UBERMOSH:WRAITH — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| NEW STUFF | 2026-01-23 | https://clan.akamai.steamstatic.com/images/33198961/94bde4d38f4e197849a957b7e58cb7d2078499b5.png Howdy, folks, this time, it took more than a year to spawn a new minigame for you. Guided by the awesome feedback and suggestions of the nicest of the game communities, BLOODSAINT 2 came to life. Some BLOODSAINT powers were extended, new stuff added, faster waves, more duelists, I returned the hand-drawn soil, recorded music with a super heavy prototype bass created for this game, a unique guitar impulse response, and a "very cardio" double bass-focused drums. All art, code, and music were executed by the same hands. Many many thanks for the suppo |
| BLOODSAINT 1.0 | 2024-11-13 | https://clan.cloudflare.steamstatic.com/images/33198961/d65a58a972c4d9625ef0cab5bd741041c79acecb.png Howdy folks! BLOODSAINT 1.0 is out now! It will be kept a few more days in Early Access to wide-test the compatibility with different machines... this framework is a testbed for a 64-bit framework that bypasses the limitations of the previous framework used on the UBERMOSH series. If you have not tested it yet, it is a retro-vibed and paced minigame, polished during the latest months with this awesome community feedback and guided by several top-down gameplay experiences I developed over the last decade. Lots of nice concepts spawned during th |
| DUELIST UPDATE! | 2024-11-04 | https://clan.fastly.steamstatic.com/images/33198961/fe5fd3c727339c1efb3219d81e9aac45a4337766.png Howdy folks... this one took some time to make, but it is pretty fun! When you get 180s, as soon as you move to the endless wave, one of the six Duelists will try to beat you, the fight will last close to a second. If you react faster enough (and each duelist is a bit different) you get a badge and keep alive on the pit... There were some other technical tweaks... More duelists can appear later... And I am very happy about how this tiny story is being told through gameplay and music. Please check it! Many many thanks for the support and feedback! |
| BLAM!!!BLAM!!!BLAM!!! UPDATE V. 0.06 | 2024-09-08 | https://clan.akamai.steamstatic.com/images/33198961/6c97d8195f50feddf8400712d243eb5adc366e25.png Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey! BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance |
| GIANT WEAPONS and BRUTAL CAMERA updates | 2024-08-26 | https://clan.akamai.steamstatic.com/images/33198961/22d5d58a483300c5cef66aed956e77c707928e9b.png Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds. A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player |
| ONSLAUGHT FRAME | 2024-08-09 | https://clan.akamai.steamstatic.com/images/33198961/f3da8e3a013fce67bb62c987d5c53efdbadeac59.png Howdy folks! BLOODSAINT version 0.03 is online, bringing the "Onslaught Frame" card, a synergic card that changes the frame of your gun to a splitted frame, inspired by the warlock gun from UBERMOSH. It tweaks the projectile shape making it thicker and affecting all the ammo card spreads. For the fun factor, it changes how punchy it is to targets too. It complements the previous update Metal Leech, a passive "area attack/shield". Sinergic cards to melee and conjuration were tested here too, but are not cooked enough to enter the game without break |
| CONCLAVE | 2024-07-31 | https://clan.akamai.steamstatic.com/images/33198961/bddcebd5425d1d4abd8b8ed32c087b41ba6a4630.pnghttps://clan.akamai.steamstatic.com/images/33198961/60b225e9bf91c08f48df4ce06d696c6dd372e766.pnghttps://clan.akamai.steamstatic.com/images/33198961/c38ad695f92a9ce551f0cdaa8b14561d1354c0d0.png Taste is pretty personal. It took some time, but I finally got the vibe right for the QUICKERFLAK cards. I wanted to illustrate the secret reunions before you start to flak everything. Inspired by religious art, alternative comics, and the darkest metal covers, it spawned deep profile backgrounds that would fit nicely on a t-shirt for a gothic/darkwave party. |
| Version 0.02 EA | 2024-07-14 | https://clan.akamai.steamstatic.com/images/33198961/b352637dfe9f69a4d4024e089c80bdf9a3502a91.png BLOODSAINT Version 0.02 EA is Online! Howdy folks! This latest update adressed some community requests, like gamepad support and stuff that I was already working on, like the METAL LEECH, a power that is kinda passive, but are affected by your aim and movement, and can be used like an armor, or a roomsweaper power during the sprint. Now there are more upgrades than waves, and there is a level of deckbuilding, because your Saint will not be able to max all powers before ascension. The Bonesplitter got a buff, and now you control 2 blades. There are |
