Force Reboot cover
Force Reboot screenshot
Genre: Shooter, Indie, Arcade

Force Reboot

STAGE THREE [FIRST ITERATION]

Hi! I'm finally happy to share with you STAGE THREE of Force Reboot! It's a very rough version of it and it still needs a lot of polishing and balancing but hopefully with your help the third stage would become one of the highlights of the game.

It's a linear stage where you should rush forward because a giant toxic cloud is right behind you. In this stage I decided not to add most of the props cause it could easily break the player's flow. It mostly just platforms and enemies. It contains 11 room variations for now but I'll add more in future updates. Also I would add some rooms for previous stages (2nd).

I hope you like it!

Full list of changes:

  • STAGE THREE with 11 rooms and 3 floors
  • Automatic charge for Railgun
  • Healing cloud Buff
  • 2nd Faster shooting and reloading Buff
  • Wider hitboxes for leg
  • Small movement tweaks
  • Dimensional Slaughter and Reaver Posters added (Go play it, it's fun!)
  • Trash bin collider deleted (f*ck it, players could easily break the flow by stucking in it)
  • Laser beam enemy debuffed
  • Added ПИВО
  • Added small slide camera turn
  • Fixed Railgun frame bug
  • Damage numbers increased x10 cause people like big numbers more lol

Force Reboot Development State

Hi! I've been working on the third stage for a long time now, but I've been feeling like something was off. I created many new wide and big rooms for the third stage and started playtesting them. After playing with them for a few iterations, I found out that they play just like the previous stage. This was a problem. Moreover, creating new wide rooms was quite a long and hard work. I had to manually set up every piece of the room to finish one. For a proper experience, I wanted at least 15-20 new super wide rooms.

When I was working on stage 2, the whole idea was to make the game feel different from other stages. I wanted to increase chaos and intensity with every new stage and update. With this problem in my mind, I slowed down my development a lot. I still worked on small content updates and stuff like this, but this problem still wasn't solved.

I stumbled upon the MEATGRINDER demo and thought it was a good idea to try out something different for the third stage. It turns out that it was an interesting concept that would easily fit into the structure of my game. For now, I am trying to work in this direction. Yes, a lot of content was scrapped, but I think this is why early access exists. It's fine as long as I can provide a better experience with my game. Also, seeing how much you guys love this game, it not only adds more motivation and power to work on it but also a lot of responsibility to deliver at least the same fun experience that you had in the first two stages.



For now, I will test this new type of rooms and work on some mechanics that would help players in this type of movement. I want to give you guys more of this game, but I can't say how much time I will need to polish it and provide the experience that I wanted to give you. I will write small update notes like this to keep you in touch with development.

Thank you for playing Force Reboot; you're the best!

Also Railgun is charging automatically now, yeah.

New weapon Update

What should I add in the next update? I would like to know if you want something specific. Any ideas would be helpful, thank you! Here's a list of changes for this update.


  • Added new weapon: Rail Gun (Hold to charge it, default max damage is 10)
  • Grenade Launcher slightly changed
  • Explosion enemy bug fixed
  • Explosion enemy attack speed is increased
  • Added new buff (Speed Up Bullets)
  • Added setback for Arena Mode in case you falling out of the map
  • Fists hitboxes is increased
  • Lower weapons switch cooldown
  • Slow motion is working only after reflecting bullets and Melee attacks now
  • Skill boxes size fixed


For now I'll take some time to finish zone 3 and add some new enemies. Also I'm thinking about reworking/adding new game mode with next update.
Thank you for playing Force Reboot!

Weekly Update 3

Happy New Year to everyone!

Here's a small update before a bigger one to test out new stuff and changes I made.

New Stuff:

  • Grenade Gun is OP now. Check it out! It's finally fun! Shooting with 3 bombs instead of 1
  • SMG is buffed. 15 bullets in a magazine
  • Motion Blur are deleted from Post-Process effects. That was a big mistake to leave it in pp lol.
  • Added new Buff "Chance to slow down enemy with bullet"
  • Added new Debuff "Chance to spawn toxic cloud after enemy death"
  • Ground slam speed is increased
  • Jump speed is slightly increased
  • Slow down is here again. Reflecting bullets is easier now.


New gun is already finished but I want to add it with new types of enemies and stuff so I decided to publish this small update first.
Hope you have a great Weekend! Thank you for playing my game!

