Project Demigod cover
Project Demigod screenshot
Genre: Adventure

Project Demigod

Update 0.20 VIGILANTE

Hello Demigods!

Update 0.20 VIGILANTE is here!

It should be live on Steam and Quest, just as soon as the upload is complete.

So much has been upgraded and changed, Enemy Difficulty Settings, the new Cave Base, User Interfaces, and the new Acrobatics mechanic! Almost every system has been improved for usability and performance. A huge thank you to all the players, those who gave feedback and bug reports in the Discord, and especially my Testing and Mod team!

Quick Change Log:

Added Basic Pistols (Unlimited Ammo, no reloading needed)
Added Acrobatics Mechanic
Added female vigilante and ability to switch between avatars.
New Superhero Base/Cave. Dev Test area moved to Training Grounds.
New shiny menus and interfaces, plus more options.
Difficulty Setting for Enemies.
Enemies can block and dodge sometimes.
Webs are cooler, and more performant.
Healing and Vision are gone.
Cars act better and don’t get lost as much.
Millennium City is now one solid level.
New Pedestrians and better ragdolls for them.
Performance improvements across the board.


New Changes
Cars can now be damaged (deformed) by lasers and projectile blasts.
You can flip sideways as well (Barrel Roll) by tilting your head towards the side you want to roll and then flicking the joystick quickly in that direction.
Upgraded strength levels for almost all powers.
Added a small shader effect to Millennium City grass & hills for the holidays!


Because there are so many changes, there are sure to be a few bugs here and there.
On top of that, a program I use decided to crash my entire system over the last few days, so I didn’t get to put the finishing touches on a handful of things. These are almost entirely just about visuals and small tweaks. I’ll be working on a hotfix ASAP and will have it out in the next few days!


The hotfix this week will include fixes for:
Any bug reports, especially those dealing with Enemies or the Acrobatics mechanic.
Female Avatar hand poses when grabbing weapons.
Millennium City and Fog Hills lighting and building colors.
Player Menu options.
Pedestrian glitches.

0.19 (the "Fight Me in the Sky!" update)

Hello @Demigods!

For those who didn’t know, I became very sick and could barely get out of bed, much less finish up the final stuff for builds: light bakes, nav meshes, occlusion bakes, etc. So my schedule got messed up and I had to finish what I could.

So the build is now out, but it’s a temporary build. I’ll have a hotfix out in the next day or two that will fix bugs, add the missing parts, and polish up a few things:
Quest 1 crashing when trying to load Fog Hills map.
Building color changes in MC.
Weird strength issues with Stretch Power Set.
Better controls/activation for the double hand blast.
Adjustments to Flying Enemy.
Performance stuff.
Bugs & stuff.


Til then, enjoy the update! This is just the start of the new flying enemies, I plan on having even more types as well as an updated fighting system too!

Let me know about bugs, opinions, etc in the discord!


I’m gonna go sleep for the next 12 hours and try to shake this thing off. Oh, and go check out Millennium City. Might be a couple changes there too, with more on the way…..

LvlUpHero

Changelog & Notes for Early Access Update 0.16

Hello Demigods!

Early Access Update 0.16 is now live!

Thanks for your patience everyone! This isn't a big content update, but a ton of work has been put in to lay groundwork for the next few updates, fix bugs, rewrite older code, improve performance, research some new ways of improving the game, etc.

The new memory system hasn't been implemented just yet. There were some more underlying issues with the game engine I'm using that I believe have been fixed, but it took weeks just to find an answer. I'll be trying to get this system out next.


Here's the list of what's changed:


Major Changes:
- Added (Basic) Zombie Enemy Type
- Added Zombie Mode version of Pedestrian System
- Updated Pedestrian System with several bug fixes, animations, and logic.
- Traffic System Update
- Upgraded Webline Creation ability to work with held objects.
- Updated Strength Power Set to be more stable under heavy loads (vehicles)
- Strengthened Laser Vision Damage and Pushback
- Improved Webline Strength


Pedestrian System:
- Fixed bugs (and models) where pedestrians would disappear after being ragdoll'd.
- Fixed bugs where pedestrians would play wrong animations for their movement.
- Navigation system has been updated so that pedestrians stay on sidewalks.
- Pedestrians now react to (most) attacks on other nearby pedestrians by ducking or running away.
- More small updates coming soon, including new character models, performance updates, and more reactions.


