[{"title":"Game Prototype for Pitching an Idea: Fast Gamification Prototype in One Day","description":"Sometimes you need to sell a game or gamification concept before full production begins. At this stage, slides are often not enough: you describe the mechanic one way, and the client imagines something else.\nWhen people can open a link and try the mechanic themselves, the conversation becomes concrete and decisions come faster.\nFor these cases, we create a fast web prototype: 2-3 screens, clickable mechanics, and clear core logic of the future product. No installation needed - it works directly in a browser.\n","content":"Sometimes you need to sell a game or gamification concept before full production begins. At this stage, slides are often not enough: you describe the mechanic one way, and the client imagines something else.\nWhen people can open a link and try the mechanic themselves, the conversation becomes concrete and decisions come faster.\nFor these cases, we create a fast web prototype: 2-3 screens, clickable mechanics, and clear core logic of the future product. No installation needed - it works directly in a browser.\nWhen this is especially useful for brand marketers who need to defend an idea inside the company; for agencies that need to show more than slides to the client; for sales teams and producers who need to quickly explain how the future project will work. In a presentation you can write: \u0026ldquo;the player catches bonuses, earns points, unlocks rewards.\u0026rdquo; But it is much clearer to open a link and show this in 30 seconds.\nWhat is included in a fast prototype web prototype tailored for a presentation; 2-3 core screens; selection of 10-20 gameplay actions for your task; clickable mechanics; fast launch based on our ready-to-use framework. We have already shipped more than 100 games, so we do not start from a blank page. We analyze your task, choose suitable mechanics, and assemble a prototype for a specific meeting, internal approval, or sales pitch.\nThis can include quizzes, object-catching mechanics, reward flow, mini-quests, progress systems, score collection, and other mechanics - whichever best matches your goal.\nArt and visual assets There are two options: we either use ready-made assets or work with client-provided materials. The visual approach is discussed separately based on your task and deadline.\nTypical use cases An agency goes to a brand meeting and, instead of a slide diagram, demonstrates a clickable prototype: home screen, gameplay screen, and results screen. A marketer presents gamification internally and shows the real user flow: entry point, target action, engagement, and reward. Timeline and budget Typical budget starts at around $1200.\nTypical timeline is about one day if the task is clear and inputs can be approved quickly.\nHow to order Send us your presentation, task description, and deadline. We will quickly suggest what to show in your case, select the right mechanics, and assemble a web version for your meeting, internal approval, or sales pitch.\n","url":"/blog/prototype-gamification-1day/","date":"2026-04-15T12:00:00+03:00","tags":["Gamification","Prototype","Game Development"],"categories":["Business","Development"],"thumbnail":"/images/blog/en/thumbnail/prototype-gamification-1day.webp"},{"title":"From Slack to Mattermost","description":"Migration Background Everything below is based on the experience of the MidHard Games team, January 2026. Our case and thoughts (consider this a disclaimer ;) ). If this information helps you, we\u0026rsquo;re glad - that\u0026rsquo;s exactly why we put it together. Let\u0026rsquo;s go!\nOn December 19, 2025, Slack told us: \u0026ldquo;guys, you\u0026rsquo;re from Russia, we\u0026rsquo;re shutting you down in 30 days\u0026rdquo; (the original letter from Slack is below). They kept their promise - and deleted everything, and harshly. Not just \u0026ldquo;changed\u0026rdquo; the access level with an option to restore, but outright deleted. So don\u0026rsquo;t drag your feet if you\u0026rsquo;ve received your own \u0026ldquo;happy letter\u0026rdquo;.\n","content":"Migration Background Everything below is based on the experience of the MidHard Games team, January 2026. Our case and thoughts (consider this a disclaimer ;) ). If this information helps you, we\u0026rsquo;re glad - that\u0026rsquo;s exactly why we put it together. Let\u0026rsquo;s go!\nOn December 19, 2025, Slack told us: \u0026ldquo;guys, you\u0026rsquo;re from Russia, we\u0026rsquo;re shutting you down in 30 days\u0026rdquo; (the original letter from Slack is below). They kept their promise - and deleted everything, and harshly. Not just \u0026ldquo;changed\u0026rdquo; the access level with an option to restore, but outright deleted. So don\u0026rsquo;t drag your feet if you\u0026rsquo;ve received your own \u0026ldquo;happy letter\u0026rdquo;.\nWe had been using Slack since 2016 - more than 9 years. In total, there were 266 users, with 98 active users at peak periods.\nAt first, we wanted to find some workaround to stay on Slack, but then we decided to use the situation as an opportunity. The goal was: replace Slack with something, and come out ahead - it\u0026rsquo;s just another (business) game ))\nBenefits of Moving from Slack to Mattermost What we ended up with We now have our own workspace that won\u0026rsquo;t be easy to kick us out of - if that\u0026rsquo;s even possible at all. We preserved the necessary chats with threads, files, and so on (export, import). Goal number 1 achieved - we stayed in our familiar, well-tuned processes.\nA bit about money Now we have roughly the same functionality, but several times cheaper. (costs are rounded, for simplicity)\nScenario Team Size Slack (per month) Mattermost (self-hosted, per month) Difference per month Annual savings Small team 14 people $126 $127 −$1 (roughly equal) - Medium team 40 people $360 $127 $233 ≈$2,800 A nice side effect - the larger the team, the lower the cost per user. Significantly lower. Over the next 9 years we\u0026rsquo;ll save $25,000 or more - savings (pure profit) out of thin air. *Comparisons are approximate, based on average load per user, without uploading large files (for that we use other services - we use Google Workspace).\nAnd these aren\u0026rsquo;t even all the benefits.\nControl, security and quality With our own server, we now have more control and security. I won\u0026rsquo;t go into detail about our new \u0026ldquo;clever\u0026rdquo; setup - you\u0026rsquo;ll just have to take my word for it (or not) - but it\u0026rsquo;s definitely worth it, especially as \u0026ldquo;just\u0026rdquo; an extra bonus. This turned out to be a \u0026ldquo;pleasant discovery\u0026rdquo; during the migration.\nCalls now work properly right in the chat In 2025, Slack started having problems with calls (we noticed issues with one carrier, but we all know how these blockages start ;-) ). This was getting in the way of work. We had to hold meetings in Telemost, for example - which is inconvenient when you could just press \u0026ldquo;huddle\u0026rdquo; (in Slack that means a video meeting or call). And that\u0026rsquo;s a significant bonus out of nowhere.\nWe implemented video calls via Jitsi.\nHow to Migrate from Slack to Mattermost Step 1\nWe found a ready-made solution and exported everything from Slack. Note: there are file size limitations. This didn\u0026rsquo;t affect us - all large files should be stored in cloud storage anyway. We used the slackdump tool (both builds and source code are available).\nStep 2\nWe got the hang of the export tool - there are some nuances. We got the export done correctly and the way we wanted it )), and recommend checking out the Mattermost export documentation.\nStep 3\nWe rented a server. We looked at various options and chose Yandex Cloud.\nStep 4\nWe deployed Mattermost on the server and configured it.\nStep 5\nWe imported the necessary channels and user accounts from Slack into Mattermost.\nStep 6\nMattermost doesn\u0026rsquo;t have a built-in video call solution. For video calls, we integrated Jitsi. For document preview, we chose Collabora.\nStep 7\nWe settled in, got used to it, and kept making games )\nDownsides of Self-Hosted Mattermost First, the migration itself requires effort: sorting out hardware, software, transferring data, adding everyone to the new workspace, and so on. Second, you need to maintain it. If you already have a group of servers across different data centers, this is just routine work. We do, which is why we chose to migrate.\nWe still had to keep Slack for communicating with some partners on their own workspaces.\nOriginal letter from Slack\nHello, Slack complies with the sanctions and export control laws of the United States, European Union, and other applicable jurisdictions, including restrictions on providing software and services to Russia. Our records indicate that your account is based in Russia, is predominantly used by users in Russia, or is otherwise connected to distribution in Russia. Unfortunately, in compliance with applicable law, we are therefore required to suspend your workspace … in 30 days.\nImportant and Useful Information About Mattermost We\u0026rsquo;d heard about Mattermost as a Slack alternative for a while, but it turned out things aren\u0026rsquo;t quite so simple. In recent years, the company has significantly cut back the capabilities of free versions and changed their terms:\n1 - Cloud Free plan discontinued Since July 2023, Mattermost discontinued the free tier for its cloud version (SaaS). Now you have to pay to use Mattermost in the developer\u0026rsquo;s cloud, or use the 30-day trial.\n2 - Changes to Self-Hosted For those installing the messenger on their own servers, here\u0026rsquo;s the breakdown:\nMattermost Team Edition (Open Source): Remains free under the MIT/GNU AGPL v3.0 license, but in version v11 the user limit was reduced from 1,000 to 250. GitLab SSO integration was also removed from this version.\nMattermost Entry (Free): This is a new free commercial version for small teams (up to 50 people). It includes many enterprise features (SAML, AD/LDAP), but has strict usage limits:\nUp to 10,000 messages in history. Up to 10,000 push notifications per month. Call duration limit (up to 40 minutes). 3 - \u0026ldquo;Paid\u0026rdquo; features in free versions Users are complaining about \u0026ldquo;hidden\u0026rdquo; monetization of previously free features. For example, in version v10 the Calls plugin became free only for direct messages (1-on-1), while group calls in channels now require a paid subscription ($10 per user per month). More details on Reddit.\nHowever, the project has a shared codebase, and the license allows building custom versions. Which makes it possible to enable the necessary functionality in your own build :D\nGood luck to everyone with their migration, if the need arises. The main thing - don\u0026rsquo;t delay, and export your content from Slack\u0026rsquo;s servers as quickly as possible.\n","url":"/blog/slack-to-mattermost/","date":"2026-03-05T10:23:00+03:00","tags":["Team","Tools"],"categories":["Business"],"thumbnail":"/images/blog/en/thumbnail/slack-mattermost.webp"},{"title":"«The Bullet Heaven (Survivors-like) Genre Continues to Evolve», — Ilya Boytsov from MidHard Games on 2025 Results","description":"As the New Year approaches, we continue to summarize the results of 2025 with game teams. Next up is an interview with MidHard Games. We talked with Ilya Boytsov, co-founder and CEO of the studio.\nHow was 2025 for your team? What did you manage to accomplish, what are you proud of, and what, on the contrary, didn\u0026rsquo;t you have time for? Ilya Boytsov, MidHard Games: We left the New Year tree in combat condition. We thought Grandpa would come and bring all those gifts he owed us for several years. He didn\u0026rsquo;t come — we decided to act the old-fashioned way — to work hard. Games don\u0026rsquo;t make themselves.\n","content":"As the New Year approaches, we continue to summarize the results of 2025 with game teams. Next up is an interview with MidHard Games. We talked with Ilya Boytsov, co-founder and CEO of the studio.\nHow was 2025 for your team? What did you manage to accomplish, what are you proud of, and what, on the contrary, didn\u0026rsquo;t you have time for? Ilya Boytsov, MidHard Games: We left the New Year tree in combat condition. We thought Grandpa would come and bring all those gifts he owed us for several years. He didn\u0026rsquo;t come — we decided to act the old-fashioned way — to work hard. Games don\u0026rsquo;t make themselves.\nWe completed the development of Adrenaline Rampage and released it.\nAdrenaline Rampage\nAdrenaline Rampage and FatalZone came out on consoles, which slightly strengthened our portfolio. Although this is entirely thanks to the publishers (well done), it\u0026rsquo;s still nice.\nFatalZone\nWe created an MVP of a mobile game based on mechanics from Backpack Battles, with many tests ahead.\nWe started experimenting with friendslops. Once we find fun gameplay, we\u0026rsquo;ll go into production.\nIn outsourced development, we have several interesting projects from renowned clients (under NDA).\nWe didn\u0026rsquo;t have time to make another survivor or something equally cool.\nWhat conclusions did you draw as a development studio based on the results of 2025? Ilya: We thought the outsourcing market had hit rock bottom, but then someone knocked from below.\nThe main conclusion (it\u0026rsquo;s unchanged) — we need to create our own commercially successful projects. We have three projects that generate tiny net profit, we need more.\nOver the past two years, the trend of problematic receivables has strengthened. From 2019 to 2023, we didn\u0026rsquo;t notice this.\nBy the end of the year, as in the previous one, business activity has increased significantly. Budgets are low, but there\u0026rsquo;s a need for games (where would we be without it?) — that\u0026rsquo;s good, that\u0026rsquo;s what we\u0026rsquo;re standing on.\nHave practices for working with publishers/investors changed? Has it become easier/harder to work with them? Ilya: We didn\u0026rsquo;t notice significant changes in working with publishers; this year we worked with four publishers and communicated with a dozen.\nHow was the year for the niche/genre you work in? Ilya: The Bullet Heaven (or Survivors-like) genre continues to evolve. The Spell Brigade, BALL x PIT, and Megabonk did really well, with Megabonk significantly outperforming Vampire Survivors in terms of online players: 117 thousand versus 77 thousand.\nMegabonk\nWhat trends in your niche/genre do you expect to strengthen or emerge in 2026? Ilya: We expect survivors to continue evolving: new synergies of core mechanics, new metas, new settings.\nWhat are the team\u0026rsquo;s plans for the coming year? Ilya:\n1 — Make a hit.\n2 — Make a hit!\n3 — Make a hit!!!\nColleagues, happy upcoming New Year! Take care of your health and creative passion!\nSource: App2Top.ru\n","url":"/blog/itogi-2025-ilya-boytsov/","date":"2025-12-23T13:46:00+03:00","tags":["Our Games","FatalZone","Adrenaline Rampage"],"categories":["Business"],"thumbnail":"/images/blog/en/thumbnail/adrenaline-rampage-2025.webp"},{"title":"Adrenaline Rampage is taking part in the VS-like fest with a 50% discount","description":"Hello, Adrenaliners! Today marks the start of a truly awesome bullet hell festival!\nWe\u0026rsquo;re participating in this festival to once again demonstrate that this genre (Bullet Heaven) has a place for side-scrolling games like Adrenaline Rampage.\nThank you to all our fellow brains!\nSincerely,\nThe MidHard Games Team\n","content":"Hello, Adrenaliners! Today marks the start of a truly awesome bullet hell festival!\nWe\u0026rsquo;re participating in this festival to once again demonstrate that this genre (Bullet Heaven) has a place for side-scrolling games like Adrenaline Rampage.\nThank you to all our fellow brains!\nSincerely,\nThe MidHard Games Team\n","url":"/blog/ar-vs-like-fest-50-discount/","date":"2025-12-04T21:12:50+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/0c9b157632d0ba215ec56aeb68fb862417c97acc.webp"},{"title":"HTML5 Game Development: Cocos Creator vs Unity WebGL","description":"Introduction HTML5 game development opens up wide opportunities for creating browser games that work without installation and are available on various devices. In our practice, we use two main engines: Cocos Creator and Unity WebGL. Each of them has its own advantages and disadvantages that are important to consider when choosing a tool for a project.\nCocos Creator: Pros and Cons Advantages of Cocos Creator: Fast Loading: Cocos Creator builds load significantly faster than Unity WebGL. This is critical for user experience, especially when working with slow internet.\n","content":"Introduction HTML5 game development opens up wide opportunities for creating browser games that work without installation and are available on various devices. In our practice, we use two main engines: Cocos Creator and Unity WebGL. Each of them has its own advantages and disadvantages that are important to consider when choosing a tool for a project.\nCocos Creator: Pros and Cons Advantages of Cocos Creator: Fast Loading: Cocos Creator builds load significantly faster than Unity WebGL. This is critical for user experience, especially when working with slow internet.\nOptimization for Telegram: Cocos Creator is excellent for developing games in Telegram, where loading speed and minimal build size are important.\nLightweight: smaller final build size compared to Unity, which positively affects loading time.\nNative JavaScript/TypeScript: development is done in JavaScript or TypeScript, which simplifies integration with web technologies.\nDisadvantages of Cocos Creator: Fewer Specialists on the Market: finding experienced Cocos Creator developers is more difficult than finding Unity developers. This can increase the time to find a team and development costs.\nFewer Ready-Made Solutions: the ecosystem of plugins and ready-made solutions is smaller than Unity\u0026rsquo;s.\nLimited 3D Capabilities: although Cocos Creator supports 3D, Unity provides more powerful tools for working with three-dimensional graphics.\nUnity WebGL: Pros and Cons Advantages of Unity WebGL: More Specialists on the Market: Unity is one of the most popular game engines, so finding experienced developers is significantly easier.\nPowerful 3D Tools: Unity provides excellent opportunities for creating three-dimensional games with high-quality graphics.\nLarge Ecosystem: huge number of plugins, assets and ready-made solutions in the Asset Store.\nCross-Platform: one code can be used for web, mobile platforms and desktop.\nVisual Editor: convenient scene editor and component system simplify development.\nDisadvantages of Unity WebGL: Slow Loading: Unity WebGL builds load significantly longer, especially on weak devices and slow internet.\nLarger Build Size: final files can be quite large, which negatively affects the first load time.\nLess Suitable for Telegram: due to slow loading, Unity WebGL is not always optimal for Telegram games, where speed is important.\nMore Complex Optimization: more effort is required to optimize performance in the browser.\nPractical Examples Tentacle Monster 3D on Unity WebGL Tentacle Monster 3D is a three-dimensional game about a monster with long tentacles, developed on Unity WebGL. The game demonstrates Unity\u0026rsquo;s capabilities for creating quality 3D graphics in the browser.\nFeatures:\nHigh-quality three-dimensional graphics Physics and interactivity Cross-platform (web, mobile platforms) Build Link: Tentacle Monster 3D\nShooter on Cocos Creator Shooter is a dynamic IT-themed shooter developed on Cocos Creator. The game demonstrates the advantages of Cocos Creator for fast loading and optimization.\nFeatures:\nFast loading Optimized build size Excellent performance in the browser Build Link: Shooter\nEngine Selection Recommendations Choose Cocos Creator if:\nGame loading speed is important Developing a game for Telegram The project does not require complex 3D graphics Minimal build size is needed The team is familiar with JavaScript/TypeScript Choose Unity WebGL if:\nQuality 3D graphics are needed The project is planned to be ported to other platforms A large number of ready-made solutions and plugins are required The team is already familiar with Unity Loading speed can be sacrificed for functionality Conclusion Both engines have their strengths and are suitable for different types of projects. Cocos Creator is ideal for fast, lightweight games with an emphasis on loading speed, especially for Telegram. Unity WebGL is better suited for projects with demanding 3D graphics and cross-platform development.\nWhen choosing an engine, it is important to consider project requirements, target audience, technical constraints and the capabilities of the development team. In our practice, we successfully use both tools, choosing the most suitable one for each specific project.\n","url":"/blog/html5-game-development/","date":"2025-11-27T10:00:00+06:00","tags":["Development","Games","HTML5"],"categories":["Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Telegram Game Development: Creating Mini-Games and Bots for Messenger","description":"What are Telegram games? Telegram games are mini-games and interactive bots that work right inside the messenger. They allow brands to interact with audiences through a popular platform, increase engagement and attract new users.\nWhy does business need Telegram games: Access to large audience: Telegram has millions of active users Ease of use: games launch right in the messenger, no installation required Viral spread: users easily share games with friends Brand integration: games can be fully branded Data collection and analytics: tools for tracking user activity Telegram Game Development Features: Using Telegram Bot API to create interactive bots and mini-games Support for various formats: text quests, arcades, quizzes, puzzles Integration with payment systems for monetization Achievement and rating systems to increase engagement Multilingual support for global audience Adaptive design for different devices Types of Telegram games: Mini-games (HTML5 games launched through bot) Text quests and interactive stories Quizzes and educational games Arcades and puzzles Games with gamification elements for business Marketing games with product integration Cost: from $4,667 for full-cycle Telegram game development.