Click here to try out the Steam News Hub for UBERMOSH, UBERMOSH Vol.3, UBERMOSH Vol.5, UBERMOSH: Original Soundtrack, UBERMOSH:BLACK, UBERMOSH:WRAITH A Steam Labs Experiment
UBERMOSH:WRAITH - Walter Machado
https://store.steampowered.com/app/1836120/QUICKERFLAK

Howdy folks, this one was pretty complex to balance!
QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot).
To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere.

This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make.

Many many thanks!

UBERMOSH Vol.3 - Walter Machado
https://store.steampowered.com/app/1836120/QUICKERFLAK

Howdy folks, this one was pretty complex to balance!
QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot).
To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere.

This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make.

Many many thanks!

UBERMOSH Vol.5 - Walter Machado
https://store.steampowered.com/app/1836120/QUICKERFLAK

Howdy folks, this one was pretty complex to balance!
QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot).
To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere.

This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make.

Many many thanks!

UBERMOSH - Walter Machado
https://store.steampowered.com/app/1836120/QUICKERFLAK

Howdy folks, this one was pretty complex to balance!
QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot).
To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere.

This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make.

Many many thanks!

UBERMOSH:BLACK - Walter Machado
https://store.steampowered.com/app/1836120/QUICKERFLAK

Howdy folks, this one was pretty complex to balance!
QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot).
To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere.

This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make.

Many many thanks!

UBERMOSH:WRAITH - Walter Machado


It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it.
This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance.
Check OMEGA again, and tell me how tight it is!
Many many thanks for the support.

https://store.steampowered.com/developer/waltermachado
UBERMOSH - Walter Machado


It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it.
This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance.
Check OMEGA again, and tell me how tight it is!
Many many thanks for the support.

https://store.steampowered.com/developer/waltermachado
UBERMOSH:BLACK - Walter Machado


It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it.
This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance.
Check OMEGA again, and tell me how tight it is!
Many many thanks for the support.

https://store.steampowered.com/developer/waltermachado
UBERMOSH Vol.5 - Walter Machado


It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it.
This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance.
Check OMEGA again, and tell me how tight it is!
Many many thanks for the support.

https://store.steampowered.com/developer/waltermachado
UBERMOSH Vol.3 - Walter Machado


It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it.
This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance.
Check OMEGA again, and tell me how tight it is!
Many many thanks for the support.

https://store.steampowered.com/developer/waltermachado
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