Traffic System:
- Vehicles have been updated so that they should now very rarely tip over when turning too fast and should crash a lot less.
- Vehicles' mass has been increased to higher levels for better, more accurate physics.
- Semi Truck has been temporarily removed, as it was causing the majority of the traffic jams. It will be added back in once I fix the issue.

- Traffic System Performance: As it turns out, the vehicle system I've been using for Project Demigod is harder on performance than I originally thought. It has been much improved with this update, but I'm working on another system change that should drastically reduce the lag caused by all traffic.


New Player Options:
Don't like pedestrians crowding your city? Tired of traffic eating up your headset's performance? No problem! A new option is now available in your Player Menu called "City Controls", where you can:
- Disable either system entirely (this really helps performance)
- Tweak the max amount of vehicles/people that can be active at a time.
- Turn off the pedestrian's physics, so you still get the feeling of the city being more alive without the cost of ragdolls anytime they get hit!

Millennium City
- Updates: The city may look a little different now, and it will continue to change over time. Some buildings have been replaced or updated, and the underlying city structure is now much more solid.
- Lighting and reflections have been updated.


Enemies:
- Zombies!
- Finally found and fixed the bug that was causing enemy AI to only select certain attack animations. Many enemies should now have "new" attack animations during combat, such as different types of kicks, spins, weapon strikes, etc.


Other:
- Fixed bug that would set Turning Rotation Speed to 0 when switching out of Super Speed Power Set.
- Fixed weird grabbing behavior on the right hand that would create an offset for the grip position.
- Fixed bug where laser pointer wouldn't work after closing player menu and then re-opening.
- Fixed Taxi and Police Car not being grabbable.
- Fixed several small bugs with Pedestrians and ragdoll creation.

Early Access Update 0.15 - Pedestrians

Hello Demigods!

Early Access Update 0.15 is now live on Steam and AppLab!

This update's big feature is the Pedestrian System 1.0!
Now, Millennium City has citizens walking around its streets to make the city feel much more alive. If that wasn't enough, they can also ragdoll when hit or attacked with a power, grabbed, thrown, webbed, blasted and more!

Keep in mind, this is just the 1.0 version. This means:

- The system is a little bare-bones for now. But there is a LOT more to come now that the base code is in. More citizens, reactions, interactions, effects, etc are all in the works.

- There are still some glitches with the system, such as pedestrians who are "walking" but not moving, pedestrians who "teleport" back to their original position after being ragdolld, and the T-pose they move into when not activated up close. I'll be doing a hotfix sometime in the next week to address as many of these as I can.

- Not all powers, items, or collisions affect pedestrians.

What does affect pedestrians:
- Collisions with Player
- Webs and Web Projectiles
- Web Lines (for attaching them to stuff)
- Fireballs and Explosions
- Laser Bolts
- Gravity Bombs
- Sonic Blasts
- Collisions with weapons
- Laser Vision
- Earth Projectiles and Earth Gauntlets
- Collisions with Vehicles
- Projectiles

What does NOT currently affect pedestrians:
- Time Control beams
- Flames
- Collisions with enemy ragdolls
- Collisions with other pedestrians
- Earth Columns

A future update will improve all of these issues, but for now, enjoy the new update!


Update Changelog:
- Pedestrian System 1.0 + Simple Ragdolls
- Basic Waypoint System for Pedestrian Navigation
- Added base code for future GPU Instancing features.
- Updated super-strength flight code to better check for movement vs braking.
- Fixed issue where holding vehicles caused odd physics, especially when using super strength to fly with or throw vehicles.
- Fixed bug where grabbing bullets in slow-motion could result in weird physics behavior by the bullet.
- Fixed issue where Healing power wasn't working.
- Added more checks to stop vehicles from getting stuck.
- Adjusted web power's zipline functions.
- Fixed more edge cases where Time Reversal would trigger extreme forces when ending.
- Fixed issue where mass changes were not being applied correctly to enemy ragdolls.
- Giant Robot should no longer change Super Strength amounts when grabbed.
- Aiming and IK has been adjusted for Shooter Agents
- Adjusted code for damage and force calculations.
- Reduced drag on some enemies when in slow-motion.
- New Memory System is still not implemented due to issues with Unity and Quest, but will be the main focus for the next update.
- Quest: increased distance grab "width" to make it a little easier to grab and pull weapons.