| PLAY IT LOUD! | 2024-06-24 | https://clan.akamai.steamstatic.com/images/33198961/0db809c621722e904d3872c63f13a105a7ca2a78.png Howdy folks! Time check it! BLOODSAINT is pretty solid, with that straight-forward retro-hardcore minigame vibe. It should had been launched in 94, but it is fresh now and while you shoot stuff I will be here working on a few more enemies to enter the pit. It is Early Access, and stuff will be added and tweaked. If you want to share your input, I will be glad to hear it! If you like it and wanna make a review, it will be triple awesome! Many thanks! https://store.steampowered.com/app/2998040/BLOODSAINT/ https://clan.akamai.steamstatic.com/images/3 |
| HARDBOILED | 2024-06-21 | https://clan.akamai.steamstatic.com/images/33198961/078ec774476c5d545015ae34fecf3a57710d0fdb.png Howdy folks! I hope you are all fine. 24th BLOODSAINT will launch (version 0.01, Early Access); the actual version is pretty tested, it is running super fine, and the game balance is as sweet as it can be. Since the golden state of this first version, I have been testing flamethrowers, ogresized enemies, mages, and more stuff not hardboiled enough to enter the main game yet. The list of community requests is dense and spiky, and it is a really nice exercise to manage what still needs more testing before it manifests in to playable content. I am ve |
| BLOODSAINT! | 2024-06-10 | https://clan.akamai.steamstatic.com/images/33198961/5eb5625d91ee346d711f96c315df7c94262f6755.png https://store.steampowered.com/app/2998040/BLOODSAINT/ Howdy folks, I have been experimenting with arcade topdown fast-paced minigame designs for over a decade, collecting your feedback and crafting stuff that may fit our nice simbiosis. I usually spend a lot of time crafting the music and sound effects, and the soundtrack of BLOODSAINT is pretty special. It happens in the same universe of UBERMOSH, with one of the characters of BULLETHELL ascending to the status of Saint, growing the powers during the ritual... so, from the powers to guitar tone, |
| ROGUELIKE??!!?!11 | 2024-03-31 | https://clan.akamai.steamstatic.com/images/33198961/58e7bc91eef96c94f73c681068b4d5d7c1c6bb2a.png I am still working on it; the plan is to launch it in May. There is an expected delay before Steam approves the title for launch (1-2 weeks to approve Store and Build, 2 weeks+ of "comming soon"). The leveling system is "kinda new," heavily inspired by classic elements with some twists to make it cleaner and quicker. Every month, I do my best to release new stuff, from new projects to game updates, and it is always awesome to give you these handcrafted gameplay experiences. Many thanks! https://store.steampowered.com/developer/waltermachado |
| QUICKER UPDATE | 2024-02-29 | https://clan.akamai.steamstatic.com/images/33198961/00f1bfcdb5f64a7b66918e8921e58751780c7dc0.png Steam Early Access is pretty magical. I have some buddies trying it here in Brazil, and the nicest folks are playing the same game thousands of kilometers away, with similar feedback guiding this update. We have a new enemy class that moves with lightning speed and cirurgical precision, like a zoomed spider, a vampire in movies, a chess queen with long movements, or a mutted banshee with a flak cannon. To deal with it, you have your melee "sword breaker" with limited stamina, a full-auto Flak cannon, and the human factor, which finds gaps to solve |
| 2 YEARS to add MELEE | 2024-02-01 | https://clan.akamai.steamstatic.com/images/33198961/00f1bfcdb5f64a7b66918e8921e58751780c7dc0.png It took two years to make melee work nicely in QUICKERFLAK. The sequel gets the hunter mass from the RUTHLESSMOD, new enemy classes, and now you can rank up to SSS if you connect with the flow of FLAK+Melee. https://store.steampowered.com/app/2799110/QUICKERFLAK_2/ If you are into game development, the melee weapon was inspired by the "Chinese Sword Breaker/Long Kabutowari," which is shaped like a sword but is a strong blunt weapon that attacks with a stamina-based "turbo trigger" (based on old aftermarket "turbo gamepads" that have a turbo trigge |
