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Carnage 2 — Rhythm Arena Shooter Devlog

A topic by MamoruSan created Jul 24, 2026 Views: 832 Replies: 11
Viewing posts 1 to 10
(3 edits) (+1)

Hello! I have officially started development of Carnage 2, a sequel and reboot of one of my older projects.

Carnage 2 is planned as a fast first-person arena shooter with roguelike elements. The main goal is to create combat based on movement, timing and combinations rather than simple weapon switching or button spam.

The player will use several tools at the same time:

  • a sword for light and charged attacks;
  • a revolver with limited ammunition;
  • a rechargeable grenade;
  • dodges and unlockable combat skills.

The main mechanic is called Blood Tempo. It rewards the player for killing enemies in different ways, changing targets and staying active. The meter slowly decreases during inactivity, but at 50%, 75% and 100% it can be spent on special combat abilities.

The first public version is planned as 0.5.0. The current scope includes:

  • one summer farm arena;
  • four enemy waves;
  • a boss fight in the fifth round;
  • six enemy types, including the Forest Demon boss;
  • skills and upgrades between rounds;
  • adaptive resource drops;
  • the Blood Tempo system.

The game is being developed in Unreal Engine 5.4.4. The target platform is Windows, with releases planned for itch.io and Game Jolt.

Development is still at the very beginning. Actual version - 0.1.0

I will continue updating this thread as development progresses. Feedback and questions are welcome.

Carnage 2 — First Development Results

Development of Carnage 2 is now properly underway.

The first foundations are already in place: basic player movement, camera controls and the first version of the game's visual style. I'm currently working on jumping and fall damage before moving further into the player mechanics.


There is still a long way to go, but the project is finally starting to look and feel like an actual game.

More progress soon.

#indiedev #gamedev #indiegame #UE5 #UnrealEngine #FPS #devlog #Carnage2

Carnage 2 — Movement Progress

Another small step forward for Carnage 2.

Jumping and the first version of the dodge are now implemented. The player can already move around the test arena much more freely, and the basic movement system is starting to take shape.

These mechanics will later become an important part of combat — moving between enemies, avoiding attacks and keeping the rhythm of the fight.


Still early development, but the foundation is getting stronger!

#indiedev #gamedev #indiegame #UE5 #UnrealEngine #FPS #devlog #Carnage2

(+1)

This looks so good! How did you make the sky - and what shaders have you used? Great work!

Thanks! The sky itself is actually pretty simple — I’m using the standard UE5 Sky Atmosphere setup and the default sky components.  

Most of the stylized look comes from a custom post-process material I made. It handles the main shader/posterization effect.  

I can share a screenshot of the material graph too if you're interested — I don’t mind showing how it works!


It’s a Post Process Material. It takes the final image, breaks the brightness down into about 5–6 fixed levels, and then brings the original colors back in. That makes the lighting and shadows look flatter and more poster-like.  

I can also tweak the number of levels and the strength of the effect with parameters.

Carnage 2 has reached its first development milestone — version 0.1.0!

The basic player prototype is now complete: movement, jumping, stamina, fall damage, directional dodging and the first HUD are all working.


The next step is the combat system.

I wrote a short devlog with the full progress here: https://mamoru-san.itch.io/carnage2/devlog/1614423/carnage-2-010-player-prototyp...

#indiedev #gamedev #UE5 #Carnage2

Carnage 2 — Working on the FPS Arms

A little behind-the-scenes progress on Carnage 2.

I’m currently preparing the player’s first-person arms in Blender and building a custom FPS rig for them.

The goal is to use this rig for the game’s weapon animations — sword attacks, revolver shooting and reloading, grenade throws and more.

Once the rig is ready, I’ll start working on the first animations and testing the Blender → UE5.

Still early, but another important piece of the combat system is taking shape!

#indiedev #gamedev #UE5 #Blender #FPS #Carnage2

Carnage 2 — FPS Arms Are Working

Another piece of the combat system is now in place.

I finished my first FPS arm rig, attached the sword and revolver, created the first idle poses and successfully tested everything in Unreal Engine.

This was also my first proper attempt at rigging and animating FPS arms, so getting the whole Blender → Unreal pipeline working feels like a pretty important step.

Next up: shooting, reload and sword attack animations.

Full devlog: https://mamoru-san.itch.io/carnage2/devlog/1688172/carnage-2-my-first-fps-arms-s...

#indiedev #gamedev #UE5 #UnrealEngine #FPS #Blender #Carnage2

Carnage 2 — First Sword Combat Pass Complete

The first sword combat pass is now complete.

Light attacks and charged attacks are fully working, including stamina cost, increased damage, hit detection, charge feedback and dodge cancel.

I also adjusted the first-person weapon placement a little since the previous update.

The mechanic itself is done now — next comes polish and combat feel.

Full devlog: https://mamoru-san.itch.io/carnage2/devlog/1710173/carnage-2-the-first-sword-com...

#Carnage2 #MamoruSan #indiedev #gamedev #FPS #UE5 #UnrealEngine

Carnage 2 — Revolver Progress

The revolver is now working in Carnage 2.

Shooting, ammunition and reloading are all functional, and the weapon now works alongside the sword in the first-person combat setup.

The basic system is in place now, so the next step is mostly about polish, feedback and making the sword + revolver combination feel good during actual combat.

Full devlog: https://mamoru-san.itch.io/carnage2/devlog/1728920/carnage-2-the-revolver-is-fin...

Carnage 2 — Core Combat Complete

The core player combat setup for Carnage 2 is now complete.

Sword attacks, charged attacks, the revolver, reloading, grenades, health, armor and resources are all working together.

This closes the basic player-combat stage of development.

Next up: enemies and the first real combat encounters.

Full devlog: https://mamoru-san.itch.io/carnage2/devlog/1742608/carnage-2-core-player-combat-...

Hello, im an animator that specializes in first person/viewmodel animations, if ur looking for an animator let me know!

portfolio: Viewmodel Portfolio