These games were created by online team members in DevPods.gg (known as HomeTeam GameDev prior to July 2025). We're a community making games together remotely since October 2015.
Anyone can join to make games with us in DevPods.gg.
Members who made git commits at least 2/3 of weeks per quarter:
28 quarters: H Trayford
27 quarters: Vince McKeown
26 quarters: Randy Tan Shaoxian
20 quarters: Vaan Hope Khani, Tyler Funk
18 quarters: Ian Cherabier, Dani (Cassidy) Noble
17 quarters: Michael Fewkes
16 quarters: Patrick McKeown, Michael Monty, Klaim (A. Joël Lamotte)
15 quarters: Gabriel Cornish, Stebs, Tylor Allison, Charlene A., Brian J. Boucher
14 quarters: Jeremy Kenyon
13 quarters: Rodrigo Bonzerr Lopez
12 quarters: Luis Montaña
11 quarters: Grygoriy Kulesko, Armando Navarrete, Grygoriy Kulesko, Caspar "SpadXIII" Dunant, Jeff "Axphin" Hanlon, Kornel, Ashleigh M.
10 quarters: Dan Dela Rosa, Gonzalo Delgado
9 quarters: Simon J Hoffiz, Barış Köklü, Bilal A. Cheema
8 quarters: Jonathan Peterson, Syed Daniyal Ali, Ryan Malm, Patrick J Thompson, Terrence McDonnell, Fahad Muntaz
7 quarters: Justin Montgomery, Jason Timms, Patrick Moffett, Andy King, Jaime Rivas, Brian Nielsen, Will McKay, Justin Chin
6 quarters: Neil Urwin, ClayTaeto, Rémy Lapointe, Jeremiah Franczyk, Alan Zaring
5 quarters: Christian Gabbianelli, Kyle Knutson, Johan Östling, Nicholas Polchies, Kyle Black, Michelly Oliveira, Philip Greene, Liyi Zhang, Allan Regush, EyeForcz
4 quarters: Chris Lange, Vignesh Ramesh, Roc Lee, Cooper Willis, Jared Rigby, Sergio Ferrer, Rob Tunstall, Rohit "n4rwal" Kumar
3 quarters: Victor Debone (javascripl), Kelly Mark, Alex Joiner, Chris "BOLT" Bolte, Marvin Chong, Nicole-Brandon Paul, Kise, Dan Lazar, Abhishek @akhmin_ak, Anthony Juarez, Praneil Kamat, Cameron Button, Chris Markle, Simon Donohoe, Bjorn The Fire, Antti L., Colton Henderson
2 quarters: Darius "TheOscillatingTortoise" Gourdine, Gwyn Henry, Erik Verlage, Jeremy Jackson, Trenton Pegeas, Rami Bukhari, Andrew Mushel, FightEXP, Elizabeth McMahill, Vitor M, Chad Linthicum, Evan Sklarski, Drew Beardall, Filipe Dottori, I-wei Chen, Marcel van Dijk, Carl Hughes, Andrew Hind, Ryan Cahela
1 quarter: Michael Avrie, Adeel Bashir, Alex (Weinbagz) Weinberg, Adrian "zoldar" Gruntkowski, Jordan Johnson, Trevor Morrisey, Dominick Aiudi, MrPhil (Philip Ludington), Dylan Peck, AdilShafiq, Cindy Andrade, jakeyouh dogwalker, tiago.dev, Joshua Yee, Tor Andreas Johnsen, mike dg, Luke Piazza, Daniel Xiao, Derek Miranda, Himar Gil Hernandez, Tyler Pelaez, Zac Bogner, Rikard Åkesson, Maimi Boucher, Rutger McKenna, Carson Sanders, Catherine San Luis, Lexi "LexiGameDev" Kunkel, Cyriel De Neve, Thomas Brandoli, Ygor Dimas, Trolzie, Brian Dieffenderfer, Daniel Viruet, NotNaut, Nic Barkdull, Samuel Axon, Ryan Young, Ryan Kevin Atienza, Erin Weaver, Paul Naser
We release dozens of games each year, but we are not a commercial studio, and our main priority is to help members practice, improve their portfolios, and find support to develop the games they want to make. The 220+ free games below are a byproduct of members just having fun making their own games together year-round.
Developed Feb 16-Jul 13, 2025
Project lead, core gameplay, terrain (including procedural generation, destruction, fragmentation, randomization, smoothing), object damage and shattering, story mode systems, shop and upgrades with resources, shot mechanics including wind impact, tank gravity, spawning, difficulties, turn management, damage behaviors (wobble etc), AI opponents (including all major behavioral variations, names), water, save/load, gameplay timer, announcer one liners script and voiceover, bloom/nuke shaders, most edge modes (wrap, accelerate, sticky, none), round grading, game over detection, simultaneous fire mode improvements, additional weapon tuning, desert level, physics tuning, memory leak repairs, numerous bug fixes and contribution integration: Justin Montgomery
Weapons Systems Lead (types, selection, explosions, nuke, flares, missiles, EMP, stats, upgrades), UI Lead (typing reveal, scrolling, ammo, tooltips, healthbars, options, key remap, pause logs, fine aiming, story map improvements, loading screen, upgrade screen additions), snowcaps level music, level design (snowy mountain, plateau, islands, divide, plains, factory), narrative randomization, theming and UI design (main menu, options, story sequence, tooltips, font), day/night, enemy units, pickup helicopter, sounds (turn change, most weapons, tank destroyed, rain), dust/smoke/rubble, wind and weather, simultaneous fire mode, action queue system, assorted audio integration, internal documentation, terrain depth tint, bouncing mode, bug fixes, terrain chunk fading, light balancing, various tuning: Michael Avrie
House destructibility, laser visual and main functionality, weapon cycle key, laser variants, effect optimizations, laser wrap/elastic handling: Dan Dela Rosa
Trajectory dots, UI backgrounds, HUD icons, terrain textures and related support, scrolling sky, rock music for menu, announcer voices, explosion sprites, terrain outlines and crusts, artillery sprites, grass, ground burn, graphics fixes: Christer Kaitila
Elastic wall, sounds (small/medium explosions, laser, round win/loss, round start), additional sound integration: Vaan Hope Khani
Parachute defense item (sprite and functionality), boat: Matt Ayme
Environment sprites (missiles with variations, tree, rock with variations), game over and retry screens: Rodrigo Bonzerr S. Lopez
Lightning system (first pass), burst ammo bug fix: George Carter
Pause menu with Main Menu exit: Michael Tanner
Lighthouse sprite: Owen "Q-Bit" Good
Tree sprite variant: Chris DeLeon
Playtesting: Meatball, kittykatmeowmeow
Developed Feb 9-Apr 27, 2025
