Recent Updates
UberLoop » Devlog
Changelog
Build / version
- Project version string is bumped in Player Settings with each release; character select shows it as
V.<version>on a dedicated label.
Character select
- Version label: Reads from Player Settings at runtime (
Application.version), formatted asV.x.y.z; auto-binds to a TextMeshPro child namedversion. - Passive growth sliders: Values now clamp to each slider’s real min/max (no more everything forced to 0–1).
- Slider ranges: Slider maxima are raised from roster data when needed so high growth values (e.g. regen) aren’t clipped by the UI.
- Preview: No longer sets velocity on kinematic rigidbodies when prepping the character preview.
Characters & data
- Player blurbs: Short, stat-focused lines on Recruit, Doc, Golem, Glorb, and Skeleton player definitions.
Combat / audio
- Bullet: Optional pitch variance on the projectile clip (slider 0–1, random pitch around 1.0 per shot).
- Projectile SFX: Fires at spawn (where the projectile is initialized), not at impact, so shots sound local to the player.
Skeleton sword slash VFX
- Sword Slash visibility fixes for mobile/WebGL: particle renderer/settings and PolySlash02 tuned for URP (alpha/transparency, slash shape instead of a flat quad glow). Dust child could already show while the main slash didn’t — that path is aligned.
Files
UberloopWeb.zip Play in browser
2 hours ago
UberLoop
Carve through endless monster hordes, stack wild upgrades,, and forge ridiculous overpowered builds every run.
| Status | In development |
| Author | MikeMo |
| Genre | Survival |
| Tags | Arcade, Auto Battler, Bullet Hell, Roguelite, Singleplayer, Top-Down, Top down shooter |
More posts
- Introduction14 hours ago
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