Weekly update 2

I'm continuing to work on a movement. In this update I changed aceleration for movement. No more slowdown at the start of a movement. Hopefully you would like this change!

Full list of changes:

  1. Changed movement (again)
  2. Added weak point for laser beam
  3. Fixed bug with weak point not working in Arena Mode
  4. Added "More time to get a reroll" perk
  5. Added "Picking "No Buff" adding +1 damage" perk
  6. Deleted "Weapon switching boost basic speed" perk


This week I don't really have the time to properly work on more updates so hopefully I can add more stuff before a New Year. Thank you for playing my game and helping to improve it.

Getting back to develompent with weekly updates

Hi! I'm finally getting back to development and slowly starting to update the game with small changes.
Starting from this week I'll try to add something new and fix problems every week.

Today small update features:

  • Critical points for enemies (Only for walking robots, big robots and bombs for now)
    (Hitting critical point would double your damage)
  • Reboot button that allow you to restart game at any moment (T by default)
  • Less slippery movement (I'm still working on a better movement, any feedback would be nice)
  • Few other small changes and tweaks.


I've seen a lot of great comments under my last post and it showed me how you guys are really enjoying this game. This was really helpful for me to get back with updates. Thank you! I hope you like what comes next.

Update Announcement

Hi! Long time no see!



I was taking a small break from the game since I was working on it alone for more than a year. I didn't want to release bland updates or boring re-skinks of existing weapons or enemies so I decided to take some time and think about third zone and release everything with one big update.

Right now I'm already working on content for the third zone. New weapons(I know I already announced it but turns out it needs way more balancing and changing some stuff in other parts of a game), some useful stuff like restarting a run in any time or headshots (or weak spot if we are talking about drones).
I want the third zone to be really different from the other two so it takes some time.

I'm planning to release the third zone in november-december. I'm really sorry about no updates for more than a month. I hope you understand.
Also I want to clarify that I'm not planning to drop this game before I finish everything that I promised for early access. I'm also still reading every comment on ideas/bug fixes forum or review. So feel free to tell me anything you thought about the game. Thank you for playing my game! It means a lot to me!

patch v0.15

New Content

  1. Added Easy mode (finishing game in easy mode not saving your result in a leaderboards)
  2. Added Iterations to main and rush mode (You can start second and third run with saving your perks) For Activating next run you should enter second portal in a final room
  3. Added new enemy type (Drone with laser beams)
  4. Added Spotify playlist with cool music (in case you tired of original ost)
  5. Added "Faster shooting and reloading" perk


Fixes and changes

  • Enemies HP are always constant now (in previous versions enemies HP was increasing on a random value each floor)
  • Fixed bug when player doesn't shoot on a high speed
  • Fixed 10% for bullet to explode perk
  • Time display allign fixed
  • Some rooms reworked
  • Shotgun buffed (again lol)
  • Reworked some enemies
  • Added more inertia to the player movement
  • Rewoked some animations
  • Reworked UI (Perks menu and Perks display)


Unfortunately I'm still polishing new weapons(2) and new enemies(2) and I decided to split it on a 2-3 updates. Also I decided to update Endless and Arena mode with 3rd zone update. I'll start to work on a 3rd zone after adding 3 weapons and 3 new enemy types.

Hotfix 3.1


  • Fixed bug where enemies spawned under the map
  • Fixed bug where enemy spawned in boxes (stage 2 room)
  • added more sensitivity in settings
  • shotgun buffed (again lol) - bullet damage buffed up to 2. Every shotgun is shooting 7 bullets per shot.
  • "Random Spread" lowered
  • SMG spread lowered
  • Added new WIP Drone that shooting mines with damage aura

Hotfix 3

New stuff:

  • Targets for enemies and doors
  • 3 new rooms
  • New drone type (small version of drone with following bullets, appearing on first stage)
  • Added few new sounds to some actions (reload skip/performing weapon switch with switch debuff)


Changes:

  • Faster projectiles
  • Health drain faster with every floor (Main and Rush mode)
  • Exploding barrels outline changed
  • Buffed Kick damage
  • Jumping reworked
  • Shooting reworked
  • HP is not draining for a second after performing Ground Slam
  • Added Resume button
  • Small UI changes
  • Small changes on some of the rooms
  • and some other small changes...


Big update with new enemies, weapons, rooms, easy mode and reworked arena/endless mode is coming somewhere in a 2 weeks. Thank you for playing my game!