Project lead, core gameplay, player movement, weapon models, enemy hover drone and camera models, player/enemy gun mechanics and related visual effects, base enemy behavior, bullet holes, revolver sway feature, additional models (terminal, cardboard box, backpack): Alex Joiner
Level design and related models/textures, environment textures (steel, cabinets, concrete, mainframe, ducts, rock, grates, buildings, floors and walls), visibility occlusion optimization, laser trap movement, intro scroll, scene lighting, doors, pipes, girders, electrical boxes, stairs: Christer "McFunkypants" Kaitila
Music (combat and menu): Nicole-Brandon Paul
Health system and related UI, laser damage support, game over handling, main menu, player hurt feedback, muzzle flash bug fix, various bug fixes: Ian Cherabier
Camera and drone vision, pickups, revolver implementation, enemy/item placement, win text, explosion effect: Chris DeLeon
Environment prop models (desk, office chair, filing cabinet, corkboard): Dani (Cassidy) Noble
Sound effects (revolver shots, drone alarms, enemy damage, player jump and landing, pickups, ending elevator): Michael Avrie
Audio manager/mixer, ambient audio (outside, labs, drone hum), gun sounds (casings, mac-10 shots): Alex (Weinbagz) Weinberg
Sounds (explosion, player hurt, out of ammo): Darius "TheOscillatingTortoise" Gourdine
Movement tuning, environment standards testing, patrol code (not in release): Naji Mammeri
Ammo UI, gun icon (early draft, not in release): Luis Montaña
Ground texture: Tyler Funk
Developed Jul 23-Nov 19, 2023
Project lead, core gameplay (player movement, weapons, splash damage, resource pickups, inventory system, added pickup items), environment development (spawners, game world design, additional level design), core gameplay UI, audio (gameplay music composer, integration, music manager, additional sounds), enemy AI (enemy types, enemy behavior, created encounter triggers and listeners, scatter shot and piercing damage), main menu, pause menu, performance optimization, save/load of player preferences: Brandon Paul
Brutal fortress level, vfx (scattershot, ice blast, steam, fire barrier, shot impacts), pickup material improvements, lighting, environment pieces (animated lava, pipes, railings, arches, ramps, small stairs, walls, doors, concrete barrier, keys, light trim, walkways, rocks, ceiling lights, rocky walls, sharp corner, reusable ceiling modules, gear, curved stairs), textures (pressure-plate, amber light, amber trim, concrete, dark steps, tech greeble, stone tiles, grate walkway, warning strip, several concrete texture variations), skybox, crosshair: Christer "McFunkypants" Kaitila
Quadruped model and materials, bonefrog enemy: Patrick J Thompson
Models and materials (item spawner, enemy tower, fireball, tower enemies, 3 health pickup variants): Armando Navarrete
Models (animated hands, key, ammo/potions, beacon): Dani (Cassidy) Noble
Barrier demon animated model, audio bark for barrier enemy: Tyler Funk
Sounds (pickups, attacks, doors, speed pickup, portal), menu music, ammo UI, grace jumps and enemy drops: Zach Rouhana
Sounds (enemy explosion, hitscan damage), audio bug fix, collider trigger fixes: Stebs
Shield and health models: Gabriel Cornish
Enemy initial projectile support: Neil Urwin
Gameplay music performance (guitar and bass), used with permission: Loren White (non-member)
Developed Apr 14-July 7, 2024
Project lead, core gameplay, player controls, boss AI, boss and player sprites including programmatic animation, boss and player weapons, camera behavior, main background, level design, UI art, gun sounds, tracer and muzzle flash, destroyable objects, health system, title/ending modeling, backpack pickup, tutorial area, endings: Alex Joiner
Particles (bullet impact, embers), platform art, concrete tiles, night sky, sound effects (mech move, player damage, landing), additional environment pieces (crates, steel blocks, antenna, steel girder, gate sprites, clouds), mission text styling, drone art: Christer "McFunkypants" Kaitila
Set decorations (car, bus, bench, bin, lamp), title/ending image paint over: Elizabeth McMahill
Main battle music: Lucas Ciarlante
Pause screen, walk sound and step implementation: Fernanda Robles
Player dash, dash trail effect: Neil Urwin
Healthbar: Luis Montaña
Barrel: Barış Köklü
Wwise experimentation (unused): Dannyellis Meléndez
Playtesting: Dani (Cassidy) Noble, Klaim (A. Joël Lamotte), and Elizabeth McMahill
Supports browser webGL/flat and Quest VR
Developed Oct 27-Mar 9, 2025
Project lead, core gameplay, VR implementation, tool grabbing, maple leaf, bonsai pot, web interaction, branch model/material (with dead variant), soil texture, wire tool functionality, energy system, menus, assorted fixes, controls guide, usability improvements: Kelly Mark (tinyzigzag)
Procedural tree system (trunks, branches, leaves, related visuals and collision physics), limb cut and falling effect, energy hierarchy flow, skybox improvements: Christian Gabbianelli
Textures (walls, floor), raked sand, walled/doorways environment, birds, terracotta tiles, sky, rocks, menu leaves, light baking: Christer "McFunkypants" Kaitila
Glove and scissors (model, texture, animations), input action tracking improvements: Neil Urwin
Ambient tune, menu song, sounds (leaves, UI, watering, bird variations, branch snapping, happy tree notification): Chris "BOLT" Bolte
Watering can model, scissor sound with variations and audio manager implementation, main menu, post processing, rotation smoothing, couple of bug fixes: Adeel Bashir
Small table model, wire tool model and integration: Ian Cherabier
Tree lost audio: Darius "TheOscillatingTortoise" Gourdine
Branch cutting improvement / bug fix: Jason Timms
Particles (water, energy sparkle swirl), mouse depth control, web/flat mode nearest branch detection improvement: Chris DeLeon
Narrative prototyping (unused): Oriphiel Blanco
Playtesting: Klaim (A. Joël Lamotte), Elizabeth McMahill, Michael Avrie
Developed Dec 10-May 26, 2024
Project lead, core gameplay (tank movement, ability upgrade system and related authoring, weapons, camera, health/armor, collision handling, controls, EMP, turbo), enemy AI, level design and decoration layout (including roads, fences, trees, props), adaptive enemy spawning, explosions (all variations, including EMP and nuclear blast), destroyable environment pieces, tuning and balance, scene lighting, pickups, physics values, in-game UI, grass wind effect, menus, main asset integration (audio, models, textures), optimization and performance settings, title background, bug fixes: Justin Montgomery
Audio lead (music for city/country/menu, ambience background loops, sound effects for firing, miss, missiles, damage, building destruction, rocks breaking, engines, EMP, shield, button sounds, pickups notifications, nuke, homing sound, turbo, volume balancing): Chris "BOLT" Bolte
Reticle UI, aiming mode, tank missile and related collision, rocket trail effect, tank tread animation, dust particles, nuke model: Patrick Moffett
Opening story, 7 rock models, linux build testing: Gwyn Henry
Assorted city decoration models and textures (buildings, houses, trees, planes): Dani (Cassidy) Noble
Barn, fence, baarrel, hay block, plane, hay particles, additional buildings, country test song (draft, not in final): Rodrigo Bonzerr Lopez
Metal decorations, grass, tank engine sound, ground textures, wood/concrete materials, additional rocks, scorch decal: Christer "McFunkypants" Kaitila
Initial city music (draft, not in final): Cooper Willis
Chaos destruction for barn, tanks hell collision fix: Craig F
Pause menu, camera shake: Christian Gabbianelli
Small farmhouse: Jason Timms
Models for traffic light, lamp post: Agustín Martínez
Playtesting: Elizabeth McMahill (two testing rounds), Klaim (A. Joël Lamotte)
Developed Mar 3-Jul 28, 2024
Project Lead, core gameplay, environment design, building models (all), player control, Captain Stardust model and animations, enemies, vehicle models and traffic behavior, combat, missions, item carrying, tuning, World Event systems (fire/water, food delivery, cops/robbers), main menu iteration, assorted bug fixing, cheats menu, audio integration: Dani (Cassidy) Noble
City AI navigation, robber flee behavior, ragdoll fix: Dylan Peck
Song ("Growing Up"), models (roads, subway entrance, burger), crowd sounds: Christer "McFunkypants" Kaitila
Minimap functionality, newsstand item: Neil Urwin
Narrative UI styling: Elizabeth McMahill
Sewer grate, fountain: Luis Montaña
Pause menu: Ryan Gaillard
Main menu: Stebs
Ian Cherabier: Low poly tree
Playtesting: Klaim (A. Joël Lamotte), Elizabeth McMahill, Neil Urwin
Chrome/Edge need Godot games in a new tab, won't run from itch collection.
Developed Mar 17-June 16, 2024
Project lead, core gameplay, physics mechanics, player movement, spikes, checkpoints, core tilesets, level design, hazards (falling platforms, quicksand, crumbling blocks, arrow traps), quicksand art, robot enemy (art and functionality), particle effects, title screen, transitions, coins, camera, tuning, surface-based step sound, backgrounds, settings screen: Vitor M
Assorted environment art (cactus, brick tiles, rocks, crystals, castle tiles, columns, jungle sun rays, grass), title screen, bounce sounds with variations and integration: Christer "McFunkypants" Kaitila
Stage select screen, desert theme, moving platform, slime sprite, audio manager, obstacle placement (quicksand, arrow trap), assorted sound hookups, arrow art, font selection, various bug fixes: AdilShafiq
Upbeat songs (intro and credits), fox/player respawn sound: Jason Timms
Forest theme music loops, desert theme drafts: jakeyouh dogwalker
Slime surfaces, gravity gem, spawners, purple gem collectible: Tomas Alvarez
Quicksand splash sound: Vaan Hope Khani
Landing sound: Gabriel Cornish
Falling platform: Randy Tan Shaoxian
Developed July 21-Nov 24, 2024
Project lead, core gameplay, multiplayer programming (Steam and LAN support), level design, paper football physics, computer AI player (functionality, behavior, tuning), environment intro cinematics, round mechanics, camera, spectator mode, controls, fan functionality, lighting, UI, menus, configuration options, visual effects, optimization, visual debug features, assorted fixes and asset integration: Justin Montgomery
Audio lead, cozy main music, school song, bedroom theme, additional chill song, lobby music, football sounds (flick, bounce and landing surface variations), appliance loops (dishwasher, fridge, washing machine, TV sound, radio, oscillating fan), science lab bubbling, win claps sound, RC car audio, score sound, window birds, bathroom sound, water drop, button sounds (click, hover, cancel, error): Chris "BOLT" Bolte
Kitchen table with chairs, chandelier, lava lamp, couch, fridge, TV for school cart, living room furniture, related collision and materials setup, Linux build adjustments: Gwyn Henry
Kitchen cabinets (modules modeling, collision setup, placement), also for sink, bed, dresser, locker, robot toy: Ian Cherabier
TV model, TV screen effects/content, mug jazz pattern: Tyler Funk
UI shot meter dynamic sounds, metasounds integration: Darius "TheOscillatingTortoise" Gourdine
Books, cardboard box, wall socket, light switch, 90s stereo, baseboard trim, environment textures (stucco, wall variants, paper, wood, marble), (integrated) public domain cat paintings: Christer "McFunkypants" Kaitila
Spline obstacle movement (including support for looping and speed changes): Christian Gabbianelli
Landline and cordless phone: Alex Joiner
Minor Mac support project fix: Dan Dela Rosa
Sandbox experimentation (internal use only): Karen McMullan
Fan cage model/texture: Chris DeLeon
Playtesting: Neil Urwin, Jason Timms
Non-HomeTeam/External Playtesters: Henry Palmer, Sebin Suresh, Francesco Fanizza, Matt Mariutto
Chrome/Edge need Godot games in a new tab, won't run from itch collection.
