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A member registered Jul 10, 2019 · View creator page →

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A fix to the Bots staying stuck in ragdoll state has been pushed!


Last build introduced an annoying bug : after being knocked down by an explosion, bots sometimes stay in a ragdoll state and won't get up.

this will be addressed tomorrow, sorry for the trouble.

Meanwhile, be aware that some downed dudes could still be alive...

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A new tool is at disposal!  Drone.

Play the current version : ShootOut

It's a little fragile mechanic, with some knowledge one can program it to perform useful tasks.  For now only one (lot more to come): it will generate a kinetic shield every 60 seconds for the whole squad. With such a tool, your longevity on the battlefield is considerably longer!

But, beware, your foes could well possibly own one!

It is very fragile, few hits will destroy it, though... And upon destruction, not only you loose its benefits but it also explode... better run, then!

Here we can see Jack and his squad using it :

As usual, a lot of bugs fixes, tweaks, improvement... and new issues. I'm particulary happy to have tracked down and killed an old crash... Thanks the drone, with it I could test some shootout against dozens of baddies, that made easier to reproduce the faulty method!

No really sexy screenshot to show this week! 

Thanks everyone who read this, and everyone who play! Don't hesitate to share impressions, feedback, ideas, bugs, hugs and anything you wish! It really helps!

Until next week!

Play the current version : ShootOut

Here is a preview of what's coming for the next update, I still need to make some balance, tho :D

Hi AgentXMan!

I'm very sorry for the trouble. It's the first time I encounter such error.

After some googling, I found that it is not so rare in any Unreal Engine 4 Games (even Fortnite have it for some users!).

I found an article that may solve your issue :Failed to open descriptor file error

In any case I would suggest to wait friday or saturday as I'll push a new build with a lot of fix, tweaks and novelties.

Thx for your interest!



Beautifull! I love this cat lying as the moon shadow!

Check the link to your page, it's broken, tho.

Thanks! Don't hesitate to come check it again! I update it on  a weekly basis.

Today I pushed a build with a new toy, both for player and bots : the syringe gun! It spits chemical darts that can heal or poison.

The Syringe Gun

Play the current version : ShootOut

Hey !

Today a new toy has arrived, both for player and Bots. Be it friendly or not. It adds a good amount of survivability!

The Syringe Gun can totally silently apply various chemical effect (for now poison and heal)!

How to use it:

I's like a gun, with 40m range, it launches a dart with chemical in perfect silence. To switch betwin the diferent toxins Reload while already loaded(this will cycle the toxins). To perform a heal to self pull the trigger whithout aiming.

Also I removed the ability for bots to perform headshots, was not really fun to be one shot! Even if it was quite rare. The counterpart is I augmented the chance for ennemy spawn in dungeons by 10%.

As I had to dive into the AI logic for it to use the new toy, I did a lot of tweaksand cleaning there. There is still some work to perfect it though!

Please, enjoy the current version, send me some feedback, opinion, ideas, reviews, hug or kisses!

Until next week!

Play the current version : ShootOut

Thanks for playing it!

It will be very usefull to make a better experience in the next builds! Sorry for the trouble you had looking for direction. I only implemented the basis of the story mechanic, still focusing on gameplay. I'll have to find a way to make it more clear what and where to play test!


I'm working on a 3rd Person Shooter. It is far from finished, but still, there is a good 15-30min worth of playsure!

The shooter mechanic is quite solid, featuring half a dozen weapons, grenades... A basic squad system is in place for you to recruit NPCs. 

Some villains are spawning in increasing waves at the shuttleport and a procedural dungeon awaits you to show off your skills!

I'm always eager to see it play tested to refine the UX, get feedback, ideas!


Play me!

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Hi Xerora!

I got a 3rd person shooter demo ready for you if you wish.

It is in quite early phase of development, but the shooter mechanic is already steady, featuring half a dozen weapons, grenades, squad system, procedural "dungeon"...

I am always looking for feedback, and love to see it played to better UX.



I'm working on a 3d shooter with Role play elements and emphasis on Narration.

I got a demo/Test version for you to enjoy and test!

The shooter mechanic is quite solid with diferent kind of weapons and grenades!

There is a procedural dungeon system to test your shooting skills, and some bandits waves spawning downtown also.

A squad system is in place because you'll eventually need some backup.


Hey agentXMan!

If you like 3d shooter, I got a little demo ready for you!


Hello everyone!

Hope you are all doing well in these strange times!

I published a little patch, travelling to Cantina was screwed up and there was a problem with the Hud Icons while set in localized languages (it was set with a switch on string * facepalm).

I'll have a 4-5 days break in the moutain side of Serr Estrellha i Portugal.

I'll hike in the morning, have good food, and in the afternoon will spend time to write the scenario, storyboard, and draw some logo and concept!

Thanks for following this! Take care!


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Since I'll take a little 4-5 days break in the mountain side, I decided to use this small week to solidificate what I got, a kind of pre-polish :)

I used the new dungeon system to test the AI, I think it is a lot more solid now. Both ennemies and Player's party. Here is a run down a dungeon :

Play the current version : ShootOut

I get rid of the SquadOrderWheel. It was not usefull nor adding any tactic. Now there is a toggle follow/Stay(Keyboard F - RightShoulder Gamepad). I'll find out a way to improve tactics later.

I also put some attention on the Bots respawn system. It now "should" work as intended. aka: Bots should respawn after 20 min playtime.

I'll now work on improving dungeons design unless I find some important bugs to take care of! If everything is running smooth, you can expect another small update this week!



Play the current version : ShootOut

The Pink Kitty Club is opening its doors! Of course there is still plenty of work to do, well at least there are dancers!

No music or drinks yet, it will come.

I also worked on integrating a procedural level system, thanks DungeonArchitect from Code Respawn!

It's still rough, but the main layout is working, there is an entrance and an exit, and of course some fiends to dispatch!

Find out in the Shuttleport.

Beware, they can be deadly. More to come next week :)

Last but not least, a multitude of bug fixing, tweaking, tuning...

Well that'all folks! Not many talk this week, I'm quite tired : I screwed the AI code, lost one day to screw it more and finally had to reset to the last working commit which hopefully was 12 hours before :)

Still, screwing like that the day of the build is not quite the fun!

Thanks for reading, and playtesting! Please leave bug report, feedback and opinion! It is always usefull and appreciated!

If you got questions or wanna talk, don't hesitate to join me on any channel I feed!  Special mention for the page!


Play the current version : ShootOut



Play the current version : ShootOut

Hello !

This week was quite complicated. I found out that the previous build introduced a whole lot of bugs. In fact almost nothing worked as intended. I found out that from now on i'd need a whole day, at least, to test the game and check everything is working as expected. That will be my new schedule, the week is 4 days long to add features, 1 day to test, publish and comunicate... and the week-end to clean the code.

Oh well, anyway! 

  • Grenades! I could implement the grenade. My goal was to implement more version : Smoke grenade, Poison, flash etc. But due the fact I had to debug so much I had no time. Nevermind, the main grenade system is running, it shouldnt be hard to add diversity :)

To access them (when you looted some of course) : Keyboard G Gamepad D-Pad Left!

Another one for the fun:

Play the current version : ShootOut

Play the current version : ShootOut

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You gotta work what you got

Play the current version : ShootOut

Hello everyone !

Squad/Team Management

Squad is defined as your partners in the field, Team is defined as the pool of buddies you lead be it in your squad or at your HQ.

Today I solidified the Squad System. Improving AI response and added a dedicated window for Squad Mamnagement in the GameMenu (Esc/Gamepad Special Left). There you can:

  • Release : send the bot back to your starting spawning point. In the future there will be requirement to access this: you will need a HeadQuarter, a certain Rank in Leadership and a bot Rank 2+.
  • revoke: fire the bot forever
  • Select a weapon for the bot to use. This will also be restricted in the future.

Skill & advancement

Introducing the base of the skill system. There are a total of 6 skills, 2 for each categories which are : Physical, Mental and Spiritual.

  1. FireArms will improve your personal ability to use these weapons and unlocks them.
  2. CloseCombat, same as above
  3. Science for the use of biological and chemical tools such as poisons, heal, crowd control...
  4. Technic for the use of high technology tools such as drones, terminal hacking, Hitech weapons...
  5. Speech will help you seduce, bribe, threaten and bargain.
  6. Leadership will be needed to grow a large and healthy crowd to help you.


I began to work on a journal to display your advancement in the story, it is dispayed here and also on the MainMenu.


A good part of this week was working on the UI. I cleaned it a lot, and made it as flexible as I could to be able to beautify it later. 

You'll notice the new Icons in place of texts in the Hud.

Please leave feedback, impressions, bug reports, streamed session, kind words! It is really appreciated, usefull and encouraging!

It is mandatory to delete any previous SaveGame, sorry for the trouble.

I made change in the Save System adding new variables, deleting others ect. This will be usual in this early phase, sorry again.

Thx for reading :)

Play the current version : ShootOut

Hi, Lady !

I 'm working on a 3rd person action RPG powered by UnrealEngine4.