\n","content":"What are Telegram games? Telegram games are mini-games and interactive bots that work right inside the messenger. They allow brands to interact with audiences through a popular platform, increase engagement and attract new users.\nWhy does business need Telegram games: Access to large audience: Telegram has millions of active users Ease of use: games launch right in the messenger, no installation required Viral spread: users easily share games with friends Brand integration: games can be fully branded Data collection and analytics: tools for tracking user activity Telegram Game Development Features: Using Telegram Bot API to create interactive bots and mini-games Support for various formats: text quests, arcades, quizzes, puzzles Integration with payment systems for monetization Achievement and rating systems to increase engagement Multilingual support for global audience Adaptive design for different devices Types of Telegram games: Mini-games (HTML5 games launched through bot) Text quests and interactive stories Quizzes and educational games Arcades and puzzles Games with gamification elements for business Marketing games with product integration Cost: from $4,667 for full-cycle Telegram game development.\nTimeline: from 3 weeks depending on complexity and functionality.\nA Telegram game is a modern way to interact with audiences through a popular messenger. Create a unique gaming experience for your users!\n","url":"/blog/telegram-games/","date":"2025-11-19T16:18:18+06:00","tags":["Games","Telegram"],"categories":["Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Adrenaline Rampage is out now!","description":"After months of battles, community feedback, and polishing, Adrenaline Rampage has fully released on Steam. The game has grown, evolved, and become bigger, faster, and more intense than ever. Expect new challenges, refined systems, and plenty of surprises waiting for you in the full version.\nWhat’s new in the full release: Locations: the Laboratory has been reworked with new details and atmosphereand; new location \u0026ldquo;Greenhouse\u0026rdquo; added. Gameplay balance \u0026amp; fixes: smoother combat flow, adjusted enemy spawns and damage, fixes to weapons and abilities. Campaign updates: a proper ending after the final boss and improved progression flow. Visual \u0026amp; audio upgrades: improved effects, updated models, refined UI/UX, and brand-new music. ","content":"After months of battles, community feedback, and polishing, Adrenaline Rampage has fully released on Steam. The game has grown, evolved, and become bigger, faster, and more intense than ever. Expect new challenges, refined systems, and plenty of surprises waiting for you in the full version.\nWhat’s new in the full release: Locations: the Laboratory has been reworked with new details and atmosphereand; new location \u0026ldquo;Greenhouse\u0026rdquo; added. Gameplay balance \u0026amp; fixes: smoother combat flow, adjusted enemy spawns and damage, fixes to weapons and abilities. Campaign updates: a proper ending after the final boss and improved progression flow. Visual \u0026amp; audio upgrades: improved effects, updated models, refined UI/UX, and brand-new music. Optimization \u0026amp; polish: better performance, cleaner navigation, and dozens of quality-of-life improvements. Localization \u0026amp; immersion: updated translations, new names for enemies, and more consistent in-game terminology. A word from the team Hey everyone,\nWe’ve been working on Adrenaline Rampage for over four years now, and wow - what a ride it’s been. There were plenty of bumps along the way, but with your feedback and support we kept pushing forward, fixing things, and making the game better step by step.\nThat’s why today feels so huge for us. This is our first independent release, and honestly, we’re both proud and a little nervous to finally share it with you. We couldn’t have done it without the Early Access community - you kept us motivated and gave us the energy to keep going. ❤️\nFrom the bottom of our hearts: thank you. Now let’s go raise some chaos together!\nSincerely,\nThe MidHard Games Team\n","url":"/blog/ar-adrenaline-rampage-out/","date":"2025-10-18T21:52:38+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/bcb02adc52a828489ee2494fe8d417085d78fddf.webp"},{"title":"Full Release Incoming - October 17, 2025","description":"We’ve been listening, tweaking, and rebuilding from the inside out. The upcoming version brings:\nA major engine upgrade for smoother, faster, more explosive gameplay Campaign enhancements that reshape the journey and its finale Smarter enemies, tighter balance, and refined mechanics Visual and audio overhauls that amplify every moment UX improvements for a cleaner, sharper experience Updated localization and world-building details And dozens of subtle changes you’ll feel - even if you don’t see them This isn’t just a patch. It’s a leap.\n","content":"We’ve been listening, tweaking, and rebuilding from the inside out. The upcoming version brings:\nA major engine upgrade for smoother, faster, more explosive gameplay Campaign enhancements that reshape the journey and its finale Smarter enemies, tighter balance, and refined mechanics Visual and audio overhauls that amplify every moment UX improvements for a cleaner, sharper experience Updated localization and world-building details And dozens of subtle changes you’ll feel - even if you don’t see them This isn’t just a patch. It’s a leap.\nLast chance at the Early Access price With the full release, Adrenaline Rampage will receive a price adjustment to reflect the expanded content and improvements. That means now is the perfect time to grab it at the current Early Access price — before October 17.\nSincerely,\nThe MidHard Games Team\n","url":"/blog/ar-full-release-incoming/","date":"2025-10-03T21:19:59+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/1928e65cf59605921f18357ac3d799c85951d639.webp"},{"title":"Marketing Online Games for Business: Video Games and Gamification as Growth Tools","description":"What are marketing online games? Such games work as a tool for customer retention and engagement. The game helps the brand stand out in the market.\nWhy does business need a marketing game: Increased customer retention: user returnability thanks to built-in promotions, rating systems and bonuses.\nAttracting new audiences: the game spreads through social networks, messengers and newsletters, attracting a new base.\nAlternative ways to run promotions: instead of classic giveaways or discounts, you offer interactive interaction with the product.\n","content":"What are marketing online games? Such games work as a tool for customer retention and engagement. The game helps the brand stand out in the market.\nWhy does business need a marketing game: Increased customer retention: user returnability thanks to built-in promotions, rating systems and bonuses.\nAttracting new audiences: the game spreads through social networks, messengers and newsletters, attracting a new base.\nAlternative ways to run promotions: instead of classic giveaways or discounts, you offer interactive interaction with the product.\nStrengthening brand recognition: the brand is integrated into the mechanics, graphics, characters and plot of the game.\nOne step ahead of competitors. You have a game with your brand, they don\u0026rsquo;t.\nHow it works: The game is created for a specific product or service of your company. Platform - browser, works on different devices, no download required. Inside the game you can set up bonuses, discounts, giveaways, leaderboards. Clients share the game link with friends, engaging new audiences. Solution examples: Arcades and runners with brand elements. Quests and puzzles embeddable in advertising campaigns. Web games for giveaways with game mechanics (e.g., \u0026ldquo;find the discount\u0026rdquo;). Timeline and budget: Cost: from $6,533 for full-cycle video game development.\nTimeline: from 4 weeks depending on complexity.\nHow to order marketing game development: Fill out the form on midhard.com or write to us in any messenger. Then we discuss goals, audience and format with you. Within 1-3 days you receive a proposal with price and timeline. We agree, sign the contract and start development. An interactive marketing game is a modern tool that will make your brand stand out from competitors and attract new Clients.\n","url":"/blog/marketing-games/","date":"2025-09-06T09:50:21+06:00","tags":["Marketing","Games"],"categories":["Business"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"WEEKEND DEAL - 50% OFF!","description":"A huge leap forward is just around the corner.\nThe Campaign will soon feel like a true journey:\nNew locations to explore, a proper conclusion, and a redesigned structure to make every run more dynamic and satisfying.\nWe’re making a lot of improvements behind the scenes:\nBetter performance, cleaner visuals, tighter pacing, smoother gameplay - all to level up the overall experience.\nThis upcoming update brings the game closer to our vision of a full, replayable experience - something you’ll want to come back to with different builds, characters, and goals.\n","content":"A huge leap forward is just around the corner.\nThe Campaign will soon feel like a true journey:\nNew locations to explore, a proper conclusion, and a redesigned structure to make every run more dynamic and satisfying.\nWe’re making a lot of improvements behind the scenes:\nBetter performance, cleaner visuals, tighter pacing, smoother gameplay - all to level up the overall experience.\nThis upcoming update brings the game closer to our vision of a full, replayable experience - something you’ll want to come back to with different builds, characters, and goals.\nTo celebrate the upcoming update, we’re launching a Weekend Deal!\nPerfect time to jump in - or bring a friend along before the big drop.\nSincerely,\nThe MidHard Games Team\n","url":"/blog/ar-weekend-deal/","date":"2025-07-25T21:05:02+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/c8e5ecb66e0e50ae569c76573fce8885e0d5d505.webp"},{"title":"Bundle 🧟‍♂️Adrenaline Rampage x Genome Guardian🧬 is out!","description":"**Buy 2 games and save 20% off! **\nAbout Adrenaline Rampage:\nAdrenaline Rampage is a platformer roguelite where you play as a soldier with up to 5 weapons to fight techno-zombies. Choose characters and skills to rush through the space city, kill ugly BOSSes, and survive. Set in a dark sci-fi world\nAbout Genome Guardian:\nCOMBINE WEAPONS in the microscopic roguelite turret shooter with macroscopic depth. Survive 6 modes using an astounding array of turrets, perks, mutations and power-ups on this psychedelic journey to the heart of the abyss. Shmup Mode turns it into a vertical shoot \u0026rsquo;em up!\n","content":"**Buy 2 games and save 20% off! **\nAbout Adrenaline Rampage:\nAdrenaline Rampage is a platformer roguelite where you play as a soldier with up to 5 weapons to fight techno-zombies. Choose characters and skills to rush through the space city, kill ugly BOSSes, and survive. Set in a dark sci-fi world\nAbout Genome Guardian:\nCOMBINE WEAPONS in the microscopic roguelite turret shooter with macroscopic depth. Survive 6 modes using an astounding array of turrets, perks, mutations and power-ups on this psychedelic journey to the heart of the abyss. Shmup Mode turns it into a vertical shoot \u0026rsquo;em up!\n","url":"/blog/ar-bundle-adrenaline-rampage/","date":"2025-06-11T23:00:58+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/518f777eef1e7de81fd30e713d0c7368190d523e.webp"},{"title":"Update 5: Giant Eye, Campaign Mode Rework, and Gameplay Improvements!","description":"Hello, Adrenaline Seekers! BIG UPDATE #5. Adrenaline Swings!\nTutorial Level The tutorial level has been updated and improved. We\u0026rsquo;ve been watching player and streamer videos again. Turns out, not all elements in the game were clear. So, we expanded the tutorial, made it more fun and easier to understand.\nMain Menu Updated Now the main scene features a rotating space city. The city’s eye follows your cursor. If it’s scary, try playing with a controller :) The whole city is a trap where an elite squad got caught. There are lots of techno-zombies here. The heroes’ mission is now to survive and figure out what\u0026rsquo;s going on.\n","content":"Hello, Adrenaline Seekers! BIG UPDATE #5. Adrenaline Swings!\nTutorial Level The tutorial level has been updated and improved. We\u0026rsquo;ve been watching player and streamer videos again. Turns out, not all elements in the game were clear. So, we expanded the tutorial, made it more fun and easier to understand.\nMain Menu Updated Now the main scene features a rotating space city. The city’s eye follows your cursor. If it’s scary, try playing with a controller :) The whole city is a trap where an elite squad got caught. There are lots of techno-zombies here. The heroes’ mission is now to survive and figure out what\u0026rsquo;s going on.\nCampaign Mode The stage format in Campaign Mode has been changed – stages are now longer and go from left to right (first 8 stages, except the fourth), Additional stage completion conditions have been added (surviving for a certain time is no longer enough): destroy a specific number of enemies, activate terminals, there may be one or a combination of conditions – you can\u0026rsquo;t just run away from a level anymore ;-) Enemy behavior in Campaign Mode has been changed: Zombies appear only on the right side of the character, Some zombies are placed at specific locations and do not chase the character We’ve also made the Campaign harder. Gameplay Improvements When playing with a gamepad, you can now take over aiming with the right stick at any time (not yet available for mouse). Very convenient, Overall character control improved, Balance tweaks, Fixed bugs in some offensive skills (gravity trap, stasis shield, fury blaster, machine gun drone), Fixed visual issues with some offensive skills, Freeze effect duration on bosses reduced to 10 seconds, New enemy model: Butcher, Fixed bugs in some enemy behaviors, Changed behavior of the Rocket Trooper’s missiles – they no longer continuously follow the character. Multiple Improvements Text corrections, Improved user experience, UI enhancements. Sincerely, The MidHard Games Team\n","url":"/blog/ar-update-5-giant/","date":"2025-05-26T19:55:34+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/10cdf68980619e8b3e34fa12300c89a6219037a3.webp"},{"title":"Roadmap. Stage 2. Preparation for Update 5.","description":"Hey, Adrenaline Survivors! We promised to come back with awesome news — and here it is! Last update was hot: The Bomber crashed onto the station, ready to nightmare the zombies — armed with a deadly stash of mines. He brought along new skills and upgrades too; What started as let’s add a new location turned into a full Campaign mode — we felt the game needed it even more; Plus a bunch of small but nice improvements, we\u0026rsquo;ve already written about them here. And right now we are working very hard on the next update, which we plan to release in June 2025 Here’s what’s coming: New difficulty levels in Campaign; The rebalance you’ve been asking for; Visual upgrades: the design is about to get more colorful and more brutal. And something else… You’ll find out everything once the patch drops. Until then — follow us on socials and try to guess what we’re up to. We also always welcome your comments and ideas on how to make the game better.\n","content":"Hey, Adrenaline Survivors! We promised to come back with awesome news — and here it is! Last update was hot: The Bomber crashed onto the station, ready to nightmare the zombies — armed with a deadly stash of mines. He brought along new skills and upgrades too; What started as let’s add a new location turned into a full Campaign mode — we felt the game needed it even more; Plus a bunch of small but nice improvements, we\u0026rsquo;ve already written about them here. And right now we are working very hard on the next update, which we plan to release in June 2025 Here’s what’s coming: New difficulty levels in Campaign; The rebalance you’ve been asking for; Visual upgrades: the design is about to get more colorful and more brutal. And something else… You’ll find out everything once the patch drops. Until then — follow us on socials and try to guess what we’re up to. We also always welcome your comments and ideas on how to make the game better.\n","url":"/blog/ar-roadmap-stage-2/","date":"2025-04-08T16:33:04+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/a6769780ae582329cbb01152e8861e102427019f.webp"},{"title":"SDK Development for Unity/Unreal: Professional SDK Development for Service Integration","description":"What is SDK for Game Engines SDK (Software Development Kit) for Unity and Unreal Engine is a set of tools and libraries that allows game developers to easily integrate third-party services, platforms and functionality into their projects. It\u0026rsquo;s a bridge between your service and the game engine.\nWhy SDK for Unity/Unreal is Needed SDK simplifies integration of your services into games Reduces development time Provides a unified API for developers Allows quick scaling of integrations across multiple projects Provides ready-made solutions for typical tasks What We Develop We create full-featured SDKs for Unity and Unreal Engine, including native plugins, C#/C++ wrappers, documentation, usage examples, dependency management system and support for various engine versions.\n","content":"What is SDK for Game Engines SDK (Software Development Kit) for Unity and Unreal Engine is a set of tools and libraries that allows game developers to easily integrate third-party services, platforms and functionality into their projects. It\u0026rsquo;s a bridge between your service and the game engine.\nWhy SDK for Unity/Unreal is Needed SDK simplifies integration of your services into games Reduces development time Provides a unified API for developers Allows quick scaling of integrations across multiple projects Provides ready-made solutions for typical tasks What We Develop We create full-featured SDKs for Unity and Unreal Engine, including native plugins, C#/C++ wrappers, documentation, usage examples, dependency management system and support for various engine versions.\nOur SDK Development Services Requirements and SDK architecture analysis Native plugin development for Unity/Unreal API and wrapper creation for easy integration Detailed documentation writing Usage examples and demo projects creation Testing and performance optimization Support for various engine versions Technical support and updates Supported Platforms and Technologies Unity (C#, IL2CPP, Native Plugins); Unreal Engine (C++, Blueprints); iOS (Objective-C, Swift); Android (Java, Kotlin, NDK); Windows; macOS; Linux; WebGL.\nLeave a request for SDK development for Unity/Unreal and we will create a professional solution that will simplify integration of your services into games and speed up developers\u0026rsquo; work.\n","url":"/blog/sdk-development/","date":"2025-03-27T18:38:02+06:00","tags":["SDK","Development"],"categories":["Quality","Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Friends, did you also notice that it was monstrously quiet?","description":"Hey, Adrenaline Survivors! Friends, we know it’s been eerily quiet… That’s because something strange has started happening again in this mysterious city. The moment you get distracted, chaos erupts: zombies, anomalies, dark corners echoing with eerie sounds… In short, everything we love.\nWhat have we been up to these past few months? Gathering your feedback (yes, we read everything!). Analyzing which mechanics work well and which need improvement. Attending gaming conferences, talking to fellow devs and players. And ahead of us is a three-day gaming marathon, where dozens of players will dive into our game on desktops and Steam Decks. We’ll be hunting for those hidden gems of ideas to make the game better, deeper, and even more exciting.\n","content":"Hey, Adrenaline Survivors! Friends, we know it’s been eerily quiet… That’s because something strange has started happening again in this mysterious city. The moment you get distracted, chaos erupts: zombies, anomalies, dark corners echoing with eerie sounds… In short, everything we love.\nWhat have we been up to these past few months? Gathering your feedback (yes, we read everything!). Analyzing which mechanics work well and which need improvement. Attending gaming conferences, talking to fellow devs and players. And ahead of us is a three-day gaming marathon, where dozens of players will dive into our game on desktops and Steam Decks. We’ll be hunting for those hidden gems of ideas to make the game better, deeper, and even more exciting.\nWhat’s next? Next, we’ll adjust our plans and update the roadmap—stay tuned for fresh news! Thanks for sticking with us. Wishing you all an adrenaline-packed mood!\n","url":"/blog/ar-friends-did-you/","date":"2025-02-28T20:21:15+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/f0e7115f69bcad7058bedae2017f9d09da6dfe91.webp"},{"title":"Game Development: Full-Cycle Development Process and Stages","description":"What is Game Development? Game development is not just programming. Development includes design, testing, and launch. It is the creation of a unique game world, where each game is a separate story. Each project requires an individual approach. We could write another hundred pages about development, but we won\u0026rsquo;t waste your time. We love and know how to develop games.\nDevelopment Stages 1. Briefing\nAcquaintance. Forming the project vision - the better we understand the project idea and task, the better we\u0026rsquo;ll do our job. Possible meetings in Moscow and online conferences.