Developed Jul 7-Jan 26, 2025
Project lead, core gameplay, level design, item drop system, background models and dynamic spin field grid, enemy spawn and projectile system, main enemy and weapon behaviors, player sprite, hurry up mode, asset integration and assorted tuning: Chris DeLeon
Theme music (gameplay, title screen), sounds (ship destroyed, laser sound, enemy defeated, plasma beam, enemy firing, plasma ball, pause/unpause, button click/hover/error, shield, spread pickup, enemy hit), audio bus implementation: Chris "BOLT" Bolte
Drone functionality and related art, HUD icons (including main stacking "domino" frame, images for rocket, spread, range), story skip option, story animation fix, health label, implemented title animation, additional edge case crash/lock fixes, simplified item pickup: Dan Dela Rosa
Sprite style improvements (unified color scheme, ship detail polish and enemy craft variations), round timer, health UI, UI text styling, player stat tracking (hits taken, shots fired, etc. for round summary, item drop logic), shot upgrade HUD, aim cursor improvements, level select functionality, progress counter, round summary screen, invincibility powerup: Michael Monty
Story sequence music, asteroid graphic and base behaviors: Rodrigo Bonzerr Lopez
CRT shader integration (adapted from GodotShaders.com), critical damage detection/feedback, low time warning, fire range tuning, circling enemy smoothed movement, asteroid feature improvements (all directional support), low health warning, crash fixes: Justin Montgomery
Scene manager/switcher, player damage visual feedback, collision damage, powerup collection feedback, main menu functionality, signal bus, sounds (crash, collect), menu music integration, menu intro, explosion sound integration: Gabriel Cornish
Scene lighting for all level backgrounds, detailed internal testing: Elizabeth McMahill
Animated title logo, hurry up music, sounds (level victory, game ending sound), intro announcer: Vaan Hope Khani
Laser and rocket sprites, rocket pickup icon, round title display: Allan Regush
Centralized tuning variables, powerup implementation made more extensible, early powerup icon concept: Sergio Ferrer
Enemy spawn/despawn improvements: Anthony Hernandez
Circling enemy base behavior: Neil Urwin
Main story: Jonathan Peterson
Intro story implementation: Luke Bertram
Additional writing: Oriphiel Blanco
Thrust particles, menu backgrounds: Christer "McFunkypants" Kaitila
Win screen next level / menu buttons: Ryan Davidson
Bullet collision fix: Vitor M
Pause menu: Karen McMullan
Exit button setup (not used in web build): Cindy Andrade
Title screen layout, earlier logo concept: Jakeyouh Dogwalker
Playtesting: Klaim (A. Joël Lamotte), Jason Timms
Chrome/Edge need Godot games in a new tab, won't run from itch collection.
Developed Sep 22-Feb 2, 2025
Project lead, core gameplay, spawn system, stage 1 and 2 level design, scoring, glitch shader, track motion, wpm calculation, enemy behaviors, bacteriophage and dragonfly models, typing system, HUD sprites, UV scroll effect, win screen, inappropriate name detection, menus, audio system, UI font setup, steam leaderboards integration: Tyler Funk
Neon ambience music, stage 3 (tech/cyber light) level design, glow effects, player rotation fix, sky glitch fix, additional words sourcing (CC0) and related filtering/cleanup: Christer "McFunkypants" Kaitila
Health system, dragonfly physics, damage sound, game over screen, backspace handling, keyboard handler improvement, enemy removal crash addressed, player out of bounds fix: Randy Tan Shaoxian
~250 additional words for game dictionary: Justin Montgomery
Playtesting: Alex Joiner, Klaim (A. Joël Lamotte), and Bryan Le
Developed Mar 24-Aug 25, 2024
Project co-lead, main mechanics, lead level design, tower model and environment, flying and glide implementation, floating island, elevator, platforms, telekinesis, tuning, levitation highlight, splash screen fix: Simon J Hoffiz
Project co-lead, core gameplay, player character, cloth sim, models (handholds, handcrafted mountains, tunnel, shard), climbing with hand IK, water, mantling, puzzle system, save system, triplaner environment material, rope bridge, grass with dynamic displacement and dither distance fade, post-processing settings: Tyler Funk
Detail scatter tool, spline mesh tool, procedural mesh tool and related sample, cave region, lightweight test map, landscape updates: Christian Gabbianelli
Environment textures (variety of plants) and model chunks (cliffs, rocks, sand, rock arch, slate block, pebbles), mesh generators (boulders, mountains), slippery ice, music integration, environment performance improvements: Christer "McFunkypants" Kaitila
Stamina bar and related functionality (including drain), gliding unlock, shard collection UI updates, flapping noise integration: Luis Montaña
Main level music: Alan Zaring
Footsteps linked to ground material, spline mesh actor rendering, shard pickup visual effect, grab input, main menu button hookups (continue, restart) and improvements (hover and confirmation), main menu music integrated: Dylan Peck
Level unlock system: Andy Sen
Camera adjusts during glide: Barış Köklü
Developed Dec 31-Apr 21, 2024
Project lead, core gameplay, character models (sheep, wolf) with related animations, character AI (pathing, idle, chase, flee, pack fixes, attack, dog protective behavior), main level design and environment decoration (including trees, grass, terrain), player rock throw aimer, controls, blocked camera dithering effect, game over screen, ghost (prototype only): Kelly Mark
Dog model with animations, health UI, models/textures (barn, sword, lantern, volcano, crater), armageddon effects: Dani (Cassidy) Noble
Dog state changes, cat movement fixes, scene transition fade, AI error logging: Fernanda Robles
Gameplay music: Michael Fewkes
Level design improvements, sheep collision fix, loading manager, pause method: Stebs
Player cat model and related animations: Elizabeth McMahill
Dragon model/texture/animations: Tyler Funk
Dragon flamethrower (texture, material, particle system): Andy Sen
Dragon fire sound, fire effect hookup: Dannyellis Meléndez
Mountain and rock model/texture, butterflies, skyboxes, sheep sounds: Christer "McFunkypants" Kaitila
Rock lock-on, wolf star particles hit effect, rock throw fix: Neil Urwin
Settings panel, null crash fix: Alex Joiner
Wolf pack behavior (basic), outside sound recording, camera position fix, debugging visualization improvements (internal use): Chris DeLeon
Developed Jul 23-Dec 10, 2023
Project lead, core gameplay, Project lead, core gameplay, road spline system, overall track and landscape, main rewind functionality, controls, replay spectator, vehicle select, result screen, models (hypercar, road segments, town building, deciduous/PCG tree), UI gauges, paint color support, base map functionality, controller rumble, sound (menu navigation, muscle car tires, gear change, additional engine audio, tired skidding, shifting), Blues tune, flares, audio menu functionality, various bug fixes and asset integration, loading screen: Patrick Moffett
