The ultimate showdown where content creators battle for glory. Compete, earn crowns, and fight your way to the top!
PLAY FOR CROWNS (Best of 3 Matches) 5 crowns = 5 lives 10 crowns = playoffs 0 crowns = elimination
PRIZES Participation: 5,000 C-COINS Top 8: 10,000 C-COINS Top 4: Tournament-exclusive Majestic Coryphaeus alt art Winner: In-game trophy + immortalization with their own personal alt art
Enjoy, have fun, and may the true leader win!
All aspiring content creators, this is your stage - jump in and get started!
Amidst the vast sea of text in the latest patch notes, a small yet important change has slipped in — the crafting of the Buryat has been revamped!
Signals in most southern locations now depend on the number of players, making them easier to find.
Tracker distribution has been adjusted, with a stronger focus on northern locations.
We hope these changes will spare aspiring artifact hunters from wandering the southern regions for months in search of parts for their coveted detector.
Updates: Added Arrow Shafts from Lunarwood Logs (Level 100 Bowcrafting Required). Added outitems too skill information uis. Updated Level Up messages for Attack , Defence , Range and Magic. Shop Information is now a panel instead off a tooltip. Adjusted Bloobathon Dexterity Level Requirements. Improved dungeon entrances, traversable shortcuts to say the level you require when attempting to use. Added Hinterland's Bloobathon. Added Toxic Bear (Level 71 BeastMastery Required). Added Potion time and buff saving and loading.
Bug Fixes: Fixed Right click menu in the inventory staying open when switching tabs. Fixed Invocations reseting, bonus xp from potions. Fixed Karinite Ore having the wrong image for the Golden Opportunity. Corrected Forester's Fantasy naming error in Devotion Skill UI. Fixed Combat Statistics position. Fixed a Tilemap issue in the Ethereal Dungeon with red coloured tiles. Fixed a issue with Mining Prestige above Prestige level 1 would close the prestige ui and cause the tooltip to stick on screen. Fixed pathing to moths, this would break after using a shortcut. Fixed Karinite Arrow tips having the wrong Smithing Level Requirement. Fixed Defence XP per hour not displaying when switching combat styles.
Bringing Back the Aesthetic of Classic ‘80s Adventure Games
Since MIGHTY 1990 is set in the year 1990, I wanted the game to feel like something that could have actually existed at the time. That meant relying on technology from the 1980s—when adventure games were evolving from text-based interfaces to more visually rich experiences.
To capture that feeling, I embraced strict graphical limitations: a low resolution, a carefully chosen 16-color palette, and a UI design that blends text-based interaction with point-and-click elements.
In this devlog, I’ll go over why I chose this style, the changes I made to the resolution and fonts, and how these tweaks help balance authenticity with modern usability.
The Art Style: Why 16 Colors?
Back in the 1980s, many PC adventure games ran on hardware that had severely limited color output. While some games used EGA graphics with 16-color palettes, a huge number of people were playing on monochrome displays—which could be:
Black and white → The most basic early monitors.
Green phosphor screens → Common on early IBM PCs, giving everything a glowing green look.
Amber displays → Similar to green phosphor but with a warm orange hue.
While MIGHTY 1990 isn’t literally black and white, I wanted to capture the essence of those monochromatic screens—a simple, limited palette that still allows for depth and atmosphere.
Instead of using a full EGA palette, MIGHTY 1990 features a custom monochromatic 16-color scheme. This ensures the game feels nostalgic while still having enough contrast and detail to be visually interesting.
The end result? A distinct visual identity that blends monochrome aesthetics with just enough color variety to maintain clarity and charm.
Resolution Tweaks: From 426x240 to 480x270
Initially, I set MIGHTY 1990’s resolution to 426x240 to preserve the 240-pixel height seen in older games. However, I quickly ran into a problem—it didn’t scale well on modern displays.
Most players today use 16:9 screens, and 426x240 didn’t upscale cleanly to standard resolutions like 1920x1080 or 3840x2160. So, I adjusted the resolution to:
480x270 → A resolution that scales perfectly at 2x, 3x, or 4x on modern screens.
Keeps the pixel-perfect look while ensuring the game remains crisp and readable at any size.
Doesn’t feel out of place for a game set in 1990—some computers were already running at resolutions beyond 320x200 by that time.
Font Changes: Readability, Authenticity & Localization
Another area where I made some changes is the game’s font system.
At first, I was using a different pixel font, but it had some major issues:
It didn’t scale well at the new resolution.
Certain characters looked off due to spacing and pixel distortion.
Most importantly, it didn’t support localization—some special characters were missing for German, French, Spanish, and Italian.
To fix this, I chose two new fonts that work better:
A primary font for dialogue and standard text → Pixel-perfect readability at 480x270.
A secondary font for titles, verbs, and bold interactions → Emphasizes key gameplay elements while keeping the classic feel.
The result is a UI that still looks era-appropriate, but now it’s clearer, properly scalable, and supports full localization.
Here’s a before-and-after showing how the font update improves both readability and authenticity.
Balancing Nostalgia with Playability
The goal of these changes isn’t to modernize the game too much, but rather to stay true to late ‘80s aesthetics while making sure MIGHTY 1990 is playable and readable on today’s hardware.
The resolution tweak ensures the game scales properly without distorting the pixel art.
The font update makes dialogue and UI elements easier to read and localize.
The 16-color palette keeps the game’s visual identity faithful to the late ‘80s adventure era.
I think these adjustments make the game better without sacrificing its retro soul, but I’d love to hear your thoughts.
Your Thoughts
What do you think of these graphical choices? Do you like strict 16-color palettes, or do you prefer modern pixel art with more freedom? Did you ever play adventure games on a green phosphor or amber monitor? What was that like? What’s your favorite retro visual style, and why? Let me know your thoughts, and if you haven’t already, wishlist MIGHTY 1990 on Steam to stay updated!
Mission Update: More Opportunities for Big Rewards! 🚀💰
We've expanded the selection of missions—now there are even more to choose from! New high-reward contracts have been added, offering greater challenges and bigger payouts. Get ready to test your skills and enjoy an even more thrilling experience!
While right now the ONLY language other then English, is just the US dialect of English (So English AU and English US are the only two languages), but if it works, you'll be able to notice the word "Colour" will drop it's 'u' for the Americanised translation. (I actually have zero idea if this even works, I believe it to work, so please let me know if changing the language setting, changes anything.)
I intend to offer the original set of languages from Table Ball (English, French, German, Spanish and Swedish), plus a few other languages. You can feel free to help translate the game through Crowdin
I do apologise that there aren't any other changes to the game, I've been focused on a few other projects and some personal stuff so haven't been able to dedicate time to Unreal Table Ball.
What's next for Unreal Table Ball?
Further enhancements to the VR Mode Beta - I've made live the beta branch, and will be quickly distributing a new build to that, that SHOULD contain a very VERY early version... (As in barely anything works yet, controlling the game is through physical buttons you have to stand on, and I have NO idea if you can even do anything in the VR mode as my headset isn't working... Gonna get it replaced...)
In February our main focus was on improving our last build. Andrii and Egor finished moving our cutscenes to Timeline, now we will be able to create them faster. Andrii also worked on optimizing and fixing our inventory system, while Egor created idle animations for zombies, improved Rooftops level and created missing wind animation for a few models.
Finally the Katchur brothers created a bunch of awesome new models. Next month we are moving on to working on our new level - The Sewers, so stay tuned!