\n","content":"What is Game Development? Game development is not just programming. Development includes design, testing, and launch. It is the creation of a unique game world, where each game is a separate story. Each project requires an individual approach. We could write another hundred pages about development, but we won\u0026rsquo;t waste your time. We love and know how to develop games.\nDevelopment Stages 1. Briefing\nAcquaintance. Forming the project vision - the better we understand the project idea and task, the better we\u0026rsquo;ll do our job. Possible meetings in Moscow and online conferences.\n2. Technical Task and Design\nTechnical Task (TT) is the foundation of a future game. Every game starts with an idea that turns into a project.\n3. Development\nGame development is not just programming. Development includes design, testing, and launch. It is the creation of a unique game world, where each game is a separate story. Each project requires an individual approach.\n4. Polishing and Release\nWhen the project is ready and can be \u0026rsquo;touched\u0026rsquo;, a bunch of minor things appear that you want to implement to make the project more beautiful and pleasant - this is polishing. Release is publication, now gamers and clients can download the game or app and have fun.\n5. Project Support\nAfter release, everything just begins - you understand whether the project goal is achieved: how much money the game brings, how often users make purchases in the app, etc. At this stage, the project may need technical support, updates, etc.\nWhat Areas of Business and Marketing Use Games Mobile game for Google Play (Android), mobile game for App Store (iOS), client game for PC (Steam, Epic Games Store and others), browser game for desktops and mobile devices, gamification, promo game, marketing game, game for prize distribution, game for customer base, game for promotion, game activity, game for store, game for product.\nHow to Start Development Leave a request for development and we will discuss your project, create a technical specification and start working on your game or application.\n","url":"/blog/development/","date":"2025-01-15T10:00:00+06:00","tags":["Development","Process"],"categories":["Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"«We Got on the Self-Publishing Track and Started Learning Everything Related to Game Business», — Ilya Boytsov from MidHard Games on 2024 Results","description":"We continue to summarize the results of 2024 together with game teams. Next up is an interview with Ilya Boytsov, co-founder and CEO of the outsourcing studio MidHard Games.\nHow was the year for the company? What would you like to highlight in terms of achievements? For the MidHard games team, this year was successful — we significantly improved our corporate culture and game development competencies.\nOur achievements in 2024:\nIndependently released Adrenaline Rampage in Early Access. Developed a series of updates for FatalZone, and the game itself exited Early Access to full release. Got on the self-publishing track, started learning everything related to game business — working with Steam, promotion among YouTubers, bloggers, and others. Enhanced multiplayer competencies on a number of projects. Continued working as professional full-cycle game development outsourcers. Made more than a dozen different games. I should also note that achieving and leveling up is generally our favorite approach. Over the year, we completed three seasons of sports challenges. From running 10 km and 1000 pull-ups in 30 days to building muscle mass (we train not only our brains but also our biceps). Our whole life is a game.\n","content":"We continue to summarize the results of 2024 together with game teams. Next up is an interview with Ilya Boytsov, co-founder and CEO of the outsourcing studio MidHard Games.\nHow was the year for the company? What would you like to highlight in terms of achievements? For the MidHard games team, this year was successful — we significantly improved our corporate culture and game development competencies.\nOur achievements in 2024:\nIndependently released Adrenaline Rampage in Early Access. Developed a series of updates for FatalZone, and the game itself exited Early Access to full release. Got on the self-publishing track, started learning everything related to game business — working with Steam, promotion among YouTubers, bloggers, and others. Enhanced multiplayer competencies on a number of projects. Continued working as professional full-cycle game development outsourcers. Made more than a dozen different games. I should also note that achieving and leveling up is generally our favorite approach. Over the year, we completed three seasons of sports challenges. From running 10 km and 1000 pull-ups in 30 days to building muscle mass (we train not only our brains but also our biceps). Our whole life is a game.\nFatalZone\nHow has the situation in the game market changed from your perspective? At the beginning of the year, the market seemed to be in a state of \u0026ldquo;Oh, I\u0026rsquo;m dying!\u0026rdquo;. By the end of the year, it strongly revived in the style of \u0026ldquo;I need more games\u0026rdquo;. As a result, a large number of different orders appeared. They\u0026rsquo;re not throwing money at the monitor yet (as it was in 2021, for example), but many different people and organizations want to make games. The world is definitely moving somewhere in the right direction.\nHow was the year for the genre in your niche? Our genre is Bullet Heaven (or Survivors-like). The genre continues to actively develop. This year saw many projects from indie teams. There were also releases from genre giants. For example, at the beginning of the year, Brotato came out on consoles, and then got its first paid DLC, which introduced co-op to the game.\nAlso this year, Steam hosted the Bullet Heaven 2.0 genre festival. Its organizers did an amazing job.\nWhat trends in your niche do you expect to strengthen or emerge in 2025? First, the spread of multiplayer in genre games. It\u0026rsquo;s really asking for it, and genre leaders have already taken the first steps in this direction (Vampire Survivors and Brotato).\nSecond, the emergence of new subgenres within the niche. For example, our game Adrenaline Rampage can be attributed to a subgenre — we took the foundation of the genre and projected it onto a platformer. No one has done this in this form yet (there are a couple of projects with a side view, but we have significant differences). As indies, we can afford to punk (here a casual guitar chord sounds).\nAdrenaline Rampage\nThird, the active introduction of Bullet Heaven mechanics into games of other genres. The survivors\u0026rsquo; mechanics are already actively used as a mode in various games, for example, in League of Legends (Swarm mode). I assume that more and more different games will introduce survivor modes.\nWhat are the company\u0026rsquo;s plans for the coming year? Release Adrenaline Rampage in full release on Steam and consoles. We plan this for Q4 2025. Launch development of a new project. The concept and PnL are already there. It remains a small matter — to create the game! We know how to do that! We will continue to develop competencies that will help create good multiplayer games: PvP, co-op, rankings — that\u0026rsquo;s where we\u0026rsquo;re heading. Carry out the transformation of the studio into a group of companies — into an indie studio and outsourcing. Custom development and development \u0026ldquo;in the style of true indies\u0026rdquo; are two different developments: different pipelines, different corporate culture, different goals. The emergence of specialization will allow us to improve the quality of the games we create. Source: App2Top.ru\n","url":"/blog/itogi-2024-ilya-boytsov/","date":"2024-12-23T15:00:00+03:00","tags":["Our Games","FatalZone","Adrenaline Rampage"],"categories":["Business"],"thumbnail":"/images/blog/en/thumbnail/fatalzone-2024.webp"},{"title":"Update 4: An Explosive New Character and Campaign!","description":"Hey, Adrenaline Survivors! It’s December 4th, and we’re releasing the MASSIVE UPDATE #4! For three months, we’ve been working together with you to make the game better. The result? Hundreds of new content and changes. Here are some of the highlights:\nNew Game Mode - Campaign Now there are two game modes: Arenas and Campaign. Campaign consists of 3 locations. Includes 30 stages with a boss fight every 10th stage. Bonus rooms are included. Artifact system added. Increased enemy density for a more intense experience. Campaign progress is saved independently from Arena progress. Artifacts (or Mutations) Artifacts are hearts from exceptionally strong enemies. Characters consume these hearts to gain unusual mutations. Artifacts can ONLY be found in Campaign on stages 6, 16, and 26. Reaching them won’t be easy - good luck! Defeating bosses on stages 10 and 20 also rewards you with artifacts. Mutations vary. Some grant new abilities, while others modify character stats. New Hub ","content":"Hey, Adrenaline Survivors! It’s December 4th, and we’re releasing the MASSIVE UPDATE #4! For three months, we’ve been working together with you to make the game better. The result? Hundreds of new content and changes. Here are some of the highlights:\nNew Game Mode - Campaign Now there are two game modes: Arenas and Campaign. Campaign consists of 3 locations. Includes 30 stages with a boss fight every 10th stage. Bonus rooms are included. Artifact system added. Increased enemy density for a more intense experience. Campaign progress is saved independently from Arena progress. Artifacts (or Mutations) Artifacts are hearts from exceptionally strong enemies. Characters consume these hearts to gain unusual mutations. Artifacts can ONLY be found in Campaign on stages 6, 16, and 26. Reaching them won’t be easy - good luck! Defeating bosses on stages 10 and 20 also rewards you with artifacts. Mutations vary. Some grant new abilities, while others modify character stats. New Hub The base has been redesigned - it’s now visually larger, brighter, and more powerful. The number of floors remains the same for now - 4. Each floor serves a unique purpose. Character selection is available on the second floor. There are now three characters, each resting in cryo chambers. A second portal has been added for the Campaign mode. Characters General Changes:\nImproved running animations - after rigorous training, our characters now run better rather than glide. Previously, characters would cry out in pain even when invulnerable. After some stern conversations, they now react only when truly hurt. Removed character outline highlighting. While useful, it detracted from the game’s visuals - and we all want a beautiful game, right? ;) New Character - Bomber - It’s a Blast! Primary weapon: mines. 9 unique offensive abilities. 1 unique defensive ability. 8 unique evolutions. New mechanic: Skill Synergies (not detailed in the interface, but you’ll encounter unexpected events and figure it out). 4 new achievements added. Stormtrooper (formerly Shooter) This tough guy threatened to quit unless we repainted his rifle from orange to a manlier color. We had to oblige - he took a paint bucket and handled it himself. Fixed aiming issues when targeting spiders during their attack animations. Assaulter’s shooting is disabled upon defeat - no more flying, shooting corpses that clash with the game’s tone. Improved response to zombies - he now attacks immediately when his personal space is invaded. Berserk Reduced wind-up time for the first strike - now attacks occur faster. Enhanced the damage zone for basic attacks, ensuring no misses on zombies eager for hugs. Updated attack visuals to match the actual damage zone. When manually controlled, attack effects now align with the direction of the strike. Added a gauge (below the health bar) to display the character\u0026rsquo;s attack enhancements. Fixed an issue where auto-attack visuals didn’t align with attack direction. Removed an unnecessary visual effect triggered by the Thorns skill when taking damage. Bosses General Change: Reduced the attack speed penalty for all bosses when frozen, including mini-bosses. Zomboid: Added a new ability, Gravity Trap. Gorilloid: Added a new ability, Stomp. Spheroid: Added a new ability, Pyromaniac. Increased size. When hit by an axe, no longer bleeds - now sparks appear instead. Gravity Trap no longer affects its projectiles. Enemies New Enemy: Kamikaze Spider, found only in the Laboratory in Arena mode. New Enemy Type: Elite enemies in Campaign mode. Among the grey techno-zombie masses, you’ll encounter unique foes with active abilities - be warned, they’re particularly dangerous.\nGeneral Changes:\nZombies are now smarter, with improved walking animations. Even distribution across floors - no priority given to the character’s floor. Begin attacking from a closer distance and pause briefly before striking. Jumps now have slight landing variability. Fixed disappearance effects for all enemies - no more awkward vanishing. Bombers: If destroyed while frozen, they shatter along with their bomb instead of dropping it. Nerds: Grenades replaced with rockets. Shield Bearer:\nShields now match the zombie\u0026rsquo;s color. Shields disappear along with their owner, no longer lingering on the ground. Blocks projectiles from Plasma Turrets and Railgun Turrets. When destroyed while frozen, the shield shatters with the bearer instead of falling off. Kamikaze:\nReplaced the warning effect before detonation for better visibility. Warning effect radius now matches the damage radius. Gameplay Added a new mechanic - using the elevator now pushes zombies aside, allowing the character to move between floors relatively safely. Cooldown: 15 seconds. Improved gamepad support and menu navigation. Manual and automatic firing modes can now be toggled with a single button during gameplay. No more diving into settings! Faster character response when turning around - now happens immediately upon pressing the button, without holding it. Fixed interface element selection issues when switching between keyboard, mouse, and gamepad. The focus now updates correctly with the input device. Q button or R3. Skills Rocket Swarm: Increased projectile size - no more laughter from zombies. Echo Strike: Disabled visual effect reflections on walls. Plasma Shield: Fixed parameter display for the first skill level. Plasma Charge:\nNow fires in the character\u0026rsquo;s movement direction instead of their gaze direction. Pushes back enemies and no longer veers randomly when the character changes direction. Evolution: Removed the increasing sound of the charge during movement. Fixed parameter display for all levels, including evolution. Dash:\nNo longer blocked by Shield Bearers. Ignores knockback from Gorilloids. Bugs Fixed several objects on levels where projectiles and experience crystals could fall through them. Corrected texture flickering on walls in some locations. Resolved an issue where the game wouldn\u0026rsquo;t pause upon minimizing. Zombies of the Nerd type could previously attack even after being destroyed. We’ve upgraded our technology, and now your weapons are even deadlier\u0026hellip; but still, keep an eye on your back. Zombies are zombies, after all. Fixed an issue where Plasma Turrets occasionally stopped appearing after progressing to another stage. After defeating a boss, characters can no longer take damage from saws, even with low health. Projectiles from some skills no longer remain on the level after transitioning to the next stage. Item drops from bosses are now disabled on the final stage. Interface language now changes correctly through settings when using a gamepad. Voiceover volume settings now affect all character lines. If desired, voices can be muted entirely. Fixed an issue where toggling the mini-map didn’t work correctly. Disabling enemies\u0026rsquo; outlines upon portal entry is now consistent. Elevators no longer fall when the player loses. Fixed an issue where elevators could get stuck if hit by Nerd’s rockets. Corrected an orange glow effect that sometimes appeared on certain crystals. Saw impact sounds no longer play if the character takes no damage. Drones now fly at any height and emit sparks instead of blood when hit. Optimization and Interface Portal sounds are now muted on the location selection and skill selection screens. The Settings menu has been revamped. New options include: frame rate selection, hiding enemy health bars, disabling damage numbers, disabling enemy hit effects, adjusting camera shake intensity, and gamma settings. When auto-aiming is disabled, the cursor changes to a crosshair. Added a display for the current aiming mode - manual or automatic. Updated boss introduction screens. Improved damage number rendering performance. Skills that can\u0026rsquo;t deal damage no longer appear in the damage statistics. Updated all skill icons. Timer removed from the final Arena stages. Skill lists now always offer at least one skill of a different type. You won’t see three or four passive or offensive skills anymore. Enemy projectiles are now easier to see, even when hidden behind zombies - visibility has been significantly improved. Health bar segments change color before disappearing. Optimized effects for explosions, freezing, and the destruction of frozen zombies. Conducted color correction for various effects. Updated effects for explosions and skills (Gravity Trap, Revive). When Revive is activated, time now slows down briefly. Effect sizes now match their damage radius. Disabled glow effects on frozen projectiles. Traps now leave traces of the character’s blood when dealing damage. Improved low-health visual effects - they no longer reduce visibility. Mini-boss portals now have a distinct color compared to regular zombie portals. Sincerely, The MidHard Games Team\n","url":"/blog/ar-update-4-explosive/","date":"2024-12-04T20:47:45+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/71f83fc62c6d99179d2b93f432a8d4bac2e2d872.webp"},{"title":"Update 4 Releases in One Week","description":"Hello, Adrenaline Survivors! For the past three most beautiful months of the year, we’ve been working on the BIG Update 4.\nThe official release date is December 2-4. It will include a massive list of changes, but today we’ll share a sneak peek at some of the features.\nNew Hub The hub now features compartments with various functionalities. Closed compartments are reserved for future additions.\nNew Game Mode: Campaign We suggest this mode to be a classic game progression experience. For now, it includes 3 locations, 30 stages and 3 bosses. It’s a distinct experience from the arena-based mode.\n","content":"Hello, Adrenaline Survivors! For the past three most beautiful months of the year, we’ve been working on the BIG Update 4.\nThe official release date is December 2-4. It will include a massive list of changes, but today we’ll share a sneak peek at some of the features.\nNew Hub The hub now features compartments with various functionalities. Closed compartments are reserved for future additions.\nNew Game Mode: Campaign We suggest this mode to be a classic game progression experience. For now, it includes 3 locations, 30 stages and 3 bosses. It’s a distinct experience from the arena-based mode.\nNew Character: Bomber Everything explodes. Constantly. In various ways.\nArtifacts A new type of item you can find in the Campaign. These items vary widely. Some grant new skills, while others modify your character’s stats.\nArtifacts panel in the upper left corner.\nAnd One More Thing Don’t forget to feed the cat!\nWith love, The MidHard Games Team\n","url":"/blog/ar-update-4-releases/","date":"2024-11-27T16:37:39+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/96763a4aceceb2f0ca7f4087f5cc0712938b8d43.webp"},{"title":"42! 42 Days Until the Update","description":"Hello, Adrenaline Survivors! It\u0026rsquo;s time to share what we\u0026rsquo;ve been working on all these days. The new character Bomber is all about blowing things up!\nWe\u0026rsquo;re developing a new character, new mechanics, and a new location. This work aligns with our roadmap. Additionally, we\u0026rsquo;ve begun working on three big, exciting aspects of the game that we haven’t revealed yet. We won’t spoil the surprise here, but anyone interested can join the playtesting and discussions on Discord. The planned release date for this BIG update is December 2, 2024 - just 42 days away. So now, we also have the answer to the ultimate question of life, the universe, and everything.\n","content":"Hello, Adrenaline Survivors! It\u0026rsquo;s time to share what we\u0026rsquo;ve been working on all these days. The new character Bomber is all about blowing things up!\nWe\u0026rsquo;re developing a new character, new mechanics, and a new location. This work aligns with our roadmap. Additionally, we\u0026rsquo;ve begun working on three big, exciting aspects of the game that we haven’t revealed yet. We won’t spoil the surprise here, but anyone interested can join the playtesting and discussions on Discord. The planned release date for this BIG update is December 2, 2024 - just 42 days away. So now, we also have the answer to the ultimate question of life, the universe, and everything.\nJoin the discussion on Discord! Best regards, The MidHard Games Team\n","url":"/blog/ar-42-42-days/","date":"2024-10-22T17:19:25+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/1928e65cf59605921f18357ac3d799c85951d639.webp"},{"title":"Update 3: new notification system, gameplay and visual polishing.","description":"Hello, Adrenaline Survivors! In Update 3, we focused on improving the gameplay. We developed a new system for notifications about important in-game events, significantly enhanced the visual quality of the levels, and expanded the functionality of the level generator.\nSpecial Thanks A special shoutout to players **Swank **and **Aztek **for their help with suggestions, ideas, and feedback! Some of the improvements are based on their input.