Kriegのアートワーク$9.99

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Krieg is a fast paced, jump in jump out, arena-style PvP FPS shooter where 2 to 10 players battle in teams or solo. It includes highly customizable dedicated servers that can be set up and launched by any player. No storyline, no long grinds for the best gear, no long term score keeping, just a place for friends and strangers to battle it out.

Game Play

Krieg has been developed with a bit of old school gaming in mind. Just simple and fun. Typically, players jump into a server and try to destroy as many opponents as possible while being destroyed as little as possible. There are charge up pods that move around the maps that players drive through to recharge energy and health. Most maps have randomly placed obstacles. Therefor you will never play a map that is exactly like any previous map. This is done so that advantage areas are never learned and exploited. Though there are a lot of upgrade options, they are straight forward and intuitive. Upgrades are limited by max loadout capacities that can be customized in each server. Player's tanks, upgrades, and loadout information are unique to each server. The game includes keyboard key rebinding, as well as settings for graphics quality, video, and audio.

Dedicated Servers

Krieg comes with a dedicated server system that includes a settings UI for customizing and launching the server. The servers themselves are headless, and show basic important information, such as who is joining the server and who is leaving. There is also a basic player banning system with instructions. Future update plans include a system where the server will indicate suspected cheating and the reasoning. The dedicated server settings UI includes map settings such as, round length, round count (before changing maps) and the density of the charge up pods in the map. Since the obstacles in most maps are randomly placed, those maps include density settings for the obstacles as well.

Development

Krieg is my first game project and is in active solo development. Many of the assets of the game were not created by me and you can find more info about them in the Credits section of the game. This game is a passion project of mine and I have been working on it, admittedly, for around 8 years. I literally started this game dev journey with the Brackey's FPS tutorial series. The game is on it's third (start over from scratch) rebuild. I openly admit that I have over 3000 hours into this game, but 2/3 of that was teaching myself Unity and C# via trial and error, and mastering Google searches. I am saying all this here in the hopes that some future game developer sees this and is inspired to continue grinding through the learning process of game development.

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