Mainframe Art showcase

From the get-go, The Mainframe is meant to be a representation of the best parts of the internet. In resistance against a corporate-controlled web, devoid of real expression. And somewhat hopeful angle, in contrast to the usual dreary vibe of Cyberpunk. I originally intended to … Continue readingMainframe Art showcase

New helmet design

I couldn’t take it anymore. The character design has been grinding on me since the start. As I’ve upgraded the vfx, shaders and general visual design of the game the character has remained unchanged for 4 years or so now… I have designed a new … Continue readingNew helmet design


Currently work in progress (As is the rest of the game I guess, so this is a pointless disclaimer) Lets finally talk melee! There are two attack combos. High attacks with the Left click and low attacks with the right. There are corresponding guard states … Continue readingSword

Wall grab and slide

I wanted to develop the wall jump mechanic further. A simple wall jump was nice in combat. However, with more work focused on the platforming aspects of NV, as well as larger maps, I needed something to help with verticality. Mainly, how players will scale … Continue readingWall grab and slide

Game mode rework

The game modes have been slightly reworked, and all game modes from now on will follow a similar concept. All modes now have environmental challenges as well as enemies. So players can turn it into a PvP, or PvE up to how they wish to … Continue readingGame mode rework


Enemy movement: The way I set up the colliders on the enemies and the way I was handling movement was draining a lot of processing. It would pretty much kill my fps with more than 30 enemies. I have optimized the way it moves and … Continue readingOptimization