Posted September 22, 2025 by Byepolar
#3D #Action #First Game #Grappling #Infected #Indie #unrealEngine5 #Experemental
This build is a mix of cleanup and some pretty big additions. A lot of older systems have been restructured so the project doesn’t get weighed down later, but at the same time I’ve added a couple of new mechanics that change the way the game actually plays.
First up, the possession system. I rebuilt it from the ground up. The old version worked, but it was stiff and messy behind the scenes. The new one feels smoother to work with and will be easier to expand on later. Alongside that, the grapple mechanic is finally in. It’s still early, but even in this rough state it changes how you move and deal with enemies. Already makes the gameplay feel less rigid. The outside body timer has also been redone since the old one didn’t sit right.
Levels saw some shifts too. The old combat room is gone (it never really clicked), and replaced with a basic tutorial room now, so players aren’t dropped in cold. The perk room is working as well, though it’s still placeholder visuals for now.
Enemies are kind of split this build. Most of the old AI has been stripped back so I can rebuild it cleanly next time. On the other hand, a brand new enemy type is here: tentacles. They’re fully procedural, all math-driven, no baked animations. Right now they’re rough, but they already add unpredictability and chaos, and I see a lot of room to grow this system into something bigger.
Perks have been streamlined for easier testing. The UI has been improved too — the main menu looks cleaner, flows better, and has a credits button now. I also added a new soundtrack to the menu which helps set the mood.
Some light optimization work has been done as well to keep things stable.
Overall, this build isn’t just backend cleanup — grapple and tentacles both push the gameplay forward in a big way. AI and combat are pared down for now, but that’s so the next build can bring them back stronger.