Swarmrider Omega cover
Swarmrider Omega screenshot
Linux PC Steam
Genre: Shooter, Indie, Arcade

Swarmrider Omega

ROGUELIKE??!!?!11



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



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 stuff in your own way.

It moved from 2 to 5+1 enemy classes (from QQF1 to QQF2) to test your reflexes and combat awareness.

The texture maps and surfaces were polished to add performance, and the protagonist death animations were tweaked to look nicer.

The level generation was tuned following player feedback.

It is a nice time to SSS it!

Many thanks!

https://store.steampowered.com/app/2799110/QUICKERFLAK_2/

2 YEARS to add MELEE


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 trigger that clicks super fast), allowing you to counter flak ammo for a brief time.
I will be back soon with more content!
Many, many thanks!

Rank SSS it!



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 roguelike under development, and I am double-checking a few early concepts that were not possible with the UBERMOSH framework and may fit the latest BULLETHELL code structure.

Many, many thanks! Your feedback helped a lot, and I hope to deliver a teaser of some of the new stuff later this month!

Pump your reflexes and have fun!

https://store.steampowered.com/app/2620000/BULLETHELL/

KENSAI and GUNNER UPDATE



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!


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 QUICKERFLAK, but a "kinda new" thing, handcrafted by me for you.
Yesterday I sent the HEAVY GEAR update, and I am working on the next one.
Many thanks for the support, reviews, and community hub interaction! Your feedback is priceless! It helps to shape an experimental design, and it is very heartwarming!

NU STUFF!


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 on a smarter AI that could predict movements and a different way to deal with the topdown animations and particles... that study spawned QUICKERFLAK. Ruthlessmod improved the SWARM AI from Swarmriders, leading to a "smart slime" that may appear in a sequel of a drifter game that nobody is asking for. The quest for an ENDLESS UBERMOSH, that works with the heavy zoom of the first game, the particles and smart AI from QKF and the pumping drums of the TTV series are summoning BULLETHELL, my "hardest to balance" title so far, that will stay a few months on Steam Early Access and, it will be the nicest to have you aboard during the development!

For the Community



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 old hard drivers for nice UBERMOSH concept images for more community items (heavily asked on the Stem hubs).

The production pace is kinda slow due to the handcrafted nature of my work. I am doing my best!

Many many thanks! I will keep the updates here
https://store.steampowered.com/developer/waltermachado

PLUGGING


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


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 am working on a tweaked TTV, and here is a QUICKERFLACK_RUTHLESSMOD ready for you to play right now!

I put extra six months of development inside the classic title, increasing the number of special units, adding full_auto, adding a "moving mass" unit, making a new procedural code to fit the extra challenge, and recording an all-new soundtrack.

I hope you can take a little break in your day to enjoy the hotter combat and test your reflexes.
Many many thanks!
Walter Machado

https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD