Devlog 4: First playable version
At Studio Bhibli, we are glad to announce the release of the first major version of Armageddon! This build is includes almost all the basic features at the core of our vision for the full game. It's now in a playable state, and the players can have fun fighting each other and experimenting all the features that the game has to offer. Let's dive into it!
Weapon Shader
Since the start of development, we wanted to give Armageddon an old style look. The original plan was to use 2D sprites for the weapons, but we ended up deciding against it, since we didn't have the time or resources to make the art on our own. Thus, we started using 3D models, which are much easier to get and animate.
Now, we found a compromise. Using a clever shader, we managed to make the 3D model look like pre-rendered sprite, much like the backgrounds in old PS1 games. Here's a comparison:
New Weapons
When designing the weapon system, we built it to be highly modular from the start, keeping future expansion and tweaks in mind. The Base Weapon Component allows for flexible inheritance and customization—supporting changes to bullets, models, fire rate, and more. With that foundation in place, we've finally moved forward with implementing new weapons and are officially saying goodbye to our beloved old Test Weapon.
We have four new weapons:
- Sniper Rifle: A powerful, long-range weapon designed for precision and lethality. Although still a work in progress, its full potential will be unlocked once scope functionality is implemented.
- Rocket Launcher: A high-impact weapon that launches missiles at enemies. Upon detonation, the missiles create a blast that deals area-of-effect damage and propels nearby enemies into the air.
- Shotgun: A slow but powerful close-range weapon that fires multiple pellets in a single shot. It’s nearly useless at long range, but up close, a well-placed blast can take down enemies instantly.
- MP5: A fast-firing submachine gun with low per-shot damage but high rate of fire. It’s great for sustained pressure and close-quarters engagements.
By default, the Angel starts with the Shotgun, while the Demon begins with the MP5. Additional weapons are scattered throughout the map, and players can pick them up during the match. At any time, players can switch between their main weapon and the one they've picked up using the mouse wheel.

Map and Territories
Being satisfied with the user experience, we started working on the tactical core of the game. We finally threw off the old Test Map for a level that might resemble how the game will actually play out, with obstacles, places for cover, and most importantly, territories.
Territories define the game’s main victory condition. When a player captures all territories on the map, the match ends and their team wins. Initially, territories were also planned to spawn allied NPCs upon capture—a feature that’s still on the roadmap. For now, though, the win condition based on territory control is fully implemented and functional.
Currently, territories are represented by white platforms that change color based on team control—red for Demons and yellow for Angels. A territory can be captured by standing on it for five seconds, as long as no enemies are present during that time. Here's a screenshot of a Demon Victory after capturing all territories:
The update also introduces run timer. If not player manages to take all territories during that time, the game is declared over with no winners.
What's to come
There are several exciting features and improvements on the horizon. One of our main goals is to move away from the generic Test Player and implement the actual player Angel and Demon. These roles will each have their own unique sprites, starting weapons, and distinct abilities to emphasize their differences and create more dynamic gameplay.
The map is also due for a major upgrade. Currently, it's mostly a blank slate used for testing and demonstration. We’re planning to expand it significantly, filling it with obstacles, hazards, and more varied terrain to make movement and positioning a real part of the strategy.
Territories will see further development too. One of the core mechanics we’re aiming to introduce is NPC spawning upon territory capture—something we’ve envisioned from the beginning but haven’t brought online just yet.
UI improvements are also in the works. While we already have a basic health bar and crosshair, the interface still needs a lot of work. We plan to refine the timer display and add indicators to show when and where territories are being contested or captured.
Finally, NPC behavior will get more depth. At the moment, they simply attack when an enemy gets too close. We're working on introducing a more nuanced AI system, including distinct idle and alert states, to make them feel more reactive and alive on the battlefield.
Files
Get Armageddon
Armageddon
Status | In development |
Author | Hcatmin |
Genre | Shooter, Action, Strategy |
Tags | 2D, 3D, First-Person, Indie, Low-poly, Multiplayer |
Languages | English |
More posts
- Devlog 613 hours ago
- Devlog 5: Weapon improvements14 days ago
- Devlog 3: Experience Improvements49 days ago
- Devlog 2: Major progress63 days ago
- First Milestone80 days ago
- Devlog 1: The Last Battle between Good and Evil84 days ago
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