The project is playable / testable here : ShootOut(CodeName).

I'm always looking for feedback and bug finding. The thing is updated weekly.


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Squad Orders & Fixes 'n Tweaks


This week is about whole lotta fixes and tweaks. And some additions.

Play the current version : ShootOut


  • Squad Order System.

Squad will be a key feature in the final game. There will  squad management, and leveling system for them later. Some Player "build" (when the skill system will be up and running) could be centered on that aspect instead of personal fighting capacity, or even both.

  • Added Save of Squad Members appearance.

 You'll keep your buddies as they are wherever you go.

For now there are 4 orders :

  • Stay
  • Follow
  • Advance : Bots will try to stay in front of their leader
  • Retreat : Bots will try to stay behind their leader

To access Squad order the default input is F for Keyboard and GamePad Right Shoulder

If you already played the game you'll have to access the settings->Controls to initiate it :

Also, Mouse/Keyboarders can use shortcuts Numpad1, Numpad2, Numpad3, Numpad4 (will eventually be rebindable).


  • Crash to desktop in some occurence on killed Bot
  • Fixed AI hearing Sense, they will be more responsive beware
  • Fixed an annoying little bug preventing from waking up from bed

I discovered that the save system was kinda screwed some assets would save once and never again.  Not really visible until you played a while.

  • Food PickUps  and Bots will now respawn as intended.
  • Ennemy Waves will now be saved correctly.


  • Added a Message when Ennemy are spawning (thx Invadererik)

  • Added Ammunitions description for spawned bots drops (thx invadererik again)

Voila for this week!

Play the current version : ShootOut

A big thanks for all who read, a bigger to those who played, an even bigger for those who left feebacks and bug reports!

Thanks :)

Sorry for the trouble. 

Also, do you know ItchApp? Using it will only download the changed files, saving the trouble to re-download the whole 1.32Gb.

Hey Grimbag!

Thank you for your intersest, I'm very sorry about the crash. I published a fix adressing this issue, may be you did not have the last version?

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Hey PatrickR, I'm working on an action RPG, still a lot to do but there is a Demo/Test version available!

I'm always in need of Playtesting and feedback to make it better.

Hey Grimbag!

I'm working on an action RPG, got a Demo/Test version, i'm always looking for feedback & visibility :)


Ok, I found the guilty.

On a not so rare occasion, when shooting people, a bolean was changed more than once a frame and "optimized away". aka neither true nor false or both.

Hello! Thank you for testing the game and for this thorough report!

Grenades, explosives, traps, chemicals weapons are scheluded. I just added some basic shooter mechanic with some weapons diversity for now, but shooting is one of the main features of the game, it will be expanded!

About AI, I had to tune it down when I added civilians to the map, there was some conflict with hostiles... Civillians were over reacting to shooting and I was working on other aspects of the game so I just prefered to tone it down and come back to it later.

After the first passes on Narration are done, I planned to do an another pass on AI, Weapons, Factions and if everything is smooth begin to work on skills.

To be exhausted doesn't prevent you to shoot, in fact. It prevents sprinting, jumping, rolling. And HP regen is directly tied to Stamina : at 0 you don't regen at all. To regain Stamina, you can sleep or eat/drink. Stamina is a long term statistic, it represents what one can do in a full day. It will be critical to manage it later in the game, when exploration is added and you'll be in the wild.

Thanks for your feedback, Invadererik. I will review all your bug findings and fix them for the next build!

Second round is out!

Play the current version : ShootOut

The narration system is coming together. 

It is quite easy and fast to add squences, now. Also a first rough is operational for choices during sequences.

Please note that for now the story is fully improvised on the fly, just to test the versatility of the system.

I'm quite happy how this second round turned out, the first one almost put me on my knees :D

Still a third one is needed for next week, then back on the gameplay.

Also I added a basic Graphics settings slider :

And as usual, fixed some bugs, tweaked some features.

Play the current version : ShootOut

Thanks for reading :)

Well, in the next build I could surely add a basic automatic Low/Medium/high graphic settings.

About the parkouring, it is planned to do multiple pass on every systems. I first rough out them, and then tweaks, tune, ect. So, hopefully I'll find out a better how to build a better experience for Player :)

Thanks for your feedback, it is really usefull and apreciated!

Yes, that could be done. 

I am taking care quite regularly of optimization. Graphically wise the game is really light, 3d assets are simple, as are the materials.

May be the post process could gain some tweaks. I'll check that out.

Do you have performance issues? If so could you share your system information?

I tried to dispatch them with no crash. Could you be more explicit on how you crashed?

Thanks for pointing that out, I will fix it ASAP!