\nGameplay Freezing now affects not only zombies but also their projectiles. Frozen zombies no longer block the movement of other zombies. Plasma charge now fires in the direction the character is moving, rather than where they are looking. Portals can now appear in any section of the map. Previously, they only appeared in the start and finish sections. Balance changes: Location 1, Difficulty level 5, Stages: 12, 13, 15, 16, 18. Fixed zombie behavior bugs. Enemies are now a little smarter. Some level elements have been modified to improve character movement. Tutorial – gravity settings have been fixed to match those of the main game. Bugs Shield-bearer enemy: After freezing, their shield no longer blocks attacks. Gravity Trap skill: The visual effect now disappears as soon as the trap\u0026rsquo;s effect ends. Fixed enemy spawning bugs through portals in certain rooms. Kamikaze enemy: No longer explodes when frozen. Frozen enemies no longer teleport. Damage and invincibility boosters do not carry over to the next stage. Character renaming: Axeman is now called Berserk. This name better suits his combat style. Visuals ","content":"Hello, Adrenaline Survivors! In Update 3, we focused on improving the gameplay. We developed a new system for notifications about important in-game events, significantly enhanced the visual quality of the levels, and expanded the functionality of the level generator.\nSpecial Thanks A special shoutout to players **Swank **and **Aztek **for their help with suggestions, ideas, and feedback! Some of the improvements are based on their input.\nGameplay Freezing now affects not only zombies but also their projectiles. Frozen zombies no longer block the movement of other zombies. Plasma charge now fires in the direction the character is moving, rather than where they are looking. Portals can now appear in any section of the map. Previously, they only appeared in the start and finish sections. Balance changes: Location 1, Difficulty level 5, Stages: 12, 13, 15, 16, 18. Fixed zombie behavior bugs. Enemies are now a little smarter. Some level elements have been modified to improve character movement. Tutorial – gravity settings have been fixed to match those of the main game. Bugs Shield-bearer enemy: After freezing, their shield no longer blocks attacks. Gravity Trap skill: The visual effect now disappears as soon as the trap\u0026rsquo;s effect ends. Fixed enemy spawning bugs through portals in certain rooms. Kamikaze enemy: No longer explodes when frozen. Frozen enemies no longer teleport. Damage and invincibility boosters do not carry over to the next stage. Character renaming: Axeman is now called Berserk. This name better suits his combat style. Visuals Created a new illustration for the loading screen. Increased the variety of elements in level generation. Performed color correction to improve object readability. Modified and improved many visual effects for different skills and weapons. The zombie hit effect now triggers earlier, at the start of their swing. Optimization \u0026amp; Interface Redesigned the notification system. Added alerts for leveling up, portal openings, boosters, resources, and crates. Optimized object collision on the map. Now ladders, platforms, and crates won’t grab your leg at the worst moment. Optimized all level elements to consume fewer resources from the GPU and CPU. Significantly improved controls in the location and difficulty selection screens for both keyboard and controllers. Improved the transition between the loading screen and the level. Pause now exits with a single press of the Esc button (previously it required two presses). In Progress Development of a new character. New weapons, skills, and evolutions are in the works. Combat mechanics for enemies are being developed and tested. And much more ))) Best regards The MidHard Games Team\n","url":"/blog/ar-update-3-new/","date":"2024-10-02T14:07:15+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/bcb02adc52a828489ee2494fe8d417085d78fddf.webp"},{"title":"Steam Deck Compatibility","description":"Hello, Adrenaline Survivors! Now you can smash through hordes of techno-zombies on your favorite Steam Deck. We\u0026rsquo;re playing on Steam Deck too, and at various conferences, we let players try it out on our Steam Deck!\nGreat news: Valve has rated our game as playable on the Steam Deck!\nWhat\u0026rsquo;s already working well: All functionality is accessible when using the default controller configuration. The game\u0026rsquo;s default graphics settings perform well on Steam Deck. What needs improvement: The game sometimes shows mouse, keyboard, or non-Steam Deck controller icons. Some in-game text is small and may be hard to read. The game is in active development, and we\u0026rsquo;re designing all new features with smooth Steam Deck play in mind. If you have any comments or suggestions, come join us (take the elevator, of course) on Discord, and let\u0026rsquo;s chat!\n","content":"Hello, Adrenaline Survivors! Now you can smash through hordes of techno-zombies on your favorite Steam Deck. We\u0026rsquo;re playing on Steam Deck too, and at various conferences, we let players try it out on our Steam Deck!\nGreat news: Valve has rated our game as playable on the Steam Deck!\nWhat\u0026rsquo;s already working well: All functionality is accessible when using the default controller configuration. The game\u0026rsquo;s default graphics settings perform well on Steam Deck. What needs improvement: The game sometimes shows mouse, keyboard, or non-Steam Deck controller icons. Some in-game text is small and may be hard to read. The game is in active development, and we\u0026rsquo;re designing all new features with smooth Steam Deck play in mind. If you have any comments or suggestions, come join us (take the elevator, of course) on Discord, and let\u0026rsquo;s chat!\nSincerely, The MidHard games Team\n","url":"/blog/ar-steam-deck-compatibility/","date":"2024-09-17T20:48:19+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/97848251b424ee2f8e85572ceb08215544999f5b.webp"},{"title":"Update 2: Gameplay Enhancements, Level Design Improvements, and More.","description":"Hello, Adrenaline Survivors! Know your enemy by face. This is a regular Techno Zombie.\nIn this update, we focused on improving gameplay. The enhancements touched upon characters, enemies, skills, and level elements. We also paid special attention to your suggestions for improving the interface. Overall, we\u0026rsquo;ve made the game more beautiful and fixed bugs. Now, let\u0026rsquo;s go through everything in order.\nGame play Changed the logic for player and portal appearances in stages. Now, the player and portals can appear in any compartment. Increased the number of compartments from which levels are created. The Plasma Drone skill has become more accurate and now shoots less at inter-floor structures and more at zombies. Increased the perceptible thickness of zombie shields. Now it\u0026rsquo;s easier to jump on the shield and ride the Shieldbearer. Improved the algorithm for generating stages. Enhanced the geometry of Stage 14. The Rifleman now better targets spiders close to itself. The Rifleman now always turns towards the target. The Rifleman now targets frozen spiders. The Axeman\u0026rsquo;s class skill. The speed-up of attack rate now lasts longer. Enjoy chopping enemies to bits. The Axeman now does not damage Shieldbearers from the front. Now, drones after being frozen should shatter like ordinary zombies frozen in the air. Disappearing platforms. They now don\u0026rsquo;t disappear quickly if you jump on them right after they appear. Added an impact effect for some enemies. Now it\u0026rsquo;s clearer when and how enemies are striking. Fixed a platform where you could hide from enemies. UI, UX Now the Esc button closes the dropdown menu on the settings page. It does not close the settings menu. If the settings section is enabled in the pause window, the Esc button only closes the settings window. The pause window remains. If the progress window or any of the terminals are open, switching to another window does not pause the game. Now the quantities of different resources are displayed at the base. Previously, you had to stand at the grille or open a terminal. It is now clearer how to upgrade weapons to evolution. When controlling with a gamepad, tooltips for upgrades in terminals are displayed. Improved keyboard control in the skill selection window. Now you can reset game progress with a gamepad. Removed the Health parameter from the Resurrection skill, as it now fully restores health. In the location selection menu, the Esc button now returns to the base. Added a tooltip in the loading window: Dash can be performed in any direction. Expanded the description of the Axeman character: One jump. Bugs Fixed a problem with bosses getting stuck. They sometimes froze for a few seconds. Now mini-bosses do not get stuck on platforms. The first boss Zomboid is now consistently named across all instances. Freezing now interrupts the jumping animation of enemies. Now the animation plays for frozen enemies. Now upgrading the machine gun does not reduce the spread from 100% to 1%. Stomp skill. Added parameters in the skill description. Sometimes the elevator did not move when pressing UP. Skill selection window. Sometimes the skill was not highlighted by the mouse cursor. A similar problem occurred with the keyboard. When entering a portal, the weapon did not disappear. It was possible to hide under textures if you dashed down while moving on a descending elevator. The correct color scheme was not always enabled at the level. Other (Visuals, Localization) Updated words and phrases in different languages. Added new words and phrases. Improved color schemes on stages. Removed grenade reflections on walls. Removed the display of a non-existent object on the minimap. Now horizontal saws do not overlap light sources. Optimization Improved the enemy damage system. Now it takes fewer resources for calculations.\n","content":"Hello, Adrenaline Survivors! Know your enemy by face. This is a regular Techno Zombie.\nIn this update, we focused on improving gameplay. The enhancements touched upon characters, enemies, skills, and level elements. We also paid special attention to your suggestions for improving the interface. Overall, we\u0026rsquo;ve made the game more beautiful and fixed bugs. Now, let\u0026rsquo;s go through everything in order.\nGame play Changed the logic for player and portal appearances in stages. Now, the player and portals can appear in any compartment. Increased the number of compartments from which levels are created. The Plasma Drone skill has become more accurate and now shoots less at inter-floor structures and more at zombies. Increased the perceptible thickness of zombie shields. Now it\u0026rsquo;s easier to jump on the shield and ride the Shieldbearer. Improved the algorithm for generating stages. Enhanced the geometry of Stage 14. The Rifleman now better targets spiders close to itself. The Rifleman now always turns towards the target. The Rifleman now targets frozen spiders. The Axeman\u0026rsquo;s class skill. The speed-up of attack rate now lasts longer. Enjoy chopping enemies to bits. The Axeman now does not damage Shieldbearers from the front. Now, drones after being frozen should shatter like ordinary zombies frozen in the air. Disappearing platforms. They now don\u0026rsquo;t disappear quickly if you jump on them right after they appear. Added an impact effect for some enemies. Now it\u0026rsquo;s clearer when and how enemies are striking. Fixed a platform where you could hide from enemies. UI, UX Now the Esc button closes the dropdown menu on the settings page. It does not close the settings menu. If the settings section is enabled in the pause window, the Esc button only closes the settings window. The pause window remains. If the progress window or any of the terminals are open, switching to another window does not pause the game. Now the quantities of different resources are displayed at the base. Previously, you had to stand at the grille or open a terminal. It is now clearer how to upgrade weapons to evolution. When controlling with a gamepad, tooltips for upgrades in terminals are displayed. Improved keyboard control in the skill selection window. Now you can reset game progress with a gamepad. Removed the Health parameter from the Resurrection skill, as it now fully restores health. In the location selection menu, the Esc button now returns to the base. Added a tooltip in the loading window: Dash can be performed in any direction. Expanded the description of the Axeman character: One jump. Bugs Fixed a problem with bosses getting stuck. They sometimes froze for a few seconds. Now mini-bosses do not get stuck on platforms. The first boss Zomboid is now consistently named across all instances. Freezing now interrupts the jumping animation of enemies. Now the animation plays for frozen enemies. Now upgrading the machine gun does not reduce the spread from 100% to 1%. Stomp skill. Added parameters in the skill description. Sometimes the elevator did not move when pressing UP. Skill selection window. Sometimes the skill was not highlighted by the mouse cursor. A similar problem occurred with the keyboard. When entering a portal, the weapon did not disappear. It was possible to hide under textures if you dashed down while moving on a descending elevator. The correct color scheme was not always enabled at the level. Other (Visuals, Localization) Updated words and phrases in different languages. Added new words and phrases. Improved color schemes on stages. Removed grenade reflections on walls. Removed the display of a non-existent object on the minimap. Now horizontal saws do not overlap light sources. Optimization Improved the enemy damage system. Now it takes fewer resources for calculations.\nNew Character We have started work on creating a new character. This will be an explosive warrior. Something will constantly be exploding around him. If you want to share your ideas for the new character, send them in discussions on Steam or Discord.\nSincerely, The MidHard Games Team\n","url":"/blog/ar-update-2-gameplay/","date":"2024-09-04T10:05:25+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/6ea1cee268bd4d099a813fd7d38c469619e68a09.webp"},{"title":"Roadmap. Stage 1. New Demo Version of the Game Available.","description":"Hello, Adrenaline Survivors! A roadmap is our intention and a BIG action plan. We plan to release major updates every 2-3 months. Between these major updates, we will release smaller updates. There\u0026rsquo;s always something to improve and fix - you know how it goes))\nIn the first major update, we plan to add to the game:\nA new character. A new location. New weapons and skills. New weapon evolutions. Another piece of news! The game now has a demo version. The demo is based on the current version of the game and is intended for everyone who wants to try the game for free.\n","content":"Hello, Adrenaline Survivors! A roadmap is our intention and a BIG action plan. We plan to release major updates every 2-3 months. Between these major updates, we will release smaller updates. There\u0026rsquo;s always something to improve and fix - you know how it goes))\nIn the first major update, we plan to add to the game:\nA new character. A new location. New weapons and skills. New weapon evolutions. Another piece of news! The game now has a demo version. The demo is based on the current version of the game and is intended for everyone who wants to try the game for free.\nSincerely, The MidHard Games Team\n","url":"/blog/ar-roadmap-stage-1/","date":"2024-08-30T04:01:36+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/a6769780ae582329cbb01152e8861e102427019f.webp"},{"title":"Update 1: Balance Changes and Minor Bug Fixes","description":"Hello, friends!\nAfter the successful launch of the game, we\u0026rsquo;ve been closely monitoring the portals. We\u0026rsquo;ve been nervously watching streams and reading your comments. Fortunately, no critical bugs were found. So, we focused on a multitude of minor improvements.\nUpdate 1 Content Numerous minor bugs fixed, Balance adjustments made, Performance improvements. Bugs Boss Spheroid projectiles have been fixed. Projectiles occasionally got stuck in the air. Boss Spheroid: Increased single shot speed, 200 → 400. Fixed the progress bar for the Luck skill in the progress terminal. Various text corrections. The correct difficulty level is now displayed in the victory screen. Skill point crates now drop from all bosses (previously didn’t drop from some bosses). Fixed a bug with manual control of the Axeman character. Tooltip fixes for displaying some achievements. Added description for the Plasma Charge skill. Added description for the Bluster Fury skill. Added description for the Echo Strike skill. Boss movement fixed: Bosses can now pass through crowds of regular enemies. Fixed shooting for the Plasma Drone skill; it now fires without missing shots. Enemies no longer stumble on stairs. Fixed the ability to set negative values when upgrading skills at the base. Shieldbearer enemies no longer grab characters. Previously, this felt like sticking to shieldbearers. Balance Inner Fire skill: The chance of a burning enemy exploding after death has increased, 0% → 15%. The Axeman character\u0026rsquo;s Duration Enhancement skill has been reinstated. The Axeman character now only accelerates and increases damage upon hitting enemies. Enemy wave balance: Boiler Room, Difficulty Level 4, Stage 14. Enemy wave balance: Laboratory, Difficulty Level 2, Stage 2. Enemy wave balance: Laboratory, Difficulty Level 3, Stage 9. Enemy wave balance: Laboratory, Difficulty Level 3, Stage 12. Enemy wave balance: Laboratory, Difficulty Level 3, Stage 16. Enemy wave balance: Laboratory, Difficulty Level 4. Difficulty increased across all stages. Enemy wave balance: Laboratory, Difficulty Level 5, Stage 12. Enemy wave balance: Laboratory, Difficulty Level 5, Stage 16. Other (Optimization, Visuals, Controls) Optimization of certain enemies. The Stomp skill effect no longer interacts with lighting. Default skin color for Runner and Jumper enemies changed from gray to blue. Removed an extra wall piece image from the character selection screen. Added Dash skill to the Caps Lock key. Sincerely, The MidHard games Team\n","content":"Hello, friends!\nAfter the successful launch of the game, we\u0026rsquo;ve been closely monitoring the portals. We\u0026rsquo;ve been nervously watching streams and reading your comments. Fortunately, no critical bugs were found. So, we focused on a multitude of minor improvements.\nUpdate 1 Content Numerous minor bugs fixed, Balance adjustments made, Performance improvements. Bugs Boss Spheroid projectiles have been fixed. Projectiles occasionally got stuck in the air. Boss Spheroid: Increased single shot speed, 200 → 400. Fixed the progress bar for the Luck skill in the progress terminal. Various text corrections. The correct difficulty level is now displayed in the victory screen. Skill point crates now drop from all bosses (previously didn’t drop from some bosses). Fixed a bug with manual control of the Axeman character. Tooltip fixes for displaying some achievements. Added description for the Plasma Charge skill. Added description for the Bluster Fury skill. Added description for the Echo Strike skill. Boss movement fixed: Bosses can now pass through crowds of regular enemies. Fixed shooting for the Plasma Drone skill; it now fires without missing shots. Enemies no longer stumble on stairs. Fixed the ability to set negative values when upgrading skills at the base. Shieldbearer enemies no longer grab characters. Previously, this felt like sticking to shieldbearers. Balance Inner Fire skill: The chance of a burning enemy exploding after death has increased, 0% → 15%. The Axeman character\u0026rsquo;s Duration Enhancement skill has been reinstated. The Axeman character now only accelerates and increases damage upon hitting enemies. Enemy wave balance: Boiler Room, Difficulty Level 4, Stage 14. Enemy wave balance: Laboratory, Difficulty Level 2, Stage 2. Enemy wave balance: Laboratory, Difficulty Level 3, Stage 9. Enemy wave balance: Laboratory, Difficulty Level 3, Stage 12. Enemy wave balance: Laboratory, Difficulty Level 3, Stage 16. Enemy wave balance: Laboratory, Difficulty Level 4. Difficulty increased across all stages. Enemy wave balance: Laboratory, Difficulty Level 5, Stage 12. Enemy wave balance: Laboratory, Difficulty Level 5, Stage 16. Other (Optimization, Visuals, Controls) Optimization of certain enemies. The Stomp skill effect no longer interacts with lighting. Default skin color for Runner and Jumper enemies changed from gray to blue. Removed an extra wall piece image from the character selection screen. Added Dash skill to the Caps Lock key. Sincerely, The MidHard games Team\n","url":"/blog/ar-update-1-balance/","date":"2024-08-22T16:43:38+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/6ea1cee268bd4d099a813fd7d38c469619e68a09.webp"},{"title":"Adrenaline Rampage is now in Early Access. The Landing in Atum has Begun","description":"\nHello, Adrenaline Warriors The day has finally come. We\u0026rsquo;ve stabilized the portal to the cosmic city of Atum. This means that members of the elite Adrenaline Rampage unit now have the opportunity to join the cleanup of Atum from the hordes of techno-zombies! Everyone can become a part of Adrenaline Rampage!\nA huge thank you to Alpha Squad for clearing the landing zone on the other side.\nAlpha Squad is a group of unstoppable playtesters and streamers. They played, survived, and overcame. Again and again, version after version.\n","content":"\nHello, Adrenaline Warriors The day has finally come. We\u0026rsquo;ve stabilized the portal to the cosmic city of Atum. This means that members of the elite Adrenaline Rampage unit now have the opportunity to join the cleanup of Atum from the hordes of techno-zombies! Everyone can become a part of Adrenaline Rampage!\nA huge thank you to Alpha Squad for clearing the landing zone on the other side.\nAlpha Squad is a group of unstoppable playtesters and streamers. They played, survived, and overcame. Again and again, version after version.\nWarriors, thank you for your patience and perseverance!\nWhat\u0026rsquo;s Next With the release, the development of the game is just beginning )). In the next couple of weeks, we will be actively watching your playtests, reading comments, and engaging in discussions. It\u0026rsquo;s important for us to understand how the game turned out and how you envision it in the future. After that, we will publish a development roadmap outlining the first big steps.\nIf any bugs are discovered, we\u0026rsquo;ll quickly fix them and release small updates.\nLet\u0026rsquo;s Stay Connected Any comments, ideas, or reasons to laugh - send them to the Steam community or Discord. Your feedback will help make the game even better. Thank you )\nWe wish you an exciting time in Adrenaline Rampage!\nSincerely, The MidHard games Team\n","url":"/blog/ar-adrenaline-rampage-is/","date":"2024-08-13T19:02:51+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/c8e5ecb66e0e50ae569c76573fce8885e0d5d505.webp"},{"title":"Adrenaline Rampage release in one week - August 13th","description":"Hello, friends! Survival and adrenaline are like lightning and thunder - they storm hand by hand. Let\u0026rsquo;s prepare together! In exactly one week, we all will land in the cosmic city of Atum - on August 13, 2024.\nAnd now, let\u0026rsquo;s reveal a few secrets. Listen up and don\u0026rsquo;t say you haven\u0026rsquo;t heard: First secret. This city is infested with techno zombies. If you\u0026rsquo;re not ready to destroy zombie hordes, you\u0026rsquo;d better pretend to be sick. Maybe they\u0026rsquo;ll leave you in the infirmary.\n","content":"Hello, friends! Survival and adrenaline are like lightning and thunder - they storm hand by hand. Let\u0026rsquo;s prepare together! In exactly one week, we all will land in the cosmic city of Atum - on August 13, 2024.\nAnd now, let\u0026rsquo;s reveal a few secrets. Listen up and don\u0026rsquo;t say you haven\u0026rsquo;t heard: First secret. This city is infested with techno zombies. If you\u0026rsquo;re not ready to destroy zombie hordes, you\u0026rsquo;d better pretend to be sick. Maybe they\u0026rsquo;ll leave you in the infirmary.\nSecond secret. The city is constantly changing. Something very strange is happening. The structure and geometry of space itself is changing.\nThird secret. After destroying techno zombies, energy cells remain! Collect energy cells - this is the path to increasing your power!\nAnd one more thing. Sandwiches, tea, and coffee won\u0026rsquo;t be needed - because your hands will be shaking after adrenaline-fueled battles. And there won\u0026rsquo;t be time for these human habits. You\u0026rsquo;ll need to survive. Again and again.\nTo not miss the start of the survival operation, add the game to your wishlist and subscribe to our channels.\nWe wish you an excellent week! Sincerely, The MidHard games team\n","url":"/blog/ar-adrenaline-rampage-release/","date":"2024-08-06T18:24:48+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/c8e5ecb66e0e50ae569c76573fce8885e0d5d505.webp"},{"title":"UX Testing for Games: Improving Player User Experience","description":"What is UX in Games User Experience (UX) in games is the totality of all sensations, emotions and impressions that a player receives during interaction with the game. This is what makes the game engaging, understandable and memorable.\nGame UX Components Sensations - what the player perceives with their senses (sound, visuals, tactile sensations). Formed here and now.\nEmotions - instant reactions to game events (joy from victory, excitement, disappointment). Arise in real time.\n","content":"What is UX in Games User Experience (UX) in games is the totality of all sensations, emotions and impressions that a player receives during interaction with the game. This is what makes the game engaging, understandable and memorable.\nGame UX Components Sensations - what the player perceives with their senses (sound, visuals, tactile sensations). Formed here and now.\nEmotions - instant reactions to game events (joy from victory, excitement, disappointment). Arise in real time.\nImpressions - long-term memories of the game, formed over time. From short-term to lifelong.\nWhat is UX Testing for Games UX testing is a scientific method of researching how players perceive, understand and interact with the game. We observe real players and analyze their behavior.\nIt\u0026rsquo;s important to understand: players\u0026rsquo; perception of the game often differs radically from developers\u0026rsquo; vision. What seems obvious to creators may be unclear to users.\nUX Testing Tasks Hypothesis validation - validation of game mechanics, interfaces and concepts Game experience analysis - understanding what emotions and sensations players receive Engagement measurement - quantitative assessment of time spent with various game elements Clarity check - identifying problems with learning and navigation in the game Deep product understanding - obtaining an objective picture of game strengths and weaknesses UX Testing Process Infrastructure preparation - setting up equipment, software and test environment Methodology development - defining testing parameters, metrics and evaluation criteria Material preparation - creating instructions for testers, HR managers and project teams Recruitment and conduct - finding suitable testers and organizing test sessions Analysis and reporting - data processing, pattern identification and recommendation preparation Order professional UX testing for your game and get a detailed user experience analysis with specific improvement recommendations.\n","url":"/blog/ux-testing/","date":"2024-07-31T08:25:28+06:00","tags":["UX","Testing"],"categories":["Quality"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Adrenaline Rampage Early Access Release Date Announced!","description":"MidHard Games is pleased to announce the launch date for Adrenaline Rampage. The game will be released in early access on Steam on August 13th! Soon we will be fighting hordes of techno zombies. And only the strongest among us will survive. To survive and return home to our families.\nCheck out our Prologue trailer and celebrate the adrenaline news with us!\nJoin our Discord server to keep up with the development https://discord.gg/6YdF6hPS6X\n","content":"MidHard Games is pleased to announce the launch date for Adrenaline Rampage. The game will be released in early access on Steam on August 13th! Soon we will be fighting hordes of techno zombies. And only the strongest among us will survive. To survive and return home to our families.\nCheck out our Prologue trailer and celebrate the adrenaline news with us!\nJoin our Discord server to keep up with the development https://discord.gg/6YdF6hPS6X\nCreators and Streamers, contact us bizdev@midhard.com\nBest regards, MidHard Games Team\n","url":"/blog/ar-adrenaline-rampage-early/","date":"2024-07-24T12:24:38+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/c8e5ecb66e0e50ae569c76573fce8885e0d5d505.webp"},{"title":"Play Tests #9. New Enemies, Balance, and Visual.","description":"Hello, Survivors! This week we made many important changes. The gameplay has become more fun. We hope you like the jump changes ;-). Bosses number two and number three have become more difficult. We gave these bosses new skills, and they are waiting for you ). Now let us tell you about everything in order\u0026hellip;\nSome innovations can be seen in the Adrenaline Injection video.\nGameplay\nChanged the jump mechanic. Now the character jumps faster and more interestingly. Gamepad control. Entering the portal and activating terminals are now triggered by moving the left stick up. Improved the wall jump mechanic. Improved the dash skill of boss number two, “Gorilloid.” The dash skill of boss number two, “Gorilloid,” now pushes back and deals damage to enemies. Boss number three, named “Radiation Sphere,” has a new skill. Beware! Visuals\n","content":"Hello, Survivors! This week we made many important changes. The gameplay has become more fun. We hope you like the jump changes ;-). Bosses number two and number three have become more difficult. We gave these bosses new skills, and they are waiting for you ). Now let us tell you about everything in order\u0026hellip;\nSome innovations can be seen in the Adrenaline Injection video.\nGameplay\nChanged the jump mechanic. Now the character jumps faster and more interestingly. Gamepad control. Entering the portal and activating terminals are now triggered by moving the left stick up. Improved the wall jump mechanic. Improved the dash skill of boss number two, “Gorilloid.” The dash skill of boss number two, “Gorilloid,” now pushes back and deals damage to enemies. Boss number three, named “Radiation Sphere,” has a new skill. Beware! Visuals\nIntegrated the enemy “Shieldbearer.” Improved color schemes on levels. Improved lighting system on levels. Integrated boss number three, “Radiation Sphere.” Increased the size of the grenades of the enemy “Punisher Grenadier” by two times. Balance\nStrengthened the damage booster: booster strength 200% → 400%, duration 10 → 15 seconds. Weakened the “Vampirism” ability by four times. Weakened the “Healing Drone” ability by two times. Weakened the “Energy Shield” ability by two times. Increased the base health of regular enemies, 100% → 150%. Changed the speed of enemies, 100% → 75%. Service Systems\nImproved the save system. Improved the report submission system. Changes in the localization system. Improved the visual settings system. Configured the Steam achievements system. Steam achievements will be added in the next game versions. Best regards, The MidHard Games Team\n","url":"/blog/ar-play-tests-9/","date":"2024-07-08T09:40:12+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/ad52b8bbbb222c0e749275a11e75fd4883ea630d.webp"},{"title":"Playtests #8. Game Design Tools, Save and Report Systems.","description":"Hello, Survivors! This week we focused on service mechanics. We improved the toolkit for game designers, enhanced the game\u0026rsquo;s save system, and refined the crash reporting system.\nGame Design Toolkit To develop a game, it is not enough to create beautiful graphics and interesting mechanics. A rich set of tools for game development is needed. These tools help developers manage the game conveniently and quickly. This week, we were engaged in developing and improving such tools. And not only that.\n","content":"Hello, Survivors! This week we focused on service mechanics. We improved the toolkit for game designers, enhanced the game\u0026rsquo;s save system, and refined the crash reporting system.\nGame Design Toolkit To develop a game, it is not enough to create beautiful graphics and interesting mechanics. A rich set of tools for game development is needed. These tools help developers manage the game conveniently and quickly. This week, we were engaged in developing and improving such tools. And not only that.\nSave System We have added several levels of protection for game saves. This system is usually invisible, but it plays a huge role for all of us, the players. Imagine you won the hardest raid, collected valuable resources, and significantly upgraded your character\u0026hellip; - and all these achievements are not saved. This is a very frustrating and sad situation. To avoid such situations, we periodically improve our save system. It is just as important as the reporting system.\nReports System We have refined and configured the report submission system. Now, in case of a game crash, a window will appear offering to send a report. You can choose any option: send a report with information about the crash; do not send a report. We only need technical information that can help understand the causes of the game\u0026rsquo;s malfunction.\nBest regards, MidHard Games Team\nAnd this is how we created the Kamikaze enemy\n","url":"/blog/ar-playtests-8-game/","date":"2024-06-28T20:19:22+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/e6aa8ff5c48344f0195e5e7acf78df816d035254.webp"},{"title":"Adrenaline Injection releases on July 5, 2024","description":"Hello friends!\nAdrenaline Injection will be available to play from July 5, 2024.\nAdrenaline Injection is a free demo of the game Adrenaline Rampage. An adrenaline mix of genres: survival, platformer, and zombie apocalypse.\n](https://store.steampowered.com/app/3041240?snr=2___)Add to wishlistAdrenaline InjectionAction RoguelikeBullet HellRPGSurvivalActionSci-fiPlatformerZombiesAtmosphericShoot \u0026lsquo;Em UpProcedural GenerationIndieFree to PlayDeckbuildingGoreViolentRoguelite3DSingleplayerJul 9, 2024Adrenaline Injection is the Demo version of Adrenaline Rampage game - Survivor platformer. You are trapped in a distorted space city. You need to survive and return home. Standing in your way are hordes of techno-mutants. And something strange is going on in this space city.\n","content":"Hello friends!\nAdrenaline Injection will be available to play from July 5, 2024.\nAdrenaline Injection is a free demo of the game Adrenaline Rampage. An adrenaline mix of genres: survival, platformer, and zombie apocalypse.\n](https://store.steampowered.com/app/3041240?snr=2___)Add to wishlistAdrenaline InjectionAction RoguelikeBullet HellRPGSurvivalActionSci-fiPlatformerZombiesAtmosphericShoot \u0026lsquo;Em UpProcedural GenerationIndieFree to PlayDeckbuildingGoreViolentRoguelite3DSingleplayerJul 9, 2024Adrenaline Injection is the Demo version of Adrenaline Rampage game - Survivor platformer. You are trapped in a distorted space city. You need to survive and return home. Standing in your way are hordes of techno-mutants. And something strange is going on in this space city.\nAdrenaline Injection includes:\n2 characters 2 difficulty levels 20 stages 32 skills 3 floors at the base 3 BOSSES Adrenaline Injection is our bold experiment. It\u0026rsquo;s a survival genre game with a side view. You probably haven\u0026rsquo;t seen gameplay like this before. We hope you will enjoy it.\nThe release date of Adrenaline Injection may change if any force majeure occurs.\n","url":"/blog/ar-adrenaline-injection-releases/","date":"2024-06-25T15:44:29+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/ss_29058d3c8e068e606e65589db333d336f18a6375.webp"},{"title":"Playtests #7. Patch 0.1.82: Balance, Interface, and Gameplay.","description":"Hello friends! Thank you for the playtests! Thanks to your gameplay videos, we understood how to make the game even better. Therefore, we made many changes to the balance. And of course, we continued to work on improving the interface. We fixed several bugs and replaced the interface sounds. And now, let\u0026rsquo;s go into detail.\nGameplay\nAdded the boss model of the Gorilla. This boss lives on the fourteenth stage. Come in if you dare ;-) ","content":"Hello friends! Thank you for the playtests! Thanks to your gameplay videos, we understood how to make the game even better. Therefore, we made many changes to the balance. And of course, we continued to work on improving the interface. We fixed several bugs and replaced the interface sounds. And now, let\u0026rsquo;s go into detail.\nGameplay\nAdded the boss model of the Gorilla. This boss lives on the fourteenth stage. Come in if you dare ;-) The hint over the portals is now hidden and displayed when the character approaches the portal. Evolution formulas are now displayed everywhere in the skill selection window. Adjusted the second level of difficulty. Multiple changes. Interface\nUpdated the statistics window. Updated the settings window. Changed the icons on the minimap. Changed the image in the main menu. Multiple localization system improvements. Balance\nReduced the effect of increasing health for the “Maximum Lives” ability for the Gunner, 50/100/150/200 \u0026gt; 25/50/75/100. Weakened the \u0026ldquo;Healthy Living\u0026rdquo; skill, regeneration reduced: 0.2/0.4/0.6/0.8 \u0026gt; 0.1/0.2/0.3/0.4; healing reduced: 30%/60%/90%/120% \u0026gt; 20%/30%/40%/50%. Significantly increased grenade damage, 12/25/37/50 \u0026gt; 36/40/44/50. Multiple changes in stages 14-20. Now this segment has become more difficult. Bosses have become nastier. Sounds and Music\nChanged interface sounds. Sound balancing performed. Bugs\nYou can now exit the difficulty selection window via the ESC button. Fixed a loading error on the training level. The error appeared after continuing the game and exiting it. Thank you for helping with the playtests, reading these news, and playing games :) Team MidHard games\n","url":"/blog/ar-playtests-7-patch/","date":"2024-06-21T22:20:52+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/b55918042bd9852fbd6eacce96395bd602877308.webp"},{"title":"Playtests #6. Patch 0.1.78: Interface and Extended Demo","description":"Hello Friends! This week, we focused our main efforts on the interface. The game looks significantly better. There are still old elements and unfinished parts in the interface. Thanks to your feedback, we are aware of all the inconvenient aspects in the game. We will fix them over time.\nThank you very much to everyone who helps us test the game. It is very valuable and important. Without you, the game wouldn\u0026rsquo;t be so adrenaline-filled! By the way, you will soon be able to play the first version of the game - read more about this below.\n","content":"Hello Friends! This week, we focused our main efforts on the interface. The game looks significantly better. There are still old elements and unfinished parts in the interface. Thanks to your feedback, we are aware of all the inconvenient aspects in the game. We will fix them over time.\nThank you very much to everyone who helps us test the game. It is very valuable and important. Without you, the game wouldn\u0026rsquo;t be so adrenaline-filled! By the way, you will soon be able to play the first version of the game - read more about this below.\nInterface\nRedesigned and improved the character selection window Redesigned and improved the difficulty selection window Redesigned and improved the skills selection window Redesigned and improved the pause menu window Redesigned and improved the window between stages Multiple changes in the interface in different languages. Preparation for translating the game into foreign languages is underway The main menu picture has been replaced. This is not the final art, we are experimenting with colors Other\nTesting different game mechanics and modes Removed special missions to unlock the portal Added a new musical composition Continued work on characters The concept of the shooter is ready and approved, meet her Adrenaline Injection In a few weeks, a special version of the game will be available. Format - Prologue. This version will be something like an extended demo. It will be free.\nThe goal of Adrenaline Injection is to discuss the main game with you. All these months we have been discussing the \u0026ldquo;beginning\u0026rdquo; of the game. Most players like the beginning, and it will remain approximately the same. The extended demo will have about 3-7 hours of content. Based on the results of extended testing, we will make changes to the main version of the game.\nBy the way, why do you think we chose this name - Adrenaline Injection? - You can write your ideas in the community - https://steamcommunity.com/app/2419720/discussions/\n","url":"/blog/ar-playtests-6-patch/","date":"2024-06-14T12:30:30+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/9deb8f6968daee6016df6d2d79b370feb4ab96ad.webp"},{"title":"Playtests №5. Patch 0.1.73: Enemy Spawning Logic, New Interface","description":"Hello AdrenalineRs! This week, we focused on numerous small improvements that, together, should enhance the gameplay experience. This includes both visual elements and gameplay mechanics. We have almost completed the Gorilloid model. Elements of the location, lighting, and fog have been refined. Additionally, work on improving the interface has been carried out.\nStep by step, we continue to move towards our common goal. The goal is to create a game that evokes many emotions, fun, and adrenaline!\n","content":"Hello AdrenalineRs! This week, we focused on numerous small improvements that, together, should enhance the gameplay experience. This includes both visual elements and gameplay mechanics. We have almost completed the Gorilloid model. Elements of the location, lighting, and fog have been refined. Additionally, work on improving the interface has been carried out.\nStep by step, we continue to move towards our common goal. The goal is to create a game that evokes many emotions, fun, and adrenaline!