Project Demigod Early Access - Update 0.14 - Laser Vision

Project Demigod Early Access - Update 0.14 - Laser Vision

Hello Demigods!
Update 0.14 is now live on Steam and AppLab!


This update introduces Laser Vision (by popular demand!) which has been added to the Super Strength power set. It’s brand new, so expect fixes and upgrades in future updates.


Time Control has had a lot more polish, but it’s not perfect. There still may be some weird physics after freezing/rewinding enemies.

Finally, LOTS of polish has gone into bug fixing and laying the groundwork for the future. My first week of being a full time game-dev has been super productive, and I can’t wait to bring so much more to the game!

Quick note: a few bugs made it into the Quest version, so I’ll be fixing those and pushing another quick update later tonight or tomorrow at the latest. These mainly have to do with the Web power set feeling very weak, wall running input being backwards for left and right movement, and the enemies taking a much longer time than normal to get up after being ragdolled by the webs.



Change Log:

- Added Laser Vision ability to Super Strength Power Set. Currently, this ability will do damage and knockback to enemies and objects, including destructibles.
- Added new damage reaction animations when most enemies are hit with high amounts of force.
- Added new code to try and solve the calibration issues at start that made some players camera level start on the ground.
- Added visual indicators on the hands when the power wheels are opened to help with power selection.
- Added improved version of Time Stop's force build-up. Collisions and knockback applied to a time-stopped enemy will now be applied in a more accurate direction when un-freezing.
- Added check for enemies that fall through the ground and disrupt enemy wave completion.
- Added sliders for Super Speed movement.

- Updated Super Speed to limit vertical movement when at speed. This should help cancel out some of the high jumps when hitting curbs.
- Updated Wall Running to only activate when moving the joystick towards the wall and pressing/holding the jump button.
- Updated enemies' Collision Resistance and overall strength has been improved.
- Updated most buildings in Millennium City with new navigation. This should greatly reduce the possibility for enemies to appear/get stuck inside buildings.
- Updated code base to be more consistent for enemy ragdolls, damage, and reactions.
- Updated Time Slow when using Time Power Set: enemies and objects are now at 15% regular speed (down from 25%) and projectiles are now at 7% speed (down from 15%)
- Updated Super Strength Flight to not stop the player when flying with triggers.
- Updated Power Wheels to solve incorrect selection.
- Updated Explosion ability to deal better damage.

- Fixed incorrect mass amounts for some enemies.
- Fixed enemy mass amounts not changing when grabbed by player.
- Fixed game crashing when switching into Time Power Set.
- Fixed falling animations after enemy comes out of Time Reversal.
- Fixed AI moving away from player after Time Stop or Time Reversal.
- Fixed application forces applied to ragdoll when Time Stopped.
- Fixed Enemy Targeting Reticle and Settings. Should now save choices.
- Fixed issue where enemies would ragdoll on light contacts.
- Fixed enemy reactions to damage.

Update 0.12 - Wall Running

- Added Wall Running to Web Power Set
- Upgraded the Explosion style of the Fire Power Set
- Laser Bolt and Sonic Blast can now bounce off of surfaces
- Added several new player options, including Max Speed and Time Slow Modifier
- Fixed bugs that were causing issues with enemy spawning
- Recoded damage and force calculations for more accurate collisions
- Performance Updates and Optimizations

The Demigod Update

Hello Everyone!

First, if you haven't already noticed, we have a new name! (For pretty obvious reasons...) The game is now Project Demigod!

It's been a long while since the last update, but for good reason. Essentially, I spent months redesigning and upgrading the game and all of its systems.

The result....?


  • Massive changes in performance and optimization.
  • A new scene streaming system, which means the individual levels can now be as big as I can make them!
  • Using this new system, Millennium City is now 4x the size, but with better performance than the old one! And it's only going to get bigger.
  • Destruction System overhaul: Massive performance increase and several more destructible objects, with more on the way!
  • A brand new Traffic System using the Burst and Jobs systems for much better performance.
  • Deformable Cars - All vehicles can be dented, crushed, and destroyed before exploding.
  • Enemy Upgrades: AI, Special Attacks, and Spawning have all been improved.
  • Power Set Upgrades: Try out the all new Earth Control power, or the new Webline Creation ability for the Web power set.
  • Training Grounds, Apartment Complex, and Ancient City have all been upgraded with better lighting, colliders, and graphics.



Part of the process also involved porting it for the Quest and Quest 2 (which is now available on AppLab!)

There's so much more to come, and I can't wait to show you everything I have planned for the future. This is only the beginning!

- LvlUpHero

Early Access - Update 0.1

Update 0.1



It's finally here!
The first major update to Project META since the release of Early Access. There was a ton of really helpful feedback, and I've been working non-stop to improve every aspect of the game that I can.

So here are the major highlights and changes:


  • Hero Event - Combat: The first part of the new Hero Event System is ready! These are randomized enemy encounters that spawn from the red beams of light found in all levels. To use them, simply stand in the ring. Soon to come are other Hero Events such as Timed, Destruction, and Rescue Events.

  • Enemy Weaponry: Agents, Ninjas, and the new Monks now have Melee Weapons equipped. When dropped, they can be picked up and used by the player.

  • Web Power Set Upgrade: Web lines can now be connected between enemies, and objects, walls, ceilings, and more! Web Projectiles will explode on collision, creating web strands at nearby objects. Use them to immobilize enemies, stick them to walls, or even each other!

  • Blaster Power Set Upgrade: Nova Bombs have been converted to Gravity Bombs! These temporarily nullify the gravity of enemies and send them flying! Try using them with your other powers for some awesome physics combos.

  • Blaster Power Set Upgrade: Lightning Orbs will now auto-correct their trajectory when fired at a metal enemy, drone, or an enemy already hit by a Lightning Sphere.

  • Earth Control Power Set: Movement Pillars have been replaced with a Super Jump. Simply hold the jump button to charge, and release to blast off!

  • New Enemies: Monks are masters of martial arts and energy-based attacks. They utilize weapons similarly to the Ninja.

  • New (Experimental) Enemy: Raptors. Raptors are the first of the non-humanoid ragdoll enemies. They will move, attack, and react to the player just as the humanoid ragdoll enemies do. (Note: this is a very new implementation and will need more work, but the basic functionality has been implemented and I wanted to let everyone try them out!)

  • Millennium City Update: Lighting has been changed to Daytime based on player feedback. While I'm working on Day-Night cycles, there are still a few bugs to iron out before it's ready.

  • All enemies have had improvements to AI, navigation, ranged attacks, and ragdoll physics.

  • A ton of bug fixes, performance optimizations, and Input & Player Rig redesign to get the project ready for the eventual ports.

  • 20 Japanese Metal music tracks have been added by the artist Audimus!

  • UI Updates and visual indicators for loading Enemy Waves and Level Selection.

  • Finally, there will most likely have to be a rebranding of Project META due to obvious reasons. I'll make a post about it in the near future, but wanted to let everyone know about the eventual name change.

Day 1 - Patch

As always, Day 1 release needs some bug-fixing.

- Fixed a bug some players were experiencing where the menus and interfaces when loading into new levels would become detached/broken.

- Adjusted enemy AI attack sequences.

- Fixed earth column spawn point calculation.

Project META - Early Access Release



I am so happy to announce that Project META has just been released into Early Access!!!



Thank you so much to everyone who played. Your participation, play-testing, feedback, and support has meant the world to me. The game and community are already more than I imagined, and we're only just getting started!

There is so much more to come....


What's new in Early Access?



Project META - Early Access 0.1



New Powerset: Earth Control



  • Use the power of rock, stone, and earth to smash your enemies:
  • Pull stones from the ground and use them as punch-powered cannonballs!
  • Surround yourself with shards of earth to shield yourself from enemy attacks!
  • Create gauntlets of stone to punch harder than ever before!
  • Punch skyward to create destructive pillars beneath your opponents!
  • Use the ground beneath you to rocket into the air!


Weapon Power Set Update



  • War Hammer
  • Katana
  • Stun Baton

New Levels



  • Gladiator Arena
  • Research Center
  • Tutorial

Enemy Upgrades



  • All enemies have had improvements to their AI, navigation, speed, and animation.
  • Enemies now have ranged attacks, including fireballs, laser vision, and throwing blades!


What's Next?



Now that the base game is out, many more upgrades and updates will be on a regular basis!

Future Updates will include:


  • Basic Mod Support
  • Additional Enemy Types
  • New Levels
  • Hero Challenges
  • Character Customization
  • Additional Power Sets
  • Power reworks and improvements
  • And so much more!