Work in Progress in Unreal Engine

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Reworked some of the farming systems to help a bit with more accurate placement. so now the player can walk when they're tending the garden and the hit locator will change colors depending on if it hits something else or not.

Five Nights at Freddy's : Witness | OST Cover












Devlog 22: Some changes to the main menu, an empty world mode, an endless mode that I wouldn't recommend, even if you get past the weird way the enemies spawn on top of you, the performance late mission is probably gonna be hell, Beta 1.0.2 released.


Devlog 21: Replaced walking with sliding, much faster, and better in my opinion, re-added the grenade, made it so the player holds one rifle instead of two(Might make dual wielding a thing later) and layered various VFX, working on making the map bigger.


Random death animations + ragdoll chaos = satisfying variety βοΈπ
In Lobo: The Howl Within, no two enemy deaths feel the sameβthanks to randomized anim montages and ragdoll physics.
Itβs messy. Itβs fun. Itβs game dev.


Devlog 20: Added a speedometer, working on a new map, also some changes to the mech's model. Some new weird errors that just happened somehow. Also an aircraft carrier thing. Still wanna slap turrets on those.