\nPlay demo and give us feed back, please :)\nGameplay\nChanged enemy spawning; now they appear close to the player only in extreme cases The duration of the slowdown effect (victory and defeat) has been doubled Removed melee attack from enemies: Grenadier Refined the starting level: unnecessary elements have been removed Increased the activation zone of terminals at the base New boss in development - Gorilloid. What mechanics develop for him? Interface\nBegan extensive work on changing the entire interface Shortened the phrase that appears when activating the portal Added subtitles to the video in both Russian and English The hint \u0026ldquo;Hold button to skip\u0026rdquo; has been made more noticeable and translated into Russian Coins replaced with energy cells Visuals\nCompleted the development of the new interface art Replaced the background on the loading screen The fog effect now displays further General visual quality improvements Localization\nChanged the Russian voiceover of the character Various text corrections Balance\nThe speed of some saws on the game level has been reduced by 30% Bugs\nFixed invulnerability issue when taking damage from saws after a dash. Now you can dash through saws Fixed passage display on the minimap Fixed stretching of the skill selection window Fixed loading of the dash effect Miscellaneous\nDisabled data collection for analytics. Removed the data collection request window ","url":"/blog/ar-playtests-5-patch/","date":"2024-06-07T22:03:08+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/118db31c557228f1fa128f8c88983f9f394d2d21.webp"},{"title":"Playtests #4. Patch 0.1.69: Level Design, Base, and Balance","description":"Hello AdrenalineRs! The base has become bigger, more interesting, and more useful. The second difficulty level is temporarily open. We continue to improve the visual aspects of the game, fix bugs, and adjust the game balance. All of this should make the process of destroying the offspring of a sick “mind” even more colorful and immersive. Here’s what we did this week…\n(enemy sketches: mutant, insect + high technology)\n","content":"Hello AdrenalineRs! The base has become bigger, more interesting, and more useful. The second difficulty level is temporarily open. We continue to improve the visual aspects of the game, fix bugs, and adjust the game balance. All of this should make the process of destroying the offspring of a sick “mind” even more colorful and immersive. Here’s what we did this week…\n(enemy sketches: mutant, insect + high technology)\nGameplay\nDuring the run you can improve the parameters at the base Reduced collision area of saws (traps) in levels Added a support platform at the player’s spawn point Added an additional platform in the tutorial level Added a notification to leave the level when the portal is activated Fixed the position of platforms in boss levels Removed \u0026ldquo;chunks\u0026rdquo; of levels with annoying jump-puzzle Added new \u0026ldquo;chunks\u0026rdquo; of levels Added a fourth floor to the base Moved the terminal from the second floor to the first floor. Now you can view achievements, their conditions, and rewards on the first floor. Previously, the terminal was on the third floor and required activation to access it Added terminals to the third and fourth floors of the base Now each floor has a terminal with a set of skills and parameters. Character skills and parameters can be upgraded using resources from levels The second difficulty level is open for playtests Visuals\nUpdated the kamikaze explosion preparation effect Removed overly bright spots in game levels Killed enemies are now colored gray and lose their highlight Interface\nAdded hints for the timer and stages Added additional hints in the tutorial level Removed the delay for hint appearance in the upgrade menu Added a resource hint to the skill selection window Balance\nChanged the calculation principle of the “Max Life” skill bonus. Now, upgrading this skill adds +50 to the maximum health level and +50 to the current health level Reduced the health points of elite enemies from 15,000 to 7,500 Grenadiers now attack less frequently and with less accuracy Significantly increased the base damage of the Saw skill from 8 to 40 Increased invulnerability time after a dash from 0.3 sec to 0.5 sec Changed the calculation principle of the “Bomb” booster damage to bosses: now it deals 25% of max health instead of 750 damage The bomb booster now applies a burning effect to surviving enemies, dealing 200 damage per second for 10 seconds Bugs\nFixed the issue with the “Save and Exit” button being highlighted when clicking in the void in the skill selection window Removed the delay for hint appearance in terminals ","url":"/blog/ar-playtests-4-patch/","date":"2024-05-31T20:55:37+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/9228d0fa22660d81db56e3f4fedb444ea6abc52f.webp"},{"title":"Playtests #3. Patch 0.1.67: Level Visuals, Music, and Interface Improvements","description":"Hello AdrenalineRs!\nWhile working on this week\u0026rsquo;s update, we focused heavily on the visual aspects of the game. This includes both the game levels and the game interface, which have become more understandable and user-friendly. We also worked hard on the game levels: we added new ones and reworked the old ones (some of the old ones were thrown into open space). Additionally, we are excited to present a new soundtrack. We hope it will become a secret weapon for the relentless adrenaline-fueled extermination of mutants!\n","content":"Hello AdrenalineRs!\nWhile working on this week\u0026rsquo;s update, we focused heavily on the visual aspects of the game. This includes both the game levels and the game interface, which have become more understandable and user-friendly. We also worked hard on the game levels: we added new ones and reworked the old ones (some of the old ones were thrown into open space). Additionally, we are excited to present a new soundtrack. We hope it will become a secret weapon for the relentless adrenaline-fueled extermination of mutants!\nGameplay\nSome game level modules have been reworked: some have been redesigned, some developed from scratch, and some removed. The starting level has been updated with more hints. The color of the skill box pick-up has been changed to light purple. The visual effect of the Invulnerability power-up has been refined with an indication of its expiration. If you destroy a Kamikaze enemy before its detonation, the explosion will not occur. This bad boy used to sneak up like a saboteur and explode. We watched you play - it was painful\u0026hellip; Music and Sounds\nA new main game soundtrack has been added. A base track has been added. Temporary sound muffling has been added at the moment of heartbeat appearance. The muting of primary weapon hit sounds during perk hit sounds has been removed. The pitch change of music when taking damage has been removed. The radius of the teleport sound has been reduced. It used to rattle like an old refrigerator three miles away. Visuals\nThe visual aspects of the game levels have been reworked. Various color schemes and lighting are now applied to the levels. The color of friendly projectiles (from turrets, drones, etc.) has been changed to blue, allowing for quick distinction from enemy (red) projectiles. The number of visual effect particles for the plasma drone and rockets evolution has been reduced. The visual effect of the axe evolution has been improved. Interface\nThe phrase PRESS UP has been replaced with PRESS W. All healing received, including from regeneration, is now visible. The Play Again button has been removed from the tutorial level. The font size of hints in the tutorial level has been increased. The description of parameters when upgrading at the base has been corrected. Visual feedback of the Kamikaze enemy explosion activation has been added. Descriptions for skills: Cooldown Acceleration, Attack Speed Increase, Duration Increase, Grenades have been added. The description of the Dash skill has been changed. Balance\nThe parameters of the \u0026ldquo;Life Force\u0026rdquo; skill have been weakened: 0.5 → 0.3, 1.0 → 0.6, 1.5 → 0.9, 2.0 → 1.2. The delay before the Kamikaze explosion has been doubled: 0.3 seconds → 0.6 seconds. The damage of the level 4 plasma drone projectile has been reduced: 150 → 60. The damage of the rocket evolution has been reduced: 300 → 150. The rocket attack interval has been increased: 1.5 seconds → 2 seconds. The damage from the axe evolution has been increased: 50 → 150. The radius of the axe evolution projectile has been doubled. The speed of the axe evolution projectile has been reduced: 1500 → 1250. Bug Fixes\nFixed an issue related to reflections. Fixed a level generation issue where the character ended up in open space (but he was not an Impostor). ","url":"/blog/ar-playtests-3-patch/","date":"2024-05-24T21:33:17+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/dabe24331f8ae8cefc637f54d868e3cf95c97e72.webp"},{"title":"Playtests #2. Patch 0.1.64: Boss Fights, Sound Design, Balance","description":"Hello Adrenaliners!\nThis week we\u0026rsquo;ve been heavily involved with the meta-progression - the big game. For this, we had to make changes to the balance, upgrade progression, and do a lot of testing. Also, we have achieved a lot in the game\u0026rsquo;s sound design. We watched excellent playtests and had many discussions.\nGameplay and Balance Added boss fights at arenas, levels: 8, 14, 20. Now a boss is not just a big strong enemy, but a unique enemy with specific mechanics. Removed old bosses at some levels, levels: 10, 13, 15. Added a mechanic to unlock floors at the base. These floors contain terminals for upgrading parameters and progression. Floors are unlocked with coins collected in matches. Changed the meta-progression. Now fewer skills are available by default. But these skills can be unlocked over a few short matches. Reduced starting health by 50%, from 200 lives to 100 lives. Reduced starting damage of the assault rifle by 50%, from 18 to 9. Reduced starting damage of axes for the axe master by 50%, from 62 to 31. Reduced turret damage, at level 4 turrets now: 225 to 75. Increased damage of turret evolutions, from 0 to 55. Increased base health of bosses, from 7000 lives to 15000 lives. Art and Sounds Added background colors at the “Warehouse” location levels. One of six colors is set when generating a level. Updated 3D model of the terminal at the base. Added a visual effect when picking up the “Double Damage” booster. Added a visual effect for the “Revive” skill resurrection. Updated 3D model of the character teleport. Updated the visual effect of the “Double Damage” booster. Updated visual effects for the skills “Cyclone Discs” and “Disc Storm.” ","content":"Hello Adrenaliners!\nThis week we\u0026rsquo;ve been heavily involved with the meta-progression - the big game. For this, we had to make changes to the balance, upgrade progression, and do a lot of testing. Also, we have achieved a lot in the game\u0026rsquo;s sound design. We watched excellent playtests and had many discussions.\nGameplay and Balance Added boss fights at arenas, levels: 8, 14, 20. Now a boss is not just a big strong enemy, but a unique enemy with specific mechanics. Removed old bosses at some levels, levels: 10, 13, 15. Added a mechanic to unlock floors at the base. These floors contain terminals for upgrading parameters and progression. Floors are unlocked with coins collected in matches. Changed the meta-progression. Now fewer skills are available by default. But these skills can be unlocked over a few short matches. Reduced starting health by 50%, from 200 lives to 100 lives. Reduced starting damage of the assault rifle by 50%, from 18 to 9. Reduced starting damage of axes for the axe master by 50%, from 62 to 31. Reduced turret damage, at level 4 turrets now: 225 to 75. Increased damage of turret evolutions, from 0 to 55. Increased base health of bosses, from 7000 lives to 15000 lives. Art and Sounds Added background colors at the “Warehouse” location levels. One of six colors is set when generating a level. Updated 3D model of the terminal at the base. Added a visual effect when picking up the “Double Damage” booster. Added a visual effect for the “Revive” skill resurrection. Updated 3D model of the character teleport. Updated the visual effect of the “Double Damage” booster. Updated visual effects for the skills “Cyclone Discs” and “Disc Storm.” Added sounds for appearing, disappearing, and falling through platforms. Changed synchronous character noises. Changed sounds of axe swings, hits, and the enhancement “whooshes” when using the “Double Damage” booster. Reworked sound muting during notifications. Changed durations of muting for the skills “Dash,” “Power Wave,” and boosters. Added heartbeat sounds at low health levels. Sound settings. All limitations for hit sounds disabled. Sound settings. A slight muting of sounds when jumping, similar to dash. Sound settings. Movement sounds made louder. Changed the shooting sound during the “Double Damage” booster for the assault character. Bugs Fixed the bug with the black triangle of death (characters and anything could happen behind it were not visible). Fixed sound muting on the training level. Replaced the phrase with the previous voice. Fixed the bug with enemies appearing from the next wave. Other We are also working on creating new characters and enemies. We have many beautiful concepts and will show them all in time!\nThank you for helping with the playtests, reading these news, and playing games :) Team MidHard games\n","url":"/blog/ar-playtests-2-patch/","date":"2024-05-17T21:32:38+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/76d568802d5dd03bf23049feaa3f700bb03f9267.webp"},{"title":"Playtests #1. Patch 0.1.61: Gameplay, effects and bugs","description":"Hello AdrenalineRs!\nOver the past week we have experimented a lot with the beauty of the game and balance. We watched the latest playtests and discussed the design of new mechanics. Here is a list of changes that we approved and managed to implement.\nGameplay and balance\nIncreased enemy spawn rate. Increased enemy spawn speed at stages 6 and 8. Reduced the increase in enemies\u0026rsquo; health between stages. Increased the health of melee drones. Increased the shooting range of grenadiers. Turret: attack speed reduced to one third, damage increased threefold. Now, to win on the twentieth (final) stage, you must defeat the boss. Previously, you could just wait for the portal. Punishers do not appear on the twentieth stage. After the skill build is fully assembled, a first aid kit and resources appear sequentially in the skill selection window. Art and sound\n","content":"Hello AdrenalineRs!\nOver the past week we have experimented a lot with the beauty of the game and balance. We watched the latest playtests and discussed the design of new mechanics. Here is a list of changes that we approved and managed to implement.\nGameplay and balance\nIncreased enemy spawn rate. Increased enemy spawn speed at stages 6 and 8. Reduced the increase in enemies\u0026rsquo; health between stages. Increased the health of melee drones. Increased the shooting range of grenadiers. Turret: attack speed reduced to one third, damage increased threefold. Now, to win on the twentieth (final) stage, you must defeat the boss. Previously, you could just wait for the portal. Punishers do not appear on the twentieth stage. After the skill build is fully assembled, a first aid kit and resources appear sequentially in the skill selection window. Art and sound\nAdded random level color. Now levels have different colors. Damage numbers appear higher - above enemies. Visually enhanced the meta level and terminals (the meta level is the future base, currently this base has two terminals with progression and upgrades). Reduced the intensity of white glares when hitting enemies. Removed the spatial distortion effect when hitting enemies with rockets. Updated the animation of enemy drones to be more \u0026ldquo;flying.\u0026rdquo; Updated dash sounds. Added character voiceover in an \u0026ldquo;inner voice\u0026rdquo; style. Changed the sound of the death event. Added a vortex effect around the teleport. Replaced some grates on the walls with other elements. Added filling at the edges of the level. Changed the effect of turret evolution projectiles. Rocket Swarm skill: Changed the “skin” of rockets. Rocket tail effect reduced by half. Bugs\nFixed \u0026ldquo;empty\u0026rdquo; enemy teleports - if a red teleport appears, an enemy will definitely appear. Fixed the ESC button in the progress and upgrade terminals at the meta level (on the base). Fixed lighting on the meta level. Fixed the infinite training level, now it is not infinite. Fixed statistics on the training level. Other\nRemoved the \u0026ldquo;Danger\u0026rdquo; sign for enemies with a bomb. Added time slowdown upon victory and defeat. ","url":"/blog/ar-playtests-1-patch/","date":"2024-05-10T12:06:09+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/e6aa8ff5c48344f0195e5e7acf78df816d035254.webp"},{"title":"Big update of Adrenaline Rampage demo","description":"Hello, Adrenaliners!\nFirst and foremost - thank you! Many of you have helped with the playtests. You\u0026rsquo;ve played, survived, sometimes stressed, and of course, celebrated victories.\nA big thank you for this help! With your gameplay videos, feedback, and your viewers\u0026rsquo; comments, the game has already become more cohesive and interesting. If you want to participate in the closed playtest\nwrite in the community - https://steamcommunity.com/app/2419720 on Discord - https://discord.gg/6YdF6hPS6X or email - ViPlayer@midhard.com Here\u0026rsquo;s a brief update Four adrenaline-pumping months, we\u0026rsquo;ve battled hordes of mutants, bugs, and mysterious contraptions.\n","content":"Hello, Adrenaliners!\nFirst and foremost - thank you! Many of you have helped with the playtests. You\u0026rsquo;ve played, survived, sometimes stressed, and of course, celebrated victories.\nA big thank you for this help! With your gameplay videos, feedback, and your viewers\u0026rsquo; comments, the game has already become more cohesive and interesting. If you want to participate in the closed playtest\nwrite in the community - https://steamcommunity.com/app/2419720 on Discord - https://discord.gg/6YdF6hPS6X or email - ViPlayer@midhard.com Here\u0026rsquo;s a brief update Four adrenaline-pumping months, we\u0026rsquo;ve battled hordes of mutants, bugs, and mysterious contraptions.\nHere are the results:\nNew skills developed New enemies created Major changes to the interface Added the first version of the base (with terminals where you can upgrade strength, luck, and other parameters) Improved the overall visual style New visual effects created New sound effects and music tracks added Controller support implemented A multitude of bugs fixed Weapon damage statistics added to the victory/defeat screen Now about the main changes in detail How it all started (world story): Somewhere in distant space, the Adrenaline Rampage squad was returning from a complex mission. Near Earth, they received a new urgent task - to scout a space station that had disappeared 30 years ago and had suddenly reappeared.\nThis is disappeared 30 years ago space station The squad landed on the station and had just decided to start reconnaissance when the station disappeared again. Along with the Adrenaline Rampage squad. Now we face two important tasks:\nFigure out what is happening on the station Survive and return home! This story is available in-game or at this link -\nYouTube™ Video: Adrenaline Rampage Introduction. Cinematic. Cut Scene. Survivor Space Game (MidHard Games)Views: 104#AdrenalineRampage #survivorgameplay #MidHardGames Can You play like that? https://store.steampowered.com/app/2419720/Adrenaline_Rampage/ Company: https://midhard.com Adrenaline Rampage is a shoot’em\u0026hellip;\nWhat you need to know about the current version of the game! At the moment, the game is in a playtest version. This means it\u0026rsquo;s a small part of the game with gameplay for about 2-3 hours. For the full version of the game, your opinion is very important. It will help us properly refine the rest of the game.\nThe game is currently available only in English. Other languages will be added in one of the next updates.