| Rank SSS it! | 2024-01-04 | https://clan.cloudflare.steamstatic.com/images/33198961/c94406a6e7f09cfc187de10a4a610da3892347a4.png All Early Access update goals are done under the expected time, and BULLETHELL 1.0 is out! If you are a game development enthusiast who checked the early versions before the fat bullets (and just one hero, fewer enemies, different pace, etc.), it is a nice time to enter the pit again! Player feedback is magical, and some ideas that do not fit the core concept of THIS game have spawned other projects that may come soon. One that I like to highlight is the "room beater" QUICKERFLACK with the addition of melee inspired in BULLETHELL. There is a r |
| KENSAI and GUNNER UPDATE | 2023-12-07 | https://clan.cloudflare.steamstatic.com/images/33198961/9119d4a74579c9b934f3ed5a3873e5f7b201d2d2.png https://store.steampowered.com/app/2620000/BULLETHELL/ BULLETHELL development is flowing pretty nicely, and today you will be able to play with two new heroes: a KENSAI character bringing the bullet-cutting gameplay to the table and a "bulletwall gunner" that favors the "roomsweaping before movement" gameplay. There is also a new enemy class that tries to predict where you will be and fire in that direction. I hope you like the new content, and many thanks for the trust and feedback during this Early Access journey. |
| Please check this one too! | 2023-11-25 | https://clan.akamai.steamstatic.com/images/33198961/107fabf510d832ea427153f1c9c17ace91f3252e.png https://store.steampowered.com/app/2620000/BULLETHELL Steam Early Access is pretty magical. Players do not know what they will get. Developers do not know how the finished version will be... and this coop can create astonishing results. As a few of you may know (due to Steam notification issues), I am developing BULLETHELL to be a sub-30 second arcade minigame challenge with no fillers to get that heart pump feel as soon as possible. It is pretty experimental; it is not an UBERMOSH (but it shares the same universe). It is not a room beater like QU |
| NU STUFF! | 2023-11-05 | https://clan.akamai.steamstatic.com/images/33198961/aecf83e91bf780c5bea2c592fd0b274f734e1c3f.png https://store.steampowered.com/app/2620000/BULLETHELL Many many thanks for the feedback during this journey! Half artist, half tech guy, ...fueled by your awesome feedback via Reviews and Steam Community Hub, I am in a constant quest to develop your requested gameplay experiences. 95% of the time I have to develop and test each step, producing different products that merge and blend, creating more complex stuff. UBERMOSH gave us a solid gameplay, but the framework needed to be rebuild from scratch to allow something past OMEGA. I started working o |
| For the Community | 2023-04-02 | https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33198961/8c0eec18ae8d3f520f7a46ee05b3b8ed5ef1319d.png Howdy folks! I hope you are all having a pretty decent time! I am working on my largest project so far, not saving on the dark guitar fuzz, heavy contrast, and tribal drums (this explains the launching gap). During the breaks, I am addressing some tweaks on Steam community items, like Trip to Vinelands and TTV2 Steam cards, that were made with photos of the real location that inspired the series. The next community items may be AccrO cards (and an expansion of the flyable map), Swarmrider Omega cards and I am checking my |
| PLUGGING | 2022-06-22 | https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33198961/396e95af15d140e8070164c52e62e586047ce455.png I consume indie stuff. You don't? Weird music with AM static, short movies with shifted hue, fuzz pedals with just one knob, barely functional niched objects... the developer doing its own thing. We try these artistic experiments, it fuels our soul to do our own stuff... ...talking about artistic treats, please, please, check this one. It's for you. I hope you have a great time. https://store.steampowered.com/app/2062920/TTV4/ Many many thanks! https://store.steampowered.com/developer/waltermachado |
| RMOD | 2022-06-10 | https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33198961/42d41ff0cc7aad765ae577d2e93743e18c1dbc17.png Do you "mod" your stuff? From changing car mufflers to mirror polishing the edge of my knives, modding was always a thing in my spare time. Modding guitars and pedals pointed me toward the signature fuzz sound you can hear in my music, and modding games moved me to the game development. It would be awesome to play "ruthless" versions of my favorite titles from the past. Faster and with some extra stuff to spice up the challenge. What I can do today is offer you a _RUTHLESSMOD version of some of the titles I launched. I a |
