Blog 2018-06-14T16:02:34+02:00

Rekt Devblog

1011, 2020

Devblog 38 – Moving forward

By | November 10th, 2020|Categories: Okategoriserade|0 Comments

Devblog 38 - Moving forward So the game has been out for about a month now and putting the game in the hands of you the players has been amazing! But we have heard your feedback, the game has a long way to go before it is ready. Our initial plan was to do small continuous updates multiple times a month but based on your feedback we have decided that we need to take the long route and fix some majors things. These are things that are going to take longer to implement, we are talking 4-6 months, but we think that they are crucial to making the game better than what it is today. But 4-6 months is a long time and we want to make sure the game is still updated and alive when we are working on these other things. So, we promise to release one new map every month until our next major release.  Here are the big features we are planning to work on: Network optimization A lot of people have commented on the game feeling clunky and a bit jerky, there are various reasons for this but one has to do with [...]

1004, 2019

Devblog 35 – Stun, dash, kill: Our finisher!

By | April 10th, 2019|Categories: Fightworld|0 Comments

In a previous blog post, we explained the concept of stunning. We can now proudly showcase how far we've come with it. Imagine, you attacking an enemy to the point of breaking their shield. This makes them stunned and you have a small window of time to dash into them, to instantly execute the enemy. This short frame window is shown as the red circle when they take the damage; and to execute, simply dash/charge into the enemy with the Dash button.

304, 2019

Devblog 34 – Sword dash rework concept

By | April 3rd, 2019|Categories: Fightworld|0 Comments

Currently, the sword is a dash forward that pierces through enemies. This is quite instant and goes through multiple enemies, damaging all. What we've found is that this is extremely powerful in some maps like Capture the Flag, where the sword character potentially has two dashes, and can outrun anyone even with the flag, that slows the bearer down. We thought of reworking it, and the concept so far is this...

2003, 2019

Devblog 33 – Shields & Health Rework

By | March 20th, 2019|Categories: Fightworld|0 Comments

This week, we're experimenting with shields! So, how does it work? Basically, the idea so far is that if you hit your enemy fast enough (as if it was a combo), you will deplete their shield first. This means, going from 100 to 0. When 0 is reached, the enemy gets stunned & can be executed within a short timeframe. If the enemy is not executed, they will start regenerating their shield over time, unless they get hit. If hit when their shield is down, they have a normal HP meter that will keep going down if you hit them. If their hp reaches 0, they can die without being executed.

1303, 2019

Devblog 32 – STUNS!

By | March 13th, 2019|Categories: Fightworld|0 Comments

At this time, we're experimenting with gameplay changes, and we're trying out stuns. I cannot express how much of a difference it makes during gameplay! IT'S SO MUCH FUN! Let me tell you first that this is very early in the prototyping phase and we're not fully done with the idea. So, how does stuns work...?

1302, 2019

Devblog 28 – From Concept to 3D. Part 1/3.

By | February 13th, 2019|Categories: Fightworld|0 Comments

Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games. In this blog I will briefly go through my workflow from where Johannes blog ended. From creating a 3D version based upon a concept. Base blockout/Modeling is where it always begins. I have a model to act as a reference model, in this way I can have a sense of scale so that a helmet, glove or even a door are created in the same size fitting to the character.

702, 2019

Devblog 27 – Updating the design of Fightworld – Part 1, The Shirt

By | February 7th, 2019|Categories: Fightworld|3 Comments

This week, we have our own Johannes guest blogging! Here's his text: Hi I’m Johannes, I’m an all arounder here at Rekt Games. I do everything from concept design, rigging, animation and code. But mostly I’m responsible for the art style. This is the first part of my thought process for updating the art style of our game, describing the shirt design.

2301, 2019

Devblog 25 – Mini-objectives

By | January 23rd, 2019|Categories: Fightworld|0 Comments

We're planning ahead now, and one thing we want to develop further is gameplay depth. We want you to have an added mini-objective, a purpose when you have extra time, that can reward you as a player in a moderate way (that's not too overpowered).

901, 2019

Devblog 24 – After the tournament

By | January 9th, 2019|Categories: Fightworld|0 Comments

On the 22nd of December, Rekt Games had its' own, self funded first Official Open Tournament ever. We made it for Fightworld, and boy was it fun to watch! With that said, congratulations to all the three winning teams, and thank you everyone who participated & watched. You mean the world to us! So, what was the results? These were the winners: 1st ($700 + the golden cups!): BAM 2nd ($200): Flerp 3rd ($100): Maskinerna

1912, 2018


By | December 19th, 2018|Categories: Fightworld|0 Comments

Today, we're proud to announce that all the places have been filled. We literally filled each and every one of them! Our hope was to fill at least 8 spots, so having it all full is an incredible achievement and we're stoked to announce it. It means, people are willing to play our game, watch it and physically go to a LAN-event specifically for Fightworld!