\nGameplay Added procedural level generation\nEach time, the level is assembled from different modules based on a special algorithm, so all levels differ from each other in geometry and module composition. Improved gameplay pace\nMission time reduced from 30-40 minutes to 20-30 minutes Now a mission consists of about 20 stages, approximately 1 minute each Bosses appear 30 seconds before the portal opens The game does not stop at the end of the stage timer (about 60 seconds); a portal opens that you must enter to complete the level During each stage, you can collect experience and level up your character Chests can be found on stages or dropped from bosses, each chest contains one skill point for upgrades Between stages, upgrade skills and evolutions with skill points **Added a bonus time mode with Enforcers\nIf the character is still on the level after the portal opens, it greatly annoys the \u0026ldquo;System,\u0026rdquo; and Enforcers come after the character Enforcers are powerful enemies that are very difficult to defeat, especially at early levels Added skills:\nAttack Rate - affects attack speed for: saws drones (excluding healing drones) turrets automatic weapon (the main weapon of the first character) Count - increases the number of charges/projectiles in various skills: defensive shield saws napalm drone plasma drone maximum turrets (under certain conditions) dashes jumps Count skill - a lot of saws and dashes\nGrenades - scatters grenades around the character that damage enemies Grenades skill\nStomp - deals damage and knocks back enemies when landing from a height Stomp skill\n**Skills that are already developed and some of which will be added in future versions of the game:\nEcho Strike - fires a projectile that ricochets off walls Blaster Fury - fires several energy projectiles one above the other Blaster Fury skill\nRevive - revives the character a limited number of times with a small health buffer, pushing away nearby enemies Rejuvenation Boost - increases the amount of life gained when leveling up and at the end of the stage Thorns - deals return damage when the character is attacked Shockwave - scatters enemies when leveling up Plasma Charge - charges a projectile while moving; the longer the charge, the higher the damage. Full charge time - 5 seconds. To activate the projectile, the character must stop Plasma charge skill\nPlasma Shield - adds shields that protect the character, quickly regenerate Non-gameplay changes Now experience does not disappear. If there are uncollected experience crystals at the end of a stage, the first crystals in the next stage give double experience (they are visually larger). Time for the final boss fight increased from 1.5 min to 2 min Improved enemy spawning - added teleporters through which enemies arrive All dashes recharge at the start of a new stage Skills with elevator upgrades removed (elevator speed and elevator lasers) Life slightly restored when the character levels up and at the end of the stage Life booster drops from the defeated boss Dash now also an independent skill that can be upgraded (number of dashes, dash range) Damage from saws and lasers to enemies highlighted in a special color Elevator acceleration by default tripled - now elevators move very fast Reduced enemy power increase with each stage, from 20% to 15% Reduced damage from large bombs carried by bomb carriers, from 50 to 10 Reduced damage from saws on the level, from 20 to 10 User Interface Dash available on left and right controller triggers Added mini-map Added setting to disable/enable mini-map Added setting to disable/enable auto-shooting Added setting to disable/enable auto-aiming Added an indicator for dash readiness Added avatars for character selection screen Locked avatars for characters under development Player icon on mini-map replaced with a \u0026ldquo;smile\u0026rdquo; (this is a temporary solution) Updated visual for location selection Icons on the mini-map displayed above the fog Removed invisible item with a question mark on the mini-map Portal on the mini-map now displayed at any distance Boss icon disappears immediately after its destruction Cursor disabled during cutscenes Added hints for using the controller Changed the phrase for winning on the training level Unlocking characters and skills: updated requirements and icons Added descriptions for different skills - now it\u0026rsquo;s clearer what the skills provide :) Enemies Rocket mutant Artificial humanoid Other changes Added sounds for different boosters Added sound when selecting a character on the controller Updated music Added dash sound Added evolution sounds for the automatic weapon Redesigned scattering of frozen enemy pieces Small flying enemies fall and shatter on the floor after freezing Countdown timer animation starts at 5 seconds Removed weapon-to-weapon evolutions. This affected Force Field (evolution currently disabled) and Rocket Swarm (evolution moved to another perk) Boss music now turns off if there are more than 5 seconds left in the stage, if less than 5 seconds, it does not turn off Added \u0026ldquo;location selection\u0026rdquo; in the main menu. First location on easy difficulty level available Updated modules with elevators (visual part) Added asteroids to the background (temporary solution) Added exit from the pause window on ESC Unlocked skills, characters, and other rewards displayed only in the victory/defeat window Added game story cutscene Bugs Fixed character spawn in the air on some modules Fixed various menu windows Fixed stretching of the cutscene Fixed enemy spawn on the training level Fixed default controller layout on Steam for PS controller + display of Xbox controller support Fixed gravity gun effect Fixed sounds, music, transitions, and many others Fixed enemy paths in some modules Fixed victory window on the training level Fixed controller when selecting a character Fixed experience compensation Fixed colors of enemies, drones, turrets Fixed player collision during dash Fixed menu settings Fixed game start from the controller Fixed auto-skip intro when controller is connected Fixed \u0026ldquo;Select a level\u0026rdquo; text when selecting a location And several hundred other small changes and fixes Thank you for reading, you really help make the game better! P.S. And if adrenaline is bursting out, don\u0026rsquo;t hold it in - dash into the community, let\u0026rsquo;s discuss :) - https://steamcommunity.com/app/2419720\nBest regards, The MidHard Games team\n","url":"/blog/ar-big-update-demo/","date":"2024-05-03T21:40:42+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/83988976b37a3ca991a8fe037d879ce25d9ea33f.webp"},{"title":"Major update of Adrenaline Rampage is coming","description":"Hello AdRenaliners! In four months we have greatly improved the game:\nadded a bunch of stuff, changed a lot, and some stuff were cut out completely. Within a week we will update the demo version of the game and you will be able to touch everything and get your AdRenaline! We hope you enjoy all these new stuff ","content":"Hello AdRenaliners! In four months we have greatly improved the game:\nadded a bunch of stuff, changed a lot, and some stuff were cut out completely. Within a week we will update the demo version of the game and you will be able to touch everything and get your AdRenaline! We hope you enjoy all these new stuff ","url":"/blog/ar-major-update-coming/","date":"2024-04-25T15:08:50+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/ss_af0f7deb4693860ea86b3a4e37eb1a7626c5e671.webp"},{"title":"Game Optimization: Improving Performance and Quality","description":"Introduction Improve performance and quality of your games with professional optimization. We conduct comprehensive performance analysis, identify bottlenecks and issues that affect FPS, loading time and overall stability.\nWhat we do: 1. Performance Analysis\nWe conduct comprehensive performance analysis, identify bottlenecks and issues that affect FPS, loading time and overall stability.\n2. Graphics Optimization\nWe improve rendering, optimize textures, shaders and effects. We reduce GPU load without losing visual quality.\n","content":"Introduction Improve performance and quality of your games with professional optimization. We conduct comprehensive performance analysis, identify bottlenecks and issues that affect FPS, loading time and overall stability.\nWhat we do: 1. Performance Analysis\nWe conduct comprehensive performance analysis, identify bottlenecks and issues that affect FPS, loading time and overall stability.\n2. Graphics Optimization\nWe improve rendering, optimize textures, shaders and effects. We reduce GPU load without losing visual quality.\n3. Code Optimization\nWe refactor code, optimize algorithms, remove memory leaks and improve overall engine efficiency.\n4. Resource Optimization\nWe compress and optimize audio, video and other media files. We reduce game size and loading time without losing content quality.\n5. Compatibility Testing\nWe test the game on various devices and configurations, ensure stable operation on weak and powerful systems, mobile devices and consoles.\nOur Optimization Services Performance profiling Rendering optimization Resource loading improvement Memory optimization Testing on different platforms Graphics settings configuration Network code optimization User interface improvement Leave a request for game optimization and we will conduct performance analysis, identify issues and propose solutions to improve game quality.\n","url":"/blog/game-optimization/","date":"2024-03-26T19:30:38+06:00","tags":["Optimization","Performance"],"categories":["Quality"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"New Year Online Games for Companies: Branded Video Games that Unite and Inspire","description":"Introduction In today\u0026rsquo;s world, corporate holidays and seasonal promotions require new formats to surprise employees and clients. A New Year online game is not just entertainment, but a powerful tool for creating a festive atmosphere, strengthening team spirit, and promoting your brand.\nWhy is a New Year game a must-have for business? Bright engagement. A New Year game allows every participant to feel part of the celebration, no matter where they are - in the office, at home, or even in another country. It\u0026rsquo;s a great way to unite the team and increase loyalty among employees and clients.\n","content":"Introduction In today\u0026rsquo;s world, corporate holidays and seasonal promotions require new formats to surprise employees and clients. A New Year online game is not just entertainment, but a powerful tool for creating a festive atmosphere, strengthening team spirit, and promoting your brand.\nWhy is a New Year game a must-have for business? Bright engagement. A New Year game allows every participant to feel part of the celebration, no matter where they are - in the office, at home, or even in another country. It\u0026rsquo;s a great way to unite the team and increase loyalty among employees and clients.\nBranding and individual approach. We create games with unique design, using corporate colors, logos, slogans, and even company mascots. Your company will be recognizable at every stage of the game process.\nFlexible format. The game can be implemented as an arcade, quest, quiz, puzzle, or even a mini-MMORPG. We will select the genre and mechanics that best suit your audience and event goals.\nAccessibility and easy launch. The New Year game works right in the browser - no need to download or install anything. Just follow the link to instantly immerse yourself in the festive atmosphere.\nWhat is included in a turnkey New Year game? Scenario and game design. We develop an original storyline that can be related to corporate values, company history, or simply be fun and festive. Design and animation. All visual elements are created from scratch: from characters and backgrounds to festive effects and animations. Brand integration. The game can feature logos, corporate colors, slogans, and even integrate your products or services into the gameplay. Analytics and reports. After the event, you will receive detailed analytics: how many people participated, who won, which tasks were most popular, etc. Technical support. We accompany the project at all stages: from idea to launch and support during the event. Examples of New Year games Festive race. Employees compete to collect gifts for Santa Claus, overcoming obstacles and answering themed questions. New Year quest. Teams solve puzzles, search for clues, and complete tasks to save the New Year and win the main prize. Company quiz. A game where participants answer questions about corporate life, company history, and achievements, earning points and gifts. Puzzle or match-3. A festive version of a popular game with corporate symbols and New Year music. Who are New Year online games for? For companies of any size who want to hold an unusual corporate event. For HR departments organizing teambuilding and festive activities. For marketers planning seasonal promotions and prize draws for clients. For agencies looking for modern solutions for their clients. Want to surprise your employees and clients? Leave a request - and we will create a unique New Year game for you that will be remembered for a long time!\n","url":"/blog/newyear-games/","date":"2024-02-18T09:20:44+06:00","tags":["Games","Corporate"],"categories":["Business","Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Happy New Year!","description":"Dear Adrenaliners🔥\nWe want to congratulate you on the coming New Year 2024! We wish you and your family happiness, love and kindness!🎄\nWe are glad that our friendship with you flows into the New Year, in which we have already scheduled events. Namely: Mid-February - we will take part in the WN Conference in Abu Dhabi. In March we plan to provide you with roadmap. We plan to release the game in the 3rd quarter of 2024🧟‍♂️ Also some news we\u0026rsquo;ll be announcing next year.\n","content":"Dear Adrenaliners🔥\nWe want to congratulate you on the coming New Year 2024! We wish you and your family happiness, love and kindness!🎄\nWe are glad that our friendship with you flows into the New Year, in which we have already scheduled events. Namely: Mid-February - we will take part in the WN Conference in Abu Dhabi. In March we plan to provide you with roadmap. We plan to release the game in the 3rd quarter of 2024🧟‍♂️ Also some news we\u0026rsquo;ll be announcing next year.\nHave a crazy holiday weekend. See you in the new year.\n","url":"/blog/ar-happy-new-year/","date":"2023-12-29T14:35:38+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/ss_af0f7deb4693860ea86b3a4e37eb1a7626c5e671.webp"},{"title":"New version!","description":"Adrenaliners 🔥\nEverything went according to plan, WN Conference, Belgrade were cool and pleasant. There were a lot of communication, meetings and of course games.\nAdrenaline Rampage was introduced in a new version, to which we received useful feedback and our piggy bank was enriched with interesting ideas. Work is currently under way to adjust the road map and the nearest plans will be presented to you soon.\nWe decided to publish this version because it is better than the previous one.\n","content":"Adrenaliners 🔥\nEverything went according to plan, WN Conference, Belgrade were cool and pleasant. There were a lot of communication, meetings and of course games.\nAdrenaline Rampage was introduced in a new version, to which we received useful feedback and our piggy bank was enriched with interesting ideas. Work is currently under way to adjust the road map and the nearest plans will be presented to you soon.\nWe decided to publish this version because it is better than the previous one.\nThe new version is already available on Steam 🧟‍♂️\nJust need to download or update.\nPlay and share your opinion with us.\n","url":"/blog/ar-new-version/","date":"2023-12-12T18:23:24+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/ss_3ae79889433c834c46ae5d574913aade22a4bef9.webp"},{"title":"«We Made FatalZone and Made Good Progress on Adrenaline Rampage Development», — Ilya Boytsov from MidHard Games on 2023 Results","description":"We continue to summarize the results of 2023 together with game teams. Next up is an interview with Ilya Boytsov, co-founder and CEO of the outsourcing studio MidHard Games.\nHow was the year for the company? What did you accomplish, implement, what would you highlight in terms of achievements? The year was challenging due to the shrinking game development market (especially for a Russian team located in the Russian Federation). At the same time, the year turned out to be successful. The secret to success lies in the team, its incredible amount of energy, optimism, and passion for games. We definitely moved mountains:\n","content":"We continue to summarize the results of 2023 together with game teams. Next up is an interview with Ilya Boytsov, co-founder and CEO of the outsourcing studio MidHard Games.\nHow was the year for the company? What did you accomplish, implement, what would you highlight in terms of achievements? The year was challenging due to the shrinking game development market (especially for a Russian team located in the Russian Federation). At the same time, the year turned out to be successful. The secret to success lies in the team, its incredible amount of energy, optimism, and passion for games. We definitely moved mountains:\nThis year we made the game FatalZone. We created it together with publisher 101XP. The game is already available in Early Access on Steam. We strengthened the Unreal department and made good progress in developing our game Adrenaline Rampage. The demo is available on Steam. We also completed the transition to a project-based development approach. For each specific game, we assemble a specialized team. This approach significantly increases efficiency in game development. FatalZone\nHow has the game outsourcing market changed over the year? Someone \u0026ldquo;turned off the lights.\u0026rdquo; This situation has been relevant for the second year in a row. If in 2021 there was a queue of clients who were \u0026ldquo;throwing money at the monitor,\u0026rdquo; then in 2022 and 2023 we see the opposite situation. Game developers don\u0026rsquo;t have much choice.\nThis is partly related to the crypto winter that began last year. The crypto industry invested heavily in the game outsourcing market in its time.\nRequests for marketing orders seem to have remained, but we stopped creating games for marketing companies.\nAdrenaline Rampage\nHas the practice of working with clients, their requirements, approaches, expectations changed? Short answer — no. Each client is always a unique story, rich in cases and emotions.\nSeveral new clients VERY STRONGLY surprised us this year (it\u0026rsquo;s a pity that NDA prevents us from publicly awarding achievements like \u0026ldquo;most surprising client of the year\u0026rdquo; or \u0026ldquo;level 80 client, legendary\u0026rdquo;), and we have something to compare with. We know all kinds of clients, we\u0026rsquo;ve been doing various business in Russia for more than 20 years, we\u0026rsquo;ve seen a lot.\nWhat are the company\u0026rsquo;s plans for the coming year? We will continue to invest in the team and level up. We\u0026rsquo;ve already created and experienced so much together — we\u0026rsquo;ll keep pushing forward!\nWe will create a couple of our own games in the Action RPG genre — this is the studio\u0026rsquo;s strategic goal for 2024. We are looking for partners with publishing expertise.\nWe will continue to develop our competencies in game development on Unity and Unreal (if we have enough resources, we\u0026rsquo;ll start developing one of the projects on Godot).\nOverall, changes in the market are felt. Clients are changing, contractors are changing, platforms are changing — and that\u0026rsquo;s great, as movement is one of the signs of life.\nSource: App2Top.ru\n","url":"/blog/itogi-2023-ilya-boytsov/","date":"2023-12-12T14:00:00+03:00","tags":["Our Games","FatalZone","Adrenaline Rampage"],"categories":["Business"],"thumbnail":"/images/blog/en/thumbnail/fatalzone-2023.webp"},{"title":"Adrenaline Rampage at the WN Conference","description":"Adrenaliners 🔥\nWe want to tell you how our team will spend December 7 and 8.\nSo, on these days Adrenaline Rampage will visit The game industry dealmaking event ➡️ WN conference Belgrad'23, we will take part in Indie showcase 🧟‍♂️\nWe will be watching players fry zombies with Axeman, Demoman or other characters 💣 We will be chatting a lot and recording all the feedback 📋\nWe\u0026rsquo;ll be sure to share with you how it went and the immediate plans after practicing the feedback from the conference.\n","content":"Adrenaliners 🔥\nWe want to tell you how our team will spend December 7 and 8.\nSo, on these days Adrenaline Rampage will visit The game industry dealmaking event ➡️ WN conference Belgrad'23, we will take part in Indie showcase 🧟‍♂️\nWe will be watching players fry zombies with Axeman, Demoman or other characters 💣 We will be chatting a lot and recording all the feedback 📋\nWe\u0026rsquo;ll be sure to share with you how it went and the immediate plans after practicing the feedback from the conference.\nAll the best.\n","url":"/blog/ar-adrenaline-rampage-at/","date":"2023-12-04T10:26:49+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/ss_2c2fcfbf2a20f84ac0ac78750cc4775d18d9e9cb.webp"},{"title":"Here it is, Adrenaline Rampage - new version!","description":"Hurry up\nAdrenaliners, are you ready for the hottest news of November🔥🔥🔥\nHere it is, Adrenaline Rampage - new version! 💣\nAnd that\u0026rsquo;s what we did: ⚙️ Features Added ability to disable autofire in settings - for mouse-assisted play. Added progression system - complete achievements and get rewards: new characters, skills and money. ⚙️ Controls and system Added gamepad support in game - in raids, in menus gamepad is still being finalized Improved control in the menu from the keyboard Fixed bugs related to controls Added graphics settings ⚙️ Characters Axeman character is strengthened Attacks with greater distance Damage and attack speed increase with each hit Blastman character is strengthened Increased the amount of HP by one and a half Increased armor Has a three-time bonus to Regeneration perk Demoman character is strengthened Increased the number of hp in one and a half times Increased the armor Increased the capacity of the store twice Reinforced character Turretman Slightly increased armor ⚙️ Balance Killer boss removed from third minute. You’ll meet him later Gravity trap\n","content":"Hurry up\nAdrenaliners, are you ready for the hottest news of November🔥🔥🔥\nHere it is, Adrenaline Rampage - new version! 💣\nAnd that\u0026rsquo;s what we did: ⚙️ Features Added ability to disable autofire in settings - for mouse-assisted play. Added progression system - complete achievements and get rewards: new characters, skills and money. ⚙️ Controls and system Added gamepad support in game - in raids, in menus gamepad is still being finalized Improved control in the menu from the keyboard Fixed bugs related to controls Added graphics settings ⚙️ Characters Axeman character is strengthened Attacks with greater distance Damage and attack speed increase with each hit Blastman character is strengthened Increased the amount of HP by one and a half Increased armor Has a three-time bonus to Regeneration perk Demoman character is strengthened Increased the number of hp in one and a half times Increased the armor Increased the capacity of the store twice Reinforced character Turretman Slightly increased armor ⚙️ Balance Killer boss removed from third minute. You’ll meet him later Gravity trap\nReduced range of flight Saws Base damage quadrupled Maximum damage increased by one third Napalm drone Reduced number of shells Recharge reduced Increased Damage Extended duration Plasma drone Evolution formula changed ⚙️ Multiple changes in the interface We wish you interesting sensations and great matches.\nWe are here 👉 [\nPlease share your feedback in the Steam community or in the our Discord🧟‍♂️\n","url":"/blog/ar-adrenaline-rampage-new-version/","date":"2023-11-07T14:26:50+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/ss_b1b62b24b5f3c0d4a0b855d9585950dd0a6ab0a4.webp"},{"title":"Let's meet on Steam at Bullet Heaven Fest","description":"Adrenaliners🔥\nLet\u0026rsquo;s meet on Steam at Bullet Heaven Fest 💣\nAs a reminder the core loop is essentially killing enemies and accumulating enough XP to level up and upgrade your character in order to be able to survive and complete the level’s objective.\nGame on 🧟‍♂️\nSteam (ссылка)\n","content":"Adrenaliners🔥\nLet\u0026rsquo;s meet on Steam at Bullet Heaven Fest 💣\nAs a reminder the core loop is essentially killing enemies and accumulating enough XP to level up and upgrade your character in order to be able to survive and complete the level’s objective.\nGame on 🧟‍♂️\nSteam (ссылка)\n","url":"/blog/ar-bullet-heaven-fest/","date":"2023-11-06T15:43:46+03:00","tags":["Adrenaline Rampage","Our Games"],"categories":["Our Games"],"thumbnail":"/images/blog/en/thumbnail/ss_5408622fc755fce3c165fb4d1b30cd91d9ea0afc.webp"},{"title":"Conference Game Activities: Lead Generation and Participant Engagement","description":"Introduction In today\u0026rsquo;s world, conferences require new formats for participant interaction. Game activities are not just entertainment, but a powerful tool for collecting contacts, increasing engagement, and creating memorable experiences.\nWhy are game activities a must-have for conferences? Lead generation and contact collection. The game allows participants to leave their data to participate in the game, giving you a quality database of potential clients.\nIncreased engagement. Interactive elements make the conference more interesting, participants stay longer at the event and better remember your brand.\n","content":"Introduction In today\u0026rsquo;s world, conferences require new formats for participant interaction. Game activities are not just entertainment, but a powerful tool for collecting contacts, increasing engagement, and creating memorable experiences.\nWhy are game activities a must-have for conferences? Lead generation and contact collection. The game allows participants to leave their data to participate in the game, giving you a quality database of potential clients.\nIncreased engagement. Interactive elements make the conference more interesting, participants stay longer at the event and better remember your brand.\nFlexible format. The game can be implemented as an online quest, mobile app, interactive kiosk, or even AR/VR experience.\nInstant analytics. You receive data on participant engagement, popularity of various activities, and lead generation effectiveness in real-time.\nWhat is included in conference game activities? Scenario and game design with ability to collect participant contacts Design and animation considering your brand style Lead generation system for managing participant database Analytics and reports after the conference Examples of game activities Online quest on conference theme Interactive kiosk stand Mobile quiz app AR game with artifact hunting Social competition game Want to turn your conference into an effective lead generation tool? Leave a request - and we will create unique game activities for you!\n","url":"/blog/conference-games/","date":"2023-08-03T08:29:46+06:00","tags":["Games","Marketing"],"categories":["Business","Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"CI/CD Setup for Games: Development Process Automation","description":"What is CI/CD in Game Development CI/CD (Continuous Integration/Continuous Deployment) is a practice of automating code integration, testing and deployment processes. In game development, this allows you to quickly and reliably release updates, test new features and maintain game stability.\nBenefits of CI/CD for Games Build and test automation Fast update releases Reduced risk of errors Ability to roll back to previous versions Improved code quality Accelerated development of new features Pipeline Setup We create custom build pipelines for your game, set up automated testing, integration with version control systems and distribution platforms.\n","content":"What is CI/CD in Game Development CI/CD (Continuous Integration/Continuous Deployment) is a practice of automating code integration, testing and deployment processes. In game development, this allows you to quickly and reliably release updates, test new features and maintain game stability.\nBenefits of CI/CD for Games Build and test automation Fast update releases Reduced risk of errors Ability to roll back to previous versions Improved code quality Accelerated development of new features Pipeline Setup We create custom build pipelines for your game, set up automated testing, integration with version control systems and distribution platforms.\nPlatform Integration We set up automatic deployment to Steam, Epic Games Store, Google Play, App Store and other platforms. We ensure synchronization of updates across all distribution channels.\nSupported Technologies GitHub Actions, GitLab CI, Jenkins, Azure DevOps, Docker, Kubernetes, Unity Cloud Build, Unreal Engine Build System, Steam SDK, Epic Games Launcher API, Google Play Console API, App Store Connect API.\nLeave a request for CI/CD setup for your game and we will automate development processes, which will significantly speed up update releases and improve your product quality.\n","url":"/blog/cicd-setup/","date":"2022-12-06T19:43:07+06:00","tags":["CI/CD","Automation"],"categories":["Quality"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Game Maintenance: Support and Update of Game Projects","description":"Introduction Game maintenance is not a luxury, but a necessity. We bring games to working condition. Engines Unity, Unreal. With a game, you need to do maintenance at least once a year, just like with a favorite car.\nProblems We Solve: Outdated engine versions, SDK, build tools, platform updates.\nWe Know What to Do: Update the engine to the latest version - without losing functionality Check and update SDK and dependencies Run tests, fix bugs, restore stability Prepare the game for release on necessary platforms and stores What You Get: Performance optimization Product lifecycle extension. The project is relevant again - and continues to generate profit Readiness for further development. After maintenance, you can add new features or implement porting When to Order Maintenance: In case you don\u0026rsquo;t plan comprehensive rework, but want to bring the game to working condition - maintenance becomes an economically profitable alternative to custom game development.\n","content":"Introduction Game maintenance is not a luxury, but a necessity. We bring games to working condition. Engines Unity, Unreal. With a game, you need to do maintenance at least once a year, just like with a favorite car.\nProblems We Solve: Outdated engine versions, SDK, build tools, platform updates.\nWe Know What to Do: Update the engine to the latest version - without losing functionality Check and update SDK and dependencies Run tests, fix bugs, restore stability Prepare the game for release on necessary platforms and stores What You Get: Performance optimization Product lifecycle extension. The project is relevant again - and continues to generate profit Readiness for further development. After maintenance, you can add new features or implement porting When to Order Maintenance: In case you don\u0026rsquo;t plan comprehensive rework, but want to bring the game to working condition - maintenance becomes an economically profitable alternative to custom game development.\nHow Maintenance Works: You tell us your business goals and answer questions We conduct an audit - form an estimate We agree on work stages and deadlines We update, test, deliver a ready and stable version of the game We have repeatedly performed turnkey game development, done custom game development, and now offer a service that will help your live project return to service without unnecessary costs. Write to us!\n","url":"/blog/game-maintenance/","date":"2022-12-06T10:41:36+06:00","tags":["Support","Updates"],"categories":["Quality"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Games for Museums: Interactive Exhibits that Bring History to Life","description":"Introduction In today\u0026rsquo;s world, museums face the challenge of attracting new visitors and creating engaging experiences. A game for a museum is not just entertainment, but a powerful tool for education, audience engagement, and promoting cultural heritage.\nWhy is a museum game a must-have in 2025? Interactive learning. The game allows visitors to immerse themselves in history, archaeology, art, or science through engaging gameplay. It\u0026rsquo;s an excellent way to make complex topics accessible and interesting for all ages.\n","content":"Introduction In today\u0026rsquo;s world, museums face the challenge of attracting new visitors and creating engaging experiences. A game for a museum is not just entertainment, but a powerful tool for education, audience engagement, and promoting cultural heritage.\nWhy is a museum game a must-have in 2025? Interactive learning. The game allows visitors to immerse themselves in history, archaeology, art, or science through engaging gameplay. It\u0026rsquo;s an excellent way to make complex topics accessible and interesting for all ages.\nIncreased attendance. Modern technologies attract young audiences who are accustomed to digital entertainment. The game can go viral and bring new visitors to the museum.\nFlexible format. The game can be implemented as a quest, simulator, puzzle, AR/VR experience, interactive kiosk, or terminal. We will select the genre, mechanics, and format that best suit your museum\u0026rsquo;s theme and space.\nAccessibility and easy launch. Online games work right in the browser, while interactive kiosks launch with a single touch. No need to download or install anything - just start playing to immerse yourself in the museum world.\nWhat is included in a turnkey museum game? Scenario and game design. We develop an original storyline related to exhibits, historical events, or scientific discoveries in your museum. Design and animation. All visual elements are created from scratch: from characters and locations to historical details and animations. Museum content integration. The game can feature information about exhibits, historical facts, photographs, and even 3D models of artifacts. Hardware and installation. For interactive kiosks, we select and install the necessary equipment: touch screens, projectors, motion sensors, and other devices. Analytics and reports. After the game\u0026rsquo;s operation, you will receive detailed analytics: how many people participated, which exhibits generated the most interest, time spent in the game, etc. Examples of museum games Historical quest. Visitors explore the museum, solve puzzles related to exhibits, and learn interesting facts about the past. Archaeological expedition. An excavation simulator game where participants find artifacts, study their history, and reconstruct ancient events. Art gallery. Interactive tour of paintings with mini-games, puzzles, and creative tasks. Scientific experiment. Virtual laboratory where visitors conduct experiments, study physics or chemistry laws in a game format. Want to turn your museum into an interactive space? Leave a request - and we will create a unique game for you that brings history to life and attracts new visitors!\n","url":"/blog/museum-games/","date":"2022-08-17T11:00:23+06:00","tags":["Games","Education"],"categories":["Business","Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Crypto Games Turnkey: NFT, Tokenomics, P2E","description":"Business Goals of Blockchain Games Demo for investors: prototype or video based on prototype with basic tokenomics and economy, ready to present at Web3 presentations.\nMVP versions: with minimal smart contract functionality, NFT-drop, basic NFT economy and blockchain-level analytics.\nBrand games: NFT gifts, collectible tokens with export to marketing channels, gamification of promotions with crypto payment.\nTechnologies Under the Hood of Blockchain Game We use ERC-721/1155 standards, implement staking, yield farming, drops, integrate cross-chain bridge and provide support for Metamask, WalletConnect. We understand the role of smart contracts, DAO governance, tokenomics and web3 UI/UX.\n","content":"Business Goals of Blockchain Games Demo for investors: prototype or video based on prototype with basic tokenomics and economy, ready to present at Web3 presentations.\nMVP versions: with minimal smart contract functionality, NFT-drop, basic NFT economy and blockchain-level analytics.\nBrand games: NFT gifts, collectible tokens with export to marketing channels, gamification of promotions with crypto payment.\nTechnologies Under the Hood of Blockchain Game We use ERC-721/1155 standards, implement staking, yield farming, drops, integrate cross-chain bridge and provide support for Metamask, WalletConnect. We understand the role of smart contracts, DAO governance, tokenomics and web3 UI/UX.\nCurrent Trends Trend towards quality content, not just P2E Focus on interoperability, multi-chain, and community-centric governance/DAO Security requirements: KYC/AML, 2FA, smart contract audit NFT integration as gaming assets, proof-of-ownership, virtual real estate What You Get as a Result Tokenomics architecture: NFT, utility token, staking, yield incentives Audited smart contracts compliant with standards and regulations (ERC-721/1155) Web3 functionality integration: wallets, multi-chain, bridge Platform: browser + desktop - no entry restrictions On-chain analytics: NFT turnover, staking, activity, retention, dUAW growth Game in MVP, demo or full release format - depending on task and budget Timelines and Approximate Budget Demo/investment demo ~ 6 weeks MVP with tokenomics ~ 8–12 weeks Brand game with NFT-drop and P2E from 10,000 USDT (depends on blockchain, audit and UI/UX) We are crypto enthusiasts and despite natural market downturns we believe in the unlimited potential of the entire crypto industry. We will make your project quality and fast.\n","url":"/blog/crypto-games/","date":"2022-07-28T13:19:03+06:00","tags":["Web3","Crypto"],"categories":["Development","Web3"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Game Automated Testing: Creating Testing Systems to Improve Quality","description":"What is automated game testing? Automated game testing is the process of creating and configuring systems that automatically check functionality, performance and game stability. Automated tests run without human involvement, allowing quick error detection and quality assurance at all development stages.\nWhy is automated testing needed: Time savings: automated tests run much faster than manual testing Early error detection: tests run at every development stage Quality improvement: systematic testing of all game components Regression testing: checking that new changes haven\u0026rsquo;t broken existing functionality Continuous integration: tests integrate into CI/CD pipeline Types of automated testing: Unit tests - checking individual game components and functions Integration tests - checking interaction between systems Functional tests - automating game mechanics checks Performance tests - checking FPS, memory usage, loading time Regression tests - checking stability after changes E2E tests - end-to-end testing of complete user scenarios Tools and technologies: Unity Test Framework, Unreal Engine Automation System, Selenium, Appium, Jenkins, GitHub Actions, GitLab CI, Python, C#, JavaScript, Docker, JUnit, NUnit, pytest.\n","content":"What is automated game testing? Automated game testing is the process of creating and configuring systems that automatically check functionality, performance and game stability. Automated tests run without human involvement, allowing quick error detection and quality assurance at all development stages.\nWhy is automated testing needed: Time savings: automated tests run much faster than manual testing Early error detection: tests run at every development stage Quality improvement: systematic testing of all game components Regression testing: checking that new changes haven\u0026rsquo;t broken existing functionality Continuous integration: tests integrate into CI/CD pipeline Types of automated testing: Unit tests - checking individual game components and functions Integration tests - checking interaction between systems Functional tests - automating game mechanics checks Performance tests - checking FPS, memory usage, loading time Regression tests - checking stability after changes E2E tests - end-to-end testing of complete user scenarios Tools and technologies: Unity Test Framework, Unreal Engine Automation System, Selenium, Appium, Jenkins, GitHub Actions, GitLab CI, Python, C#, JavaScript, Docker, JUnit, NUnit, pytest.\nCost: from $4,000 for creating an automated testing system for a game.\nTimeline: from 3 weeks depending on game complexity and testing volume.\nAutomated game testing is an investment in quality and stability of your product. Create a reliable testing system that will work for you 24/7!\n","url":"/blog/game-automated-testing/","date":"2022-07-25T08:25:43+06:00","tags":["Testing","Quality"],"categories":["Quality"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Sport Gamification: Fitness Apps that Motivate and Engage","description":"Introduction In today\u0026rsquo;s world, healthy lifestyles are becoming increasingly popular, but many people lack motivation for regular workouts. Sport gamification is a powerful tool for increasing engagement, motivation, and achieving fitness goals.\nWhy is sport gamification a must-have? Increased motivation. Game elements make workouts more interesting Higher engagement. Achievement systems, levels, and rewards keep users in the app longer Progress tracking. Users see their growth, which motivates them to continue training Social interaction. Ability to compete with friends and share achievements What is included in sport gamification? Scenario and game design with level and achievement systems Design and animation considering your brand style Activity tracking system with fitness tracker integration Progress and achievement system Analytics and reports on user activity Examples of sport gamification Step counter app with levels and rewards Fitness quest with learning new exercises Sports RPG with character development Team competitions with rankings and prizes AR workouts with virtual trainer Want to create a motivating sports app? Leave a request - and we will develop unique sport gamification for you!\n","content":"Introduction In today\u0026rsquo;s world, healthy lifestyles are becoming increasingly popular, but many people lack motivation for regular workouts. Sport gamification is a powerful tool for increasing engagement, motivation, and achieving fitness goals.\nWhy is sport gamification a must-have? Increased motivation. Game elements make workouts more interesting Higher engagement. Achievement systems, levels, and rewards keep users in the app longer Progress tracking. Users see their growth, which motivates them to continue training Social interaction. Ability to compete with friends and share achievements What is included in sport gamification? Scenario and game design with level and achievement systems Design and animation considering your brand style Activity tracking system with fitness tracker integration Progress and achievement system Analytics and reports on user activity Examples of sport gamification Step counter app with levels and rewards Fitness quest with learning new exercises Sports RPG with character development Team competitions with rankings and prizes AR workouts with virtual trainer Want to create a motivating sports app? Leave a request - and we will develop unique sport gamification for you!\n","url":"/blog/sport-gamification/","date":"2021-07-10T17:53:48+06:00","tags":["Gamification","Sports"],"categories":["Business","Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"},{"title":"Board Games Porting: Transfer to Digital Format for Web, Mobile and PC","description":"What is Board Games Porting? Board games porting is the process of adapting classic board games to digital format for various platforms. We create full digital versions of your favorite board games, preserving original mechanics and adding modern digital format capabilities.\nWhy Port Board Games: Audience expansion: digital version makes the game accessible to millions of users worldwide Convenience: no need to gather physically - can play online with friends or against AI Monetization: digital versions can be sold in app stores, Steam, Epic Games Store Modern capabilities: adding multiplayer, ratings, achievements, rule automation Preserving classics: popular board games get new life in digital format Platforms for Porting: Web versions: games work right in the browser, no installation required Mobile apps: iOS and Android versions for smartphones and tablets PC versions: for Steam, Epic Games Store, GOG with multiplayer support Telegram bots: mini-games for messenger with ability to play right in chat Porting Process: Analysis of original board game and its mechanics Digital version design preserving gameplay Interface and visual design development Game logic and rules programming Adding multiplayer, AI opponents and other digital features Testing and game balancing Publication on selected platforms Cost: from $6,000 for full-cycle board game porting to one platform.\n","content":"What is Board Games Porting? Board games porting is the process of adapting classic board games to digital format for various platforms. We create full digital versions of your favorite board games, preserving original mechanics and adding modern digital format capabilities.\nWhy Port Board Games: Audience expansion: digital version makes the game accessible to millions of users worldwide Convenience: no need to gather physically - can play online with friends or against AI Monetization: digital versions can be sold in app stores, Steam, Epic Games Store Modern capabilities: adding multiplayer, ratings, achievements, rule automation Preserving classics: popular board games get new life in digital format Platforms for Porting: Web versions: games work right in the browser, no installation required Mobile apps: iOS and Android versions for smartphones and tablets PC versions: for Steam, Epic Games Store, GOG with multiplayer support Telegram bots: mini-games for messenger with ability to play right in chat Porting Process: Analysis of original board game and its mechanics Digital version design preserving gameplay Interface and visual design development Game logic and rules programming Adding multiplayer, AI opponents and other digital features Testing and game balancing Publication on selected platforms Cost: from $6,000 for full-cycle board game porting to one platform.\nTimeline: from 4 weeks depending on game complexity and selected platform.\nBoard games porting is an opportunity to give new life to classic games and attract modern audiences. Create a digital version of your favorite board game!\n","url":"/blog/board-games-porting/","date":"2021-03-02T15:06:34+06:00","tags":["Porting","Games"],"categories":["Development"],"thumbnail":"/images/blog/blog-default-thumbnail.webp"}]