Players can be thrown by a massive boss’s tail swing or work together to pull it down, enabling unique, physics-driven gameplay.
Over the past 10 years and through multiple games, we kept trying to achieve this concept — first failing with a custom engine and PhysX, and then again with Unity and PhysX.
Now, thanks to Unreal Engine, we’ve finally achieved the level of physics and multiplayer quality we envisioned.
We plan to enter Early Access in about a year with 10 different bosses.
We’d love for you to follow our journey!
Hello @LumidiaGames ! Welcome to posting with us here on the forums!
This reminds me of so many great games all combined into one. In my mind I’m thinking a loving combination of Ark:Survival, Shadow of the Colossus, and Monster Hunter. While I have never played the latter, I only know it in general monster fighting aesthetic, haha.
However, I think you have gone beyond and made a very interesting co-op experience. I love that you seem to focus on the feeling of fighting as a team and am very interested to see development in the future. Will there be an implementation of “classes” or perks that give different advantages and playstyles?
Hello @The_M0ss_Man, thank you for the warm welcome and great question. Players will be able to choose two weapons before each hunt, and we plan to expand the weapon variety over time to offer more tactical options.