Racer AI (navigation, avoidance, crash correction, hit response), difficulty tuning, assorted bug fixing (esp. related to freeze bugs, rewind feature), in-game menu custom button styling, addressed subtle exploits, rewind feature improvements, UI features (finish line indicators, race position), voice acting (radio station intros, AI racer barks), advanced visual logging, variable resolution support, map and minimap improvements, build configuration: Justin Montgomery
Music (orchestral, chiptune, rock, country), sports car model, guard rails, many rock models with textures, rain (particles and sound), pine trees with variations, square flag: Rodrigo Bonzerr Lopez
Dynamic engine sound, base commuter AI: Fahad Muntaz
UI color pallete, Options menu setup, button styles, font integration (PassionOne): Michael Monty
Clock tower, main menu, button bindings fix: Tyler Funk
Village area track, mountain terrain features: Brian J. Boucher
Skidmarks: Neil Urwin
Alpine Hotel model: Cooper Willis
Diamond road sign model, road signs (public domain): Christer "McFunkypants" Kaitila
Pause menu: Tom Schultz
Playtesting: Klaim (A. Joël Lamotte)
Developed May 8 - July 17, 2022
Project lead, core gameplay, player weapons, power bar, lighting, main AI states, float bot, plasma attack, destruction particles, player hand models, enemy spawn manager, medium bot improvements, damage sphere, pickup indicators, health regeneration, various enemy tweaks, damage sounds, wave display, decorative effects, game over UI, blue drone, slow motion pickup, asset integration and bug fixes, improved audio system: Bilal A. Cheema
Medium floating bot, rudetech logo, caution decal, small melee/explosion bot model and texture, cylinder bot art, debug spawner: Liyi Zhang
Laser eye with trail, drone guard model and textures, proximity AI, muzzle flash particles, directional damage indicator sprite, assorted sounds (including variations for slow mo, shots, robot sound, explosions, hit impacts, jumps, engines, self destruct): Christer "McFunkypants" Kaitila
Self destruct enemy behavior, additional work on melee enemy: Syed Daniyal Ali
Score based on survival time, score save/restore, game timer, fall death: Farah R
Drone music: Klaim (A. Joël Lamotte)
Sounds (waller attack, idle, and small destruction): Patrick McKeown
Flapping sounds: Abhishek @akhmin_ak
Playtesting: Gonzalo Delgado, Christer "McFunkypants" Kaitila, Rohit Narwal Kumar, Liyi Zhang, Rodrigo Bonzerr Lopez, Tyler Funk, Patrick McKeown
Developed Mar 26-Jul 2, 2023
Project lead, core gameplay, teleportation shader creation, bug fixes, environment design including related props and puzzles (warehouse, recreational, computer, electricity), sci-fi chair and table, click functionality, door model, air control, dash jump tuning, electric floor particles, movement tutorial, button state visual, document/email UI, fade transition: Ian Cherabier
Holo-bridge energy crate placement/movement, power station, elevator fixes, holo platforms in electricity room, electrified floor, power crate interaction, power station and recreational area, storage shelves, holo goggles text, warehouse area dialogue, energy cubes, interactive door switch, warehouse spawn point, pause menu restart option, movable block interaction, additional holo goggles sounds, scan line for holo-goggles, warehouse wall texture, pause menu toggle: Stebs
H.E.L.L area puzzles, checkpoint system additions, forcefields, falling blocks destruction, safe blocks particles, lift animation fix, restricted area sign, holo toggle, basic bot, mute, carryable objects, short beat loop, generic interactions support: Neil Urwin
Music (main menu, warehouse), player jump time grace, sounds (holo-goggles, foot steps), main menu implementation, implemented sounds for movement and landing, sound normalization: Brandon Paul
Corridor scene including lighting and object placement, tablet and document corrections, textures for pause and items, menu font integration, hammer model, functionality for reading computers/tablets and dialogue display: Luis Montaña
Effects for screens and camera, upgraded lab lighting and environment details, title screen decoration, assorted wire and cable models, laboratory wall material, stairs, environment building blocks: Christer "McFunkypants" Kaitila
Writing, security cameras, models (doors, phone, office supplies, furniture, door with frame, paper, laptop): Dani (Cassidy) Noble
Checkpoint functionality and related art, respawn support: Simon J Hoffiz
Door camera transition, holo goggle, additional camera behavior: Patrick J Thompson
Robot vacuum pathing (including door support), shiny crate, scene load fix: Chris Lange
Moving platform, UI crosshair, models (fuel tank, button, shelf): Armando Navarrete
Horizontal lift support, neon pulse, jump speed fix: Barış Köklü
Emission lighting, floor grid: Gabriel Cornish
Playtesting: Stebs, Michael Monty, Rodrigo Bonzerr Lopez, Dani (Cassidy) Noble
For Mac use the itch app to download the native build
Developed Dec 4 - Apr 16, 2023
Project lead, core gameplay, 3D character modeling / textures / animations, enemy AI, fight system, IK support, input handling, boxer movement, music, camera behavior, toon shader experimentation and tweaks, audio system, health and stamina, asset integration, menus, flame effects, match logic, scoreboard, font selection: Patrick J Thompson
Hit collision improvements, background crowd visual, sounds (ring bell, crowd ambient noise, boos, punches, hit oofs, footsteps, menu audio), keyboard control, airburst shockwave, facial expressions (with blinking): Christer "McFunkypants" Kaitila
Updated anime/outline shader, rendering pipeline adjustments: Tyler Funk
Boxing ring, crowd state management, punch trail shader: Neil Urwin
Block mechanic (initial functionality): Barış Köklü
Developed Jun 26-Oct 9, 2022
Project lead, core gameplay, character animations, toon shader, level design, boss fight, checkpoints, fire hazards, player movement and combat, enemy AI, camera code, door trigger system, dynamic wire color, moving platforms, robot model, conveyor belt, environment models (crane, dumpster, street light, window, street sign, rubble), tutorial UI, audio integration, assorted sounds (crane, battery, jump, flamethrower, footsteps, enemy hit sound), pressure switches, battery model and material with damage variation, song crossfade, destroyable barrels: Patrick Moffett
Final boss music, barrel model with wood textures, cement mixer, boss fight sound, tree model, robot hover sound, shovel model, hardhat, hammer: Rodrigo Bonzerr Lopez
Fall damage, hip fire when target locked, slingshot trail effect, shot arc: Cooper Willis
Player healthbar, UI ammo indicator, game over buttons, menu text improvements, updates to loading screen and general UI: Michael Monty
UI scaling, stair collider fix, menu skybox improvement, end game explosion effects, debug cheats functionality, gamepad pause support, better targeting behavior: Mike DiGiovanni
Factory music: Ashleigh M.
Sounds (ammo pickup, slingshot firing and hit), slingshot pebble model, machine whirring loop, material variations for buildings: Chris DeLeon
Health pickup item with related sound: Fahad Muntaz
Health pickup heals player, pause/unpause: Colton Henderson
Grass shader: Rohit Narwal Kumar
Water dripping sound effect: Jared Rigby
Playtesting: mike dg, Michael Monty, and Klaim (A. Joël Lamotte)
Developed July 18 - Oct 10, 2021
Project lead, core gameplay, main mech development (models and functionality), level design, portal weapon, building models, enemy mech AI, night mode, minimap, Mars textures, muzzle flash, emissions effects, lighting, in-game cursor, camera functionality, projectile pooling, orthographic setup, shield bar, additional weapon sounds, assorted bug fixes, culling optimization, low shield warning, quality settings: Bilal A. Cheema
Gameplay music, menu music, forcefields shader, explosion effect, aim improvements, laser shaders, editor script bug fix, explosion pooling, hitpoints system, crater models, fire and smoke effects, additional building, music manager: Will McKay
Boost feature functionality, UI, AI waypoints support, sound manager, initial sound integration, start menu, assorted code/warnings cleanup, menu fade, menu colors: tiago.dev
Laser fence, grid wall, additional rock model, shield pickup, power pickup, pick up rotation, building repair, Calamity homing rockets, sound and music toggles, controller settings menu: Filipe Dottori
Initial prototype functionality, original design co-lead for weapons and mechs, trigger and camera design, spaceship model, aim functionality: Nouman Waheed
Sounds (shield pickup, low shield warning, ion cannon, EMP, power pickup, rifle, rocket, bomb, portal, building destruction, enemy cannon), several rock models: Patrick McKeown
Calamity rockets sound: Abhishek @akhmin_ak
Selection sound: Philip Greene
Play in-browser now, or download for Quest VR (free, side loaded apk)
Developed July 19 - Dec 20, 2020
Project lead, core gameplay, railgun and chain reaction functionality, Quest VR support, time reversibility and related locomotion, assorted bug fixes, additional level design, menu score tally/reset, ship wake effect, water and ground based movement variants, additional voxel buildings: Chris DeLeon
Title logo, menu animations, explosion effects, damage/score text pop outs, post-processing variants per stage, UI scaling, score display, laser effect tuning, particles fixes, skyscraper window lights experiment, optimizations, support for variable ammo limit per zone, high score save/load: Kornel
Ocean level design, improved waypoint aircraft support, initialization bug fixes, Ocean story text: Ian Cherabier
Audio programming for time dilation distortion (including reversal), target alignment editor extension for level design, city ambient background noise, audio integration: Michael Fewkes
Chaos Dimension and City level design, piñata model, elephant shading: Jeremiah Franczyk
Modern skyscraper model, non-Quest VR support, VR cannon scope, trench landscape, blimp model, tree model (original and optimized): Tyler Funk
Cartoonish UFO model, WW1 plane models (Spad and Fokker), time-adjustable propellor script, damaged countryside building: Marcel van Dijk
Cinematic text intro feature, chaos dimension concept and foundation (including original temporal variations), rainbow worms, voxel model material optimization, horizon textures (city skyline, hills), trails on certain plane designs, Countryside level main layout, main menu particles cyclone, all story text authoring: Christer "McFunkypants" Kaitila
Menu, Ocean and Countryside music: Alan Zaring
Desert/City and Chaos music: Simon J Hoffiz
Models (frigate, F-16, aircraft carrier), textured main cannon: I-wei Chen
Menu to level fade transitions, time rate adjustment tuning, cannon exhaust smoke: Rikard Åkesson
Submarine model, building models for modern city, assorted spacecraft models: Gabriel Cornish
Modular spaceship and texture, standalone skyscraper model, British tank and texture: H Trayford
Models (Brandenburgertor, flying cow): EyeForcz
Teleport points feature, scene reset, round summary screen: Barış Köklü
Time cannon weapon model: Trenton Pegeas
World War 2 plane model: Ygor Dimas
Cannon and explosion sounds: Jeff "Axphin" Hanlon
Ammo cubes blink when turning off: Brian Nielsen
Additional story Input: Bjorn The Fire, Carson Sanders
Developed June 5-Aug 21, 2022
Project lead, gameplay mechanics, 3D models [characters, hockey net, hockey puck], animation rigging, animation (authored and procedural/physics/IK), AI, net, local multiplayer, goalie mechanics, keyboard and gamepad support, scoring and possession rules, camera behavior, sounds (crowd, hit post, boards bounce, goalie check, possession, puck catch), audio implementation, rag dolls, assorted bug fixing, animation compatibility with instant replay, usability improvements, overtime, controller support: Patrick J Thompson
Slo-mo / instant replay system, scene models (bleachers, rocks, snow banks, grass, side boards, bush, tree, horizon tree line), scene lighting improved goal tender appearance: Christer "McFunkypants" Kaitila
Computer controller opponent AI: Neil Urwin
Body check and related input, rink scratches: Tyler Funk
Crowd effect, start menu: Gabriel Cornish
Puck model with variations, crowd reactions: Stebs
Sounds for skating, puck hit, and puck bouncing off boards: Rob Tunstall
Ice tracks shader: Andy King
Puck trail effect: Chris DeLeon
Developed Nov 7-Mar 13, 2022
Core gameplay, weapon system, market level design, player movement (including wall running, dash, grapple), main enemy AI code (pathfinding, use of cover points, attacks), civilian crowd waypoint, enemy grenades w/ indicator, health, UI, basic walls/doors, weapon switching, sonic gun functionality and effect, audio manager, sound integration, powerup float effect, gravity flipping, artillery mech jump turn, scene transitions, end menu, sci fi door integrated, assorted bug fixes: Jeremiah Franczyk
Models (sonic gun, grenade, grenade launcher, hover robot enemy, rocket artillery enemy, rocket, laser gun, ammo pickups, grenade box, health item, pickup pad, sci-fi display), laser gun effect and related implementation, laser sound, artillery mech initial AI, enemy muzzle flash: Armando Navarrete
Dark alley level, environment textures, assorted decorative decals (rivets, pipes, office windows), gauss cannon model, alien plant, bullet tracer, fire escape stairs model, bush models, grass texture, air conditioner, street light, greebles, tiling roads and sidewalks: Christer "McFunkypants" Kaitila
Wall run bug fix, player muzzleflash, light and color grading, gravity warp grapple effect, grapple beam, models (animated civilian astronaut, trees, sci-fi crate), market level decoration, light baking, triplanar shader: Tyler Funk
Main menu warp drive effect, tutorial level design, tutorial scene buildings and decoration pass, Mars skybox, shipping container model, main gun model: Gabriel Cornish
Market chase scene music: Simon J Hoffiz
Rock model and texture: Ashleigh M.
Nature level: Luis Montaña
Start menu and original menu background effect: Samuel Axon
Pause menu, tutorial prompts, player reset after fall: Stebs
Click and mouse hover UI sounds: Rob Tunstall
Texture compression to optimize build size: Andy King
Gun rendered on separate camera layer: Batu Aytemiz
Dome cage model: Chris DeLeon
Developed Dec 5 - Apr 24, 2022
Project lead, core gameplay, network code, player models (including materials and animations for both turtle and hippo), spider enemy, follow AI, stone and brick wall materials, level layouts, torch model, pickup orbs, lighting (baking and volumetric), health/mana functionality, trees, avatar switching, animation blending, water shader, UI, spellcasting, sword, rocks, grass, assorted bug fixing: Tyler Funk
Crate with texture, player control fix, goblin enemy, in-game menus, options menu, menu color adjustments, pause menu: Patrick J Thompson
Portal jet effects (with variations), torch flames, shockwave effect with distortion: Andy King
Dungeon pillars and stone walls, spiderwebs, menu and logo improvements, chains, stair fix, crystals, candles with related flame effects, footstep integration: Christer "McFunkypants" Kaitila
Barrel (model, materials, and two broken variations): Luis Montaña
Heal sound, magic attack sound, melee attack sound: Rob Tunstall
Dungeon music: Michael Fewkes
Mute toggle, stone step sound: Stebs
Developed Jan 16 - June 5, 2022
Project lead, core gameplay, player gliding, models (keys, tower), puzzle levels design and related functionality, block pushing, writing, tablet story system, tower elevator controls and related cinematic system, rings platforms, camera behavior, debug functionality, completed inventory screen, monolith, progress save, tutorial area, controls screen, ending, assorted bug fixing: Simon J Hoffiz
Deer model/texture, player model and animations (plus related walk/run/glide movement integration), wings, clouds, tree sapling, water shaders, rock colliders, river, waterfall, day and night sky effects, ground detection fix: Tyler Funk
Models (ruin pillars x3, obelisk console, mirror, chalice, hammer, level 3 parts), key system, level tower selection, mirror laser functionality, mirror controls, level 3 exit platform animation, level 3 environment: Armando Navarrete
Models (crystals, obelisk stand, rune stone, rocks, hills, rune pillars, coffee cup, wrench, book), skyboxes, grass, rune textures, rune tablets, glow materials and related particles, sandstone materials, brick mesh, grass rendering issue fix, title screen effects, additional puzzle scene 1 decoration: Christer "McFunkypants" Kaitila
Player run, models (rock, spoon, flute, pencil), bush placement: Ian Cherabier
Stone lantern, flowers, bush, puzzle and ring 2 environment decoration: Luis Montaña
Collectibles inventory tracker and related UI, inventory animation, game pause, in-world dialog box: Will McKay
Path shader, nebula skybox materials: Andy King
Platform smooth movement, player recovery after fall: Barış Köklü
Music manager: Michael Fewkes
Collision fix for pushable boxes, puzzle 4 bug fixes: Grygoriy Kulesko
Looping ambient sounds: Rob Tunstall
Smooth fall recovery experiments (not in release): Brandon Hillig
Player returns to last portal pillar used, minor camera bug fix: Chris DeLeon
Developed Sep 17-Dec 10, 2023
Project lead, core gameplay. player and boss sprites, melee, dialogue manager, main level design, boss fight, turret, UI, assorted environment art, knockback, detective elements (murder scene, weapon, related implementation), chains, boss sound, projectiles: Luis Montaña
Docks secret area design, draw bridge, checkpoint system, health pack, toxic water animation, camera zoom on trigger, drawn respawn, fall respawns with delay: Ian Cherabier
Movement tuning, player death, turret bullet collision, dialog box polish (fade, blip), police chatter, Buzztown theme integration, debug cheats, player reset, sounds (jump, hit, death, turret shot, steam whistle): Stebs
Steamdog sprite, steam particles, parallax, environmental decoration (skyline, background pipes, spinning gears, whistle, streetlight): Christer "McFunkypants" Kaitila
Buzztown theme music: Zach Rouhana
Camera look ahead, ground tile fill, floor tile variation, player melee sound: Gabriel Cornish
Main menu, robot dog sound, healthpack full feedback, credits screen setup: Neil Urwin
Steamborg sprite with animations, Steamborg functionality (based on Steamdog): Chris Lange
Playtesting: Stebs, Ian Cherabier, Klaim (A. Joël Lamotte)
Developed May 8 - July 10, 2022
Project lead, core gameplay, level design, player sprite animation, boss fight music, weapons, environment art, boss, saving settings, UI, lighting and goo/muzzle vfx, enemies, voiceover, in-game instructions, aim cursor, elevator, intro scene, asset integration, tuning and bug fixes: Johan Östling
Advanced tentacle IK, tentacle eye animation, radio message reveal text based on audio length, player and enemy health systems, baby tentacle monster sprite sheet, player stats, additional player collision debugging, Linux support fix: Evan Sklarski
Mission briefing, rifle sprite, rifle sound, IAT logo, palette, play testing & feedback: Patrick McKeown
Game music: Alan Zaring
Title logo and related animation, player particles, paperclip sprite, enemy hit sound effect: Christer "McFunkypants" Kaitila
Music script, pause menu, input fix: Syed Daniyal Ali
Footstep sounds: Abhishek @akhmin_ak
HomeTeamGameDev's first released Unreal 5 game
Developed Apr 16-Jul 30, 2023
Project lead, core gameplay, enemy and boss AI, player movement, main gameplay UI elements, main menu, health system, sounds (abilities cooldown and laser), particle effect for plasma rifle, turrets, main enemy spawner, enemy damage, trash robot animations and integration, experience pickup model and emissive shader, player level and skill selection, concept art, styled menus, night map, visual effects and sound effects for abilities and environment, gameplay balancing, additional sound cues, level design (including lighting and environment decoration), assorted bug fixes: Tyler Funk
Player level up system, timer/cooldown component, internal test map area, bomb ability, bombs explode, pooling optimization, enemy physics improvements, base projectile, disc destroyer ability, simple napalm trail ability, gravity vortex ability, ability screen appears on level up, experience bar setup, loot drop: Christian Gabbianelli
Satellite robot enemy and projectile models, Destroyer Disk ability model, Napalm boots material and flame trail, napalm damages enemies, auto fire toggle for primary ability, time freezes for boss battle, boss countdown, visual effects (pickup for experience and health, firework, level up, ring around player, floating cross), health booster functionality and model, visual indicator for the enemy range, enemy red light pulse to indicate seeking or angry mode, post-match summary screen, pause menu functionality, kill counter: Chris Lange
Mail robot (sounds for voice and voice attack, projectile), view zoom control, volume settings, audio channel mixes, health pickup improvements (drop chance adjustment, bounces when spawned), player character firing aim, health drop tuning: Patrick Moffett
Main Character Model and materials, UI icons (napalm boots, attack speed, bomb, attack damage, attack speed, tornado, crit damange and chance, weapon piercing, multi-shot, updates for vortex and plasma rifle), napalm boots duration tuning, 7 laser sound variations, ability balancing: Patrick J Thompson
Audio implementation, sound effects and related integration (player level-up, napalm boots, menu sounds, robot sounds), looping sound fix, health pickup functionality, mailbox bot movement: Megan Frazier
Downtown level, drone enemy with randomized movements and tracking, fade feature, zip line feature: Armando Navarrete
Player damage, enemy spawning improvements, sounds (health pickup, metal impact, plasma gun, build turret, robot malfunction): Brandon Paul
Environment models (office divider, hydrant, mailbox, picket fence), ten gradient textures: Christer "McFunkypants" Kaitila
Temporary player invulnerability after damage, recolor signal from recent damage: Justin Chin
Mailbox robot with animations, officer sentry unit: Dani (Cassidy) Noble
For Mac use the itch app to download the native build
Developed Aug 7, 2022-Mar 19, 2023
Project lead, core gameplay design and implementation, level design and interior layouts, puzzle design and implementation, UI and screens, story, player movement, item manipulation and examination, lock and key system, sky made more scary, door behavior, ugly wallpapers, slope handling, camera behavior, ladder system, music (background, intro, music box), various game objects mechanics, house collision adjustments, scale improvements, light tweaks, title screen, instructions text, many bug fixes: Klaim (A. Joël Lamotte)
Grass shader, models with materials (treasure chest, toilet, sink, chair with comfy variation, clay flower pot, bed, music box) with related integration, sounds (foostep), environment scale reference: Liyi Zhang
Models with materials (lighter, plate, frying plan, mushrooms, torch, candle), flame behavior, lighting experiments, uneven fog/dust, mushroom generator, camera adjustment, lighter and pan integration (with sounds), skitter and dripping audio variations, additional sound integration, held item physics fix: Johan Östling
Models with materials (wood dresser, keys, gold bar, iron cauldron, landern, door, window frame, cardboard boxes, stoven and assorted kitchen appliances), player animated body shadow, house materials (multiple wall types, roof, kitchen surfaces, carpet), sounds (creaking floor, doors, chests, gates), decorative interior model placement: Christer "McFunkypants" Kaitila
Spooky music, sounds (unlock door, collision reverb with material variations, nearby steps, crystal ball toggle, light switch, creepy eye watching, mumbling, eye pain flame): Patrick McKeown
Animated models (pine tree, leafless tree, shrubbery) with related materials, tree placement, landscape texturing, shaders (sky gradient, moon to night sky, pixelated screen): Tyler Funk
Glow and fog, interactable highlight shader, scene flow, window and mirror: Kyle Black
Night ambient sound recordings, credits info: Chris DeLeon
Developed Sept 4-Dec 11, 2022
Project lead, core gameplay, level design, enemy AI, player movement, camera system, controller support, title screen, modeling (small enemy ship, player ship, apartment, gunship, pickups), UI, hit sound, lasers, shield animation, explosions, texturing, post processing, level transitions, help screen: Jared Rigby
Base enemy, player health system, attack functionality, enemy shot collision, pause menu: Colton Henderson
Main gameplay music, ground turret model, skyline generation, tunnel, concrete, additional obstacle placement: Christer "McFunkypants" Kaitila
Final boss music, trees models with variations: Rodrigo Bonzerr Lopez
Main menu music, boost sound effect: Fahad Muntaz
Settings Menu, code tag comparison optimization: mike dg
Pickup sound effects, scorekeeper system: Chris DeLeon
Mouse aim: Tyler Funk
Playtesting: Patrick Moffett
Developed Sept 18, 2022-Mar 5, 2023
Project lead, core gameplay, main controls, fueler and midsize ship level designs, level select, shield generator functionality, debugging visualizations, overall game flow: Chris DeLeon
Player guided missile functionality, machine gun functionality and visual effects, big and small ship collision/damage setups, AI ship movement additional integration, control inversion menu hookup: Syed Daniyal Ali
Audio lead, WWISE technical integration, sound effects authoring and implementation (including autocannon, player missile firing, explosions, ship engines, shield generator), music looping, linux support fixes and webGL compatibility experiments, machine gun spark effect improvements, rocket collision fix, support for more explosion audio variations, asteroid explosion randomizations: Paul Naser
Cockpit model with animated buttons, player laser (including overhead UI and functionality), laser related sounds, enemy destroyability functionality, collision fixes, missile improvements, forcefield shield handling: Patrick Moffett
Freighter boss scene (including models, functionality, latch sound, mission hookups), targeting HUD: Neil Urwin
Shield and hull damage functionality with related UI, health pickups, boss completion counter functionality and display, weapon UI, asteroid collision damage: Joshua Yee
Enemy ship movement AI main functionality (formations, chase, avoidance, path tracking with speed controls), decision level and navigation logic, fueler boss physics fixes: Maxim Kulkin
Ominous Gameplay Music: Simon J Hoffiz
Menu music: Abhishek @akhmin_ak
Hard surface ship models (Orion, Spider), damage alert light effect, satellite: Dani (Cassidy) Noble
Story and in-game writing: FightEXP
Ally ship (model and code), generated asteroid model, nebula shader, sprite billboarding: Rob Kayson
Turret functionality: Cooper Willis
Ship explosions (small and giant), gas clouds, modular ship turret: Gabriel Cornish
Intro cutscene animation, particle explosion bug fix: Ian Cherabier
HUD, ship barometer display: Michael Fewkes
Greeble generator, celestial planets, hull materials: Christer "McFunkypants" Kaitila
Organic ship model: Tyler Funk
Ship dock spawner functionality: Barış Köklü
Turret mode, invert vertical input support: Jonathan Peterson
Asteroid model variant, including integration: Sergio Ferrer
Asteroid model variant: Jared Rigby
Additional sound effects (enemy shot misses, lock acquired): Patrick McKeown
Pitch/roll support for mouse and gamepad: Ryan Gaillard
Turret firing sound: Rodrigo Bonzerr Lopez
Practice commit: Erin Weaver