1212, 2018

Devblog 22 – New website coming up!

By | December 12th, 2018|Categories: Fightworld|0 Comments

In this devblog, we're discussing our upcoming, newly designed website. The current website does not represent the game nearly as well as we wanted it to, therefore, we've begun working on a new website. We want to showcase each unique selling point to our game.

512, 2018

Devblog 21 – We’re on Steam for Wishlisting!!!

By | December 5th, 2018|Categories: Fightworld|0 Comments

We're finally on Steam! YOU CAN FINALLY WISHLIST OUR GAME ON STEAM! Link: It's taken some time, we're also not fully done yet. But now, there's actually a page on Steam, our page, and we're super excited to get feedback on it! In the future, we're planning to add more trailers, more screenshots of the vastly different environments & showcasing more things like weapons, a better written storyline etc. Please, if you haven't yet, Wishlist the game!

2811, 2018

Devblog 20 – Release date?

By | November 28th, 2018|Categories: Fightworld|0 Comments

You might be thinking, when is the actual release date of the most incredible, probably best game ever FIGHTWORLD? We've been throwing it around internally several times and have really had difficulties pinpointing a date where we know the product is 100% ready. This is what's clear though, we WILL release it in 2019.

1411, 2018

Devblog 18 – Incoming Steam Gameplay Trailer!

By | November 14th, 2018|Categories: Fightworld|0 Comments

We're working hard setting the Steam Store up so you guys can finally start wishlisting our game. Also, we're trying to  produce a new website for Playfightworld so new players can read more about the story and also integrate more interactive things with the website and simply make it better. To set the Steam store up, we need a video. So, this means we're trying to produce a gameplay trailer!

711, 2018

Devblog 17 – Rethinking 4v4.

By | November 7th, 2018|Categories: Fightworld|2 Comments

Is 4v4 too much when thinking "party game"? Is it excessive in the context of Fightworld? One thing we're tackling at the moment is; is it actually fun? The idea of having 3 others in your team does sound amazing; but we're pretty certain it cannot be more. However, we're not sure if 4v4 is the right answer for Fightworld. It is the outplay mechanics of out-positioning your opponents; of being able to combo things; see each character and predict movements that make Fightworld the unique concept it currently is; and we do not want to take the fun away.

3110, 2018

Devblog 16 – Music with Zipel!

By | October 31st, 2018|Categories: Fightworld|0 Comments

This week, we discuss the archer class, how it works and what the class does for the gameplay of Fightworld. To attack as the archer, players need to pull back the right thumbstick in order to draw the bow. The longer the player holds, the faster and further the arrow goes.

2410, 2018

Devblog 15 – Sweden Game Conference & some gameplay!

By | October 24th, 2018|Categories: Fightworld|0 Comments

We presented our game at Sweden Game Conference and to be honest, people were hoarding our booth! At one time, we could barely see our own game as people were lining up to play it. It was even more amazing to watch them stand in line again to play one more time. We've done something right, and now it's important to showcase more of the actual gameplay. We're so proud of the results we've managed so far, and we'll be planning more gameplay videos soon!

1010, 2018

Devblog 14 – Fightworld Football!

By | October 10th, 2018|Categories: Fightworld|0 Comments

This week, we discuss the archer class, how it works and what the class does for the gameplay of Fightworld. To attack as the archer, players need to pull back the right thumbstick in order to draw the bow. The longer the player holds, the faster and further the arrow goes.

310, 2018

Devblog 13 – Archer class!

By | October 3rd, 2018|Categories: Fightworld|0 Comments

This week, we discuss the archer class, how it works and what the class does for the gameplay of Fightworld. To attack as the archer, players need to pull back the right thumbstick in order to draw the bow. The longer the player holds, the faster and further the arrow goes.

2609, 2018

Devblog 12 – Our Steam version map!

By | September 26th, 2018|Categories: Fightworld|0 Comments

This is the overview on one of the maps which we will begin testing with over Steam. This one will be a capture zone gamemode set over three different areas. The three rooftops that are connected will have one capture zone each. As of right now, the showcase is simply viewed in white.

1909, 2018

Devblog 11 – What is the #BONUS combo?

By | September 19th, 2018|Categories: Fightworld|0 Comments

This period, we've been focusing heavily on gameplay, and one thing we're super excited to showcase is the implementation of bonus combos. It means, after hitting several consecutive attacks without being hit, the player will get a BONUS COMBO status which enables the next hit to deal double damage.