Swarmriders cover
Swarmriders screenshot
Linux PC Switch Steam
Genre: Indie, Arcade

Swarmriders

QUAD BREAKER



You (probably) know, sometimes I watch a movie, or listen to a neat beat... or drift a car... and it sparks the idea to share with you that "heart-pumping feeling"...that vibe ... that aesthetics.
I have broken a lot of full acrobatic drones... because that's what you do when you teleport your mind to that fast insect-like flying machine and try to do a flip while trespassing a gap, after a power loop. Then you hit a rock. And try again... (but faster for some reason). Break a motor, kill a camera, destroy carbon arms... then try again... (now on an even harder gap). Break. Try again...
Back to the human form, I came with this, for you:
https://store.steampowered.com/app/1366810/AccrO/

Yep, I am changing my development framework to bypass some limitations of the previous retro engine.
Will my art stop looking retro and the signature will be lost?
No, now it can or not look retro, it is an option, not a restriction. And there are lots of new stuff I want to develop with the new tools and share with this awesome community!
Many thanks for the support!
https://store.steampowered.com/developer/waltermachado

NU FRAME


Howdy folks... I have been working silent changing all my developing framework to be able to bypass the huge engine limitations I fought during the previous half-dozen years. With these new tools, I will be able to deliver new experiences for you.
I keep the signature artstyle and pace but with extra layers of complexity.
The first project is my attempt to deliver years of Acrobatic Quadcopter experiments into a realistic simulator, where you can see how it is piloting these crazy apparatus, train your skills, with the zero chance hit someone's head or busting the bank with hundreds of parts broken during the journey.
This framework will be my main gear to create the next arcade games too...
Here you can see something running:
https://youtu.be/35ZjyuXwzbY

I hope you are all safe and healthy,
Many many thanks!
https://store.steampowered.com/developer/waltermachado

QUARANTINE


Oh dude, what a change!
As I mentioned somewhere, my production is pretty experimental, fueled by curiosity, passion and the will to give back all the love and support I receive during the development journey from the community. "Half" of my ideas came from players' input and the other fraction came from outdoor experiences, like longboarding, drone racing, driving... and indoor actions, linked to music creation, electronics, and pc-games.
Due to COVID 19 Quarantine, I removed the outdoor stuff from my mix... and it started to change my "production vibe"... and how the game I am making right now will look.
I am not saying that I was super social offline, my main interaction offline is with my sweet girlfriend 99% of the time, but removing sports from my routine made me way closer to games and how it can teleport us.
So... I am making my most aggro sales now, on PC and Switch, hope you stay safe, play games, try creative indoor projects and have a nice time with the amazing people that are quarantined with you.
Many thanks!
https://store.steampowered.com/developer/waltermachado

That guitar tone...


Steam Soundtrack Updates are on the corner and for the audio and game developing enthusiasts, I would like to share a bit of my journey to find that signature guitar tone present on the games I launch.
https://youtu.be/Xch8Qh4P6Qc
This video shows my most recent pedal stacking. Most of the pedals were crafted using the "bc549" transistor, a couple inside "the Coil", another couple inside "Glitchsnake 2" and a starved one inside "the Ace"... with the signal exploding on the next to create that clipping/distortion effect. The "party next door" filtering was based on a studio effect very used on early Nu Metal tracks and it is just a 0.068uf cap. passive tone filtering. I also use a modded crybaby wah and a pre-distortion vintage bucket brigade delay. Some of my stuff will come to console in a few weeks and there are lots of new things that I am polishing for PC that I am very excited to show, but it is pretty alpha-state right now.
Hey, many thanks! Awesome support and a strong community that I am very proud to develop for.

REDUX???



UBERMOSH:OMEGA is the last volume of the arcade series UBERMOSH... and UBERMOSH is where I "live" since 2015... creating stuff, coding, drawing, playing...
After the "1.5 update" I started to work on the next "not-Ubermosh" stuff...
It was pretty "flowy" developing ...and my mind flashed with a new "Brainclap Stacking" for UBERMOSH:OMEGA.
Adding a new layer to a game that already works pretty nice is a huge step. It forces the re-balance of all the powers, characters, the creation of new sounds for the improved Brainclap, new smoke codes and, new tools for the enemies to counter that new power.
After a lot of work, the new Brainclap Stacking worked... more fun, and way prettier.
For the OMEGA volume, now we have smarter thugs. How smarter? The way they move and how they fight is looking more "veteran-humanoid-like". Smarter flanking, better trigger timing..., less predictable, and they will react a bit more aggro after some blood painted the ground.
Still OMEGA, but so far from 1.0 that I like to call it a REDUX (updated version with some core elements re-made).
I hope you enjoy it as much as I do.
Many many thanks for the awesome support!
https://store.steampowered.com/developer/waltermachado

MAGNUM OPUS



When UBERMOSH:OMEGA launched, it was my best work ever. Until now...because today I am updating it to ...UBERMOSH:OMEGA version 1.5!
The main focus of this update was to tweak it a bit more to make it even closer to the players' reflexes during gameplay.
How weapon follows the cursor, how much Brainclap animation will cover the screen, better Gamepad Support and fine tweaks to make it run smoother on slower machines (or people multitasking while playing).

Please test it. Have you tried finishing it with the gamepad? And hybrid controls...? Mouse aiming and gamepad running?

The game got amazing community support and feedback so far. Player's reviews are a balm to the developer's soul after hours and hours polishing content for your entertainment!

Many many thanks!
https://store.steampowered.com/developer/waltermachado

PRETTY SOLID!!11!


Howdy folks, and many many thanks.
UBERMOSH:OMEGA launched, and I can not describe how fueling, rewarding, orgasmic, and emotionally healthy is a solid launch.
No bug reports, the community liked the shredders, the difficulty, the "Saint tunning" and the balance.
If you are an enthusiast of how indie games are done you already knew how "adding different characters that should make a similar final score" starts the developing journey to balancing hell.
Kore moves the gameplay to the "bullet hell inspired" ground, where you shoot a lot and have to evade a lot... contrasting a lot to the characters that can counter bullets, like Aya and Reez..., different powers, different pacing, different power curve during the match.... and a similar final score! Aya, Wook, T7, Q, Kore, and Reez! It worked, for every character. All tunes can get you to the OMEGA achievement... but the tune that gets you closer to your fight style will make all the process smoother.

The game will be ported to console in the near future, but it would not even exist without this awesome and supportive PC community, that during all these years, kindly guided the series development via Hub feedback and Steam reviews.

NU STUFF

https://store.steampowered.com/app/1181000/UBERMOSHOMEGA/

The Omega, the End, the Final Volume of the arcade series UBERMOSH will launch soon, ...it will not be my last game, but this 2015' code framework can not handle more content, and I am glad to close the series with the superfine polished gameplay of UBERMOSH:OMEGA.

To enable more enemies, with the game keeping playable, collateral changes had to be done, like power triggering balance, background saturation, hud colors, enemy AI and, editing all sounds (because more events will happen during the same time and the reverb of each sound started to muffle the others, ...it took a lot of work, but now the game is sounding better than ever, and you will be able to notice new sound elements, like bullets crashing on shields).

The new challenge asked for more gameplay flexibility... now players can tweak a bit the Saints to fit different styles of gameplay... like adding floating guns to Q, a huge sword for REEZ, a moving shield for AYA or making KORE moving blazing fast.

Instead of unlocking progression, the "Rank S inspired" system returned, with the final milestone set to 5200 KO's.
A "Perfect" match can deliver scores from 5500 to 6000, to get the final rank players will have to perform very close to perfection, but the possibility to tune the character to the players' style helps to extract the best of skills.

Visually the menu presents "grunged" versions of the characters cards, during gameplay, veterans will see that the Saints are a bit improved since Vol.7, like WOOK having autofire, a way to shoot the gun and have a 50% chance to trigger the power, the skill to cut some shields and a rare Brainclap during the match.

The OMEGA gameplay calls for more enemy management and evasion due to the increased number of enemies and a new class of enemy that can viciously use the Shredder.

It is harder, faster, more flexible and sounds better than the previous versions. I hope you enjoy to play it as much as I enjoyed making the series. Many many thanks for the amazing feedback, constant support, and overwhelming community kindness during this long journey. It is the last volume, if you have not reviewed a UBERMOSH game, the best time will be with OMEGA. Have fun!

THE LAST UBERMOSH?



Am I making the last UBERMOSH?
Yes.
There will be another after UBERMOSH:OMEGA?
No.

"The colony is glitched, and it will soon stop respawning"
The glitch elements that appeared in the previous volumes were signs of what we will have on the final chapter of this story we made together. OMEGA has more affected versions of Vol.7 characters with 2 "Class Mod" disks for each, with stuff like the Buckler: a shield that follows your aim, Boneblade: a huge Sword that can equip the melee capable characters, Celerity: that makes the saint faster than bullets, Warmup Shield, Late Shield, Autogun, Warlock Rifle, Extra Respawns... creating lots of new possibilities (just talking math, 96 gameplay variations and 16.777.216‬ possible ways to configure the all Saints on the launcher screen). The maps look glitched and new music completes the fitting. About how much stuff on the screen... previously, there were up to 50 characters (+the swarm) on screen at the same time, 49 thugs and the Saint, and no thugs with the same face on screen at the same time. Now, the no doppelgangers policy is kept, but there are up to 74 characters (+ the swarm) on screen at the same time that will try to flank, evade and beat your strategy to hit the saint (with the added long-range Shredder character to break stationary Saints) and the possibility to make over 5000 KO's during 90 seconds (above 50 per second). I am still polishing and balancing it, working a lot to make the golden key to close this series that I love so much.
Thank you all for the amazing support.
Please stay tuned,
https://store.steampowered.com/developer/waltermachado

MANY THANKS!



Howdy folks,
I took 2 years to be able to filter, test, prototype and materialize the players' suggestions for a Trip to Vinelands sequel. The next day it was possible to find threads on the UBERMOSH hubs about the next title. Am I making the next UBERMOSH? Why?
Right now I am working on 3 game-related projects... (and 2 other tech-related projects). It is not news that my work is my hobby... and my work... and it is all about testing new stuff, updating it, checking how it works now, thinking about ways to improve the experience, testing again... sending it, checking how it worked, ...looking for the next step, executing it, testing again...
One of the projects is the "TTV3 after launch", changing stuff following players feedback to make the best balance... it is like the UBERMOSH Vol.7 Redux update, where I inserted and changed lots of stuff. The next two game-related projects are a "not-UBERMOSH" game and the constant test of hundreds of UBERMOSH threads/suggestions/impressions to see if a worthy sequel is possible... I can say that the answer is Yes, but after Vol.7 and the aim of each volume being wider than the previous, ...it is pretty hard to say when I will be able to release it (but I will).
The tech stuff not related to games wobble around audio effects circuits (that I also use on my games) and "hyper-fast ascending drones" ... that are very experimental and math-related.
This post is a THANK YOU for all the support during this development journey... and a letter for the community, saying that soon more stuff will be released.
Many thanks!
https://store.steampowered.com/developer/waltermachado