Posted May 12, 2025 by Nuffuru
To make sure the score of each team is visible from all angles we've decided to add in some UI elements that visualize the banner position on the pole.
This week was all about the environment, and we’re stoked to say the arena is finally feeling just right. We added a foresty backdrop, some fog, post-process tweaks, and tuned the lighting so everything pops just enough without getting in your face.
Big win: the floor tiles now match the different beetle tribes, which makes the whole place feel like it was made for these battles. Not just some random arena—this is the real deal, where beetles have been tossing boomfruit for generations to become the forest’s chosen protector.
It’s looking good, feeling snappy, and we’re excited to move on to the next phase: polish! Gotta make sure every throw, dodge, and explosion feels smooth and satisfying.
We've made some tweaks to make the victory screen easier to read.
We've added decals for the sportslines instead of planes, making it look much better as it blends in more with the environment.
The heavy character used to be a slower version of the light character but with shorter stun time. Now he is equally as fast, has a shorter stun time, has a longer dash cooldown and most importantly is able to stun other character while dashing! We hope this makes the heavy character a more useful character as before he was somewhat useless compared to the light character, some stats might need tweaking, but we think it is much better this way.
Now when the bomb enters the time speed up zone an animated icon appears next to the timer saying X2 to indicate the timer speeding up. This will make it much clearer what is happening to the player.
The title screen is now fully functional, complete with working UI buttons. The button labels feature a carved-in appearance that gives the interface a polished, professional look.
The pause screen has been implemented successfully. It applies a background blur, disables the outline shaders, and darkens the scene to create a clear visual contrast, effectively distinguishing the paused state from active gameplay.
We now have a new floor which represents the teams nicely, there is also red tiles which represent the time tick zones and it glows when the bomb enters the zone.
Weapons now feature visual effects: projectiles leave behind trails, and melee weapons display unique effects that vary depending on the weapon selected.
◎ Bomb Neutral State
The bomb now begins in a neutral state until it’s touched by a player. This change levels the playing field at the start of each match, giving both teams an equal shot at gaining control and kicking off new tactical plays right from the get-go.
◎ In-Game Audio Overhaul
We’ve revamped the in-game sounds to better match the intensity and pace of the action. Hits feel meatier, throws are more satisfying, and the overall soundscape now reacts more dynamically to what’s happening on the battlefield.
◎ Lobby Menu Makeover
The lobby menu has been reworked with a sharper, more intuitive layout. It’s easier to navigate, visually aligned with the rest of the game’s polished aesthetic, and sets the right tone before players dive into the action.
◎ New Audience Added
The arena now features a lively audience cheering from the sidelines! This adds energy and atmosphere to every match, making each throw, dodge, and boomfruit blast feel like a real event. The beetles aren’t just battling—they’re putting on a show.
Here they all are from up close:
With next week being the start of the polish sprint, here is a wip FX that will get the love that it deserves soon. This whirlwind will raise or lower the banners (alongside arrows either pointing up or downwards, these still need to be implemented) that indicate the progress each player's their ranking towards victory!
Team Icons: