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Pogaca_Studios
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Helo everyone, you might have seen some of my devlog posts here recently. On the 8th day of development, I wanted to focus on getting the voice chat system sorted out, and I've just finished the first prototype.
Here is a quick breakdown of today's progress:
- Proximity Voice Chat: Implemented a dynamic system where the voice volume scales and fades based on the distance between players.
- UI & Glass Shader: To avoid a generic look, I applied a custom glass shader to the background of the voice panel. It looks decent for now, though it's still open to improvement.
- Performance & Capacity: The system is currently structured to support a limit of up to 5,000 concurrent users (CCU). You can see the general workflow under this limit in the video.
- Refactoring & Debugging: To keep the project maintainable, I reviewed all previous code, fixed existing bugs, and implemented new debug lines (around +800 lines of code rewritten/arranged).
That's pretty much where the system stands at this stage. Any feedback or suggestions regarding the mechanics or the UI design would be highly appreciated.
Please follow me on Itch.io so you can play it as soon as it's released!
🔗 [https://pogaca-studios.itch.io/] this not a ad.
Hey everyone!
I'm 13 years old and making a multiplayer co-op game called Vivarium completely solo in Unity.
I shared a text post earlier asking for feedback, but without visuals, it didn't get much traction. Today is Day 4, and I wanted to share actual gameplay video!
What is the game about? You and your friends play as scientists in a secret lab working for the government. Your mission is to conduct experiments on a massive biological cell using different chemical tubes/syringes. Each tube injected into the cell triggers different reactions, mutations, or hazards!
What I added today (Day 4):
- Added character models and movement animations.
- Synced movement & animations across the network for multiplayer co-op.
- Fixed various lobby and gameplay bugs.
I need your ideas! I want to create a wide variety of test tubes/syringes to inject into the cell. Right now I have:
- Size modifications (Enlarge / Shrink).
- Physical mutations (Growing arms, legs, tentacles).
- Emissive & RGB color shifts.
What strange, funny, or terrifying effects should other test tubes cause when injected into the cell? Would love to hear your ideas!
Thanks for the feedback!
The issue where NPCs kept screaming after dying has been completely fixed in v0.98.12, alongside a reduction in overall scream frequency.
As for the lines following the debris/blood particles, those are intentional particle trails designed to add impact and juice to the visual effects. However, I’ll keep an eye on feedback and might consider adding a toggle for particle intensity in a future settings update!
bölüm 24'e kadar aralıksız oynadım gayet güzel olmuş.
4 yıldız veriyorum gayet oynanabilir ve rica etsem sizde benim projemi incelermisiniz?
https://pogaca-studios.itch.io/cutter
Hey everyone!
I recently released v0.98.10 for CUTTER and wanted to share a quick devlog breaking down all the new mechanics, fixes, and additions implemented in this build.
Here is what’s new in the latest version:
⚙️ Version 0.98.10 Patch Notes:
- 🎨 Painting Tool Added: You can now customize and paint surfaces directly within the sandbox!
- 🧍 New Soldier Character: Introduced a brand-new character featuring physical armor pieces that dynamically react to force and destruction.
- 🧱 Expanded Build System: Added new block types to give you more options and flexibility when building custom structures.
- 🛠️ Object Grab Fixes: Fixed physics and interaction bugs where certain objects had issues when being picked up or held.
What’s Next & Your Feedback
I'm continuously tweaking the physics performance, voxel destruction feedback, and sandbox tools to make the gameplay feel even more satisfying.
Since this update brings new physics interactions with the armored soldier and painting mechanics, I'd love to hear your thoughts:
- How does the new armored soldier physics feel during destruction?
- What other building blocks or sandbox tools would you like to see in future updates?
Please drop your feedback and suggestions in the comments below! If you're enjoying the project, don't forget to leave a rating or add CUTTER to your collection—it really helps out a lot.
Thanks for playing and testing!
Hey everyone,
I’m working on a new project called "Cutter." My main goal is to create a satisfying physics-based shooter with destructible targets.
Here is my progress for day 1:
- I set up the basic shooting mechanics and bullet tracers.
- I added a dynamic dismemberment system where body parts can break off based on shot placement.
- I’m focusing on the "feel" of the combat and the visual satisfaction of destruction.
I’m planning to release a playable build in about a week. My next tasks are:
- Adding a shotgun for more impact.
- Creating a basic NPC spawning system.
- Building a settings menu for customization.
I’d love to hear your thoughts on what I should add next to make the destruction and combat more fun. Let me know what you think!


The official demo is officially live! In this version, you can completely customize and build the complex electrical systems you’ve been looking forward to. Since this is an early demo, co-op isn't available just yet—but don't worry, we are actively developing the game and working on exciting new features!
https://pogaca-studios.itch.io/wireworks2

















