
Captura de tela nº 1
Captura de tela nº 2
Captura de tela nº 3
Captura de tela nº 4
Captura de tela nº 5
Captura de tela nº 6

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Observação: jogos em acesso antecipado não estão completos e podem ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

Aviso: a última atualização pelos desenvolvedores foi há mais de 2 anos. As informações e o cronograma descritos pelos desenvolvedores aqui podem estar desatualizados.
O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

"Early Access is my way to ensure my packaged games are playable by the community and that they can successfully connect to the steam backend. As well as providing a vehicle to test real multiplayer mechanics."

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

"Until it's finished!"

Como a versão completa será diferente da versão de acesso antecipado?

"In the full version I plan to feature many more characters for play, bot driven solo play, a character customizer, online matchmaking with dedicated servers, and a card economy."

Qual é o estado atual da versão de acesso antecipado?

"Early access is a barebones multiplayer utilizing the Steam network.
Access to a minimum of six characters (three on each side).
Playing with Steam friends.
A multiplayer map with three capture locations."

O preço do jogo será alterado após o fim do acesso antecipado?

"Will be free to play during Early Access.

Completed game will be free to play solo, locally. Online ranked play will require a small up front purchase (to cover server costs). Additional purchases are planned as DLCs featuring story based content for the characters, a season pass for special cosmetic items, and sets of color and material palettes for character/banner customization."

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

"Early feedback is that it needs some tutorial action on first play.

Feedback is everything. It's not complete so many critiques are duly noted. "
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Sobre este jogo

8/12/2025
There has been litany of improvements made to the game so far. In addition to setting up the private API to manage cross-play matchmaking, I have been completely rebuilding the game to incorporate many more components and streamline action using Unreal's Gameplay Ability System. 

I'm hoping to do a release in the coming weeks, in Alpha. All the improvements I've incorporated are building the groundwork for swift character development when ready. 

ALPHA TODOS:
Finish GAS based basic attack system.
Incorporate IK and advanced Animations on the Sheriff character.
Rebuild the Card System using GAS.
Updated map and other visuals.
Build the character leveling and GAS based ability system. 

BETA TODOS:
Server Stress Testing.
Build Character Bots for offline play.
Complete Steam/Epic/PC Matchmaking on Dedicated Servers.
Player accounts for game stats on official website.
6 complete characters.
Deck Builder.

RELEASE TODOS:
10 Complete Characters.
Character customizing.
Map creatures and events.
Console Feasibility Study.

POST-RELEASE:
Single player character DLCs (story driven).
More maps,
More characters,
More gamemodes!



5/16/25

Well its been two years without much development since I was working two jobs and have a family to look after. I was laid off a couple months ago due to the tariff war and now I'm back on the game development.

The original alpha could never be competitive because it was self hosted. That was always a glaring problem. I am currently building an website and API to handle player accounts and matchmaking using dedicated servers. You can check out the "coming soon" website at the website listed to the right in "Visit the Website," there you can subscribe for promotional updates. 

I am a software engineer and this is the first fully featured online game I have made. I am working solo and I have zero budget. Adding characters, special abilities, a card deck maker, a character customizer, custom banners, and cross-play are all on the agenda. But I'm starting at the backend bottom and working back up to the game state where I'm building Unreal blueprints in C++ to handle the API authentication and other calls.


(5/22/23 - First released version has some glaring bugs! I'm sorry but some sound effects are not being heard on all clients, and some bugs with point capture are present)

Dawn vs Dusk is a 3v3, PvPvE, asymmetric, hard-point capture, styled, brawler.

Featuring Unreal Engine 5 and Paragon assets, this game is a re-imagining of what that franchise could have been. There are no lanes, there are no towers to destroy; only three capture pads.

When a team captures a pad they get Gold points to spend on card upgrades. Cards change the game by giving health, mana, or damage boosts. Each player receives 5 lives with no respawn timer, so play smart! Last team standing wins!

As of today, May 22, 2023 the game is still a baby. Please be patient as I work solo to build and update this game.

Early access, pre-alpha gameplay is not representative of the finished product, but comments and constructive criticism are welcome.

Requisitos de sistema

    Mínimos:
    • Requer um processador e sistema operacional de 64 bits
    • SO: Win10 x64
    • Processador: Intel 980x and newer
    • Memória: 16 GB de RAM
    • Placa de vídeo: Nvidia 980ti and newer
    • DirectX: Versão 12
    • Rede: Conexão de internet banda larga
    • Armazenamento: 3200 MB de espaço disponível
    Recomendados:
    • Requer um processador e sistema operacional de 64 bits
    • SO: Win10 x64
    • DirectX: Versão 12
    • Rede: Conexão de internet banda larga
    • Armazenamento: 3200 MB de espaço disponível

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