| _RUTHLESSMOD | 2022-05-30 | https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33198961/9d4a8fb209fe453d4966c421c7d293d913daf676.png Howdy folks! We live in a neat kind of symbiosis. I work full-time to develop gameplay experiences, you play it, and with your feedback and support, I can tweak my development to meet your expectations. Following this logic, half of my working time is dedicated to improve old products, and the other fraction is consumed testing new ideas. If an update changes to much the gameplay, minimum requirements or game pace, it spawns an expansion/sequel. If the new ideas fit a playable concept, a new product is delivered for |
| NU STUFF, finally! | 2022-01-08 | https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33198961/597b4cec1fdcbfb9eb43c097de9d68c77cb55f37.png Howdy folks, if you like the stuff I make, please check this one: https://store.steampowered.com/app/1836120/QUICKERFLAK/ Many many thanks! |
| Please check QUICKERFLAK! | 2021-12-07 | 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 |
| UBERMOSH:OMEGA v1.99 REDUX | 2021-02-11 | https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33198961/d3f421da2667e07ee7949223cb31becaf8f9a83f.png 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 |
| It looks a bit like a 90´s add | 2020-11-05 | https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/35e5624b14017edf9e195515a449b1f0302255ca.png https://youtu.be/r7p4SI_9XdE Sometimes I have some trouble to explain stuff. You not? AccrO is on version 0.13 now, you should try it. If it feels strange to play, I guarantee you, full acrobatic quads behave this way. About "UBERMOSH"istic things (not exactly UBERMOSH, but that fast-paced arcade stuff, with pumping soundtrack, eye bleeding contrast and kinda dark vibe)... I am still working on some projects in this area, during the several hours the AccrO map is rendering, I move to another machine and work on it. Some of |
| GUNS????? | 2020-09-24 | https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/ef2e45d5fef473c0db55a83becf8f74b52acff7d.png Have you noticed how big AccrO map is getting? And it is not a road and square kind of thing, there are lots of details that I keep adding to create new acrobatic and cinematic opportunities... and that makes one of my production machines rendering the pre-computed visibility for long times... creating a gap of several hours, that I have to wait before adding more stuff to AccrO. When I wait for the AccrO machine to render, I am working on a shooter on other machine, using the same 3D tech that we have on AccrO, but with th |
| Another Update??? | 2020-09-10 | https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/9ae58fb4718d0c2f409e9738a07075cbc4fdc5d1.png As you may know, Steam Early Access is a magic thing, that I like a lot. From following Early Access titles that I am interested in, to being the developer related to it (UBERMOSH, UBERMOSH Vol.7 and, AccrO), it is very interesting to see as a player the game evolving from scratch, and as a developer, it is pretty nice to have your company during this journey. You may play Accro in the morning before work, and when you come back to fly during the night, new obstacles may be waiting for you. I am inserting new rocks, some ti |
| HIGHTIDE UPDATE | 2020-08-26 | https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/d0b6a384e827628ffa5862abcdd07bccf427987a.png https://youtu.be/c7j5qGOzsuc Howdy folks, I live a few meters from the sea, but the ocean sound is way louder these days. This makes me remember an episode with stormy weather in a fishing boat with a very aggro ocean and a reduced hope to reach home safe. As you may know, I survived and now I could recreate that aquatic violence, that may fit the AccrO vibe. Update 0.08 comes with various improvements, from tweaking the propeller algorithm to the high tide changing how to approach obstacles. I am fulltime on AccrO, many th |
| CINEMATIC UPDATE | 2020-08-19 | https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33198961/536c29a996f9db4a33ee37cb3dff219cddd69182.png I know, I know I am updating it a lot. But I really really like Early Access and the beauty of Open Development! ...I like to call the AccrO 0.07 update, the "Cinematic Update"... it is pretty far from version 1.0, but it is the first version of "light" that looks OKish without breaking the flight perspective. I am still working on it and other various aspects of the project. Many thanks for the support! https://youtu.be/fKCAAvGHW7Q https://store.steampowered.com/developer/waltermachado |