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Full UwUzon update
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What changed
- Balance
- Gameplay
UwUzon changes
UwUzon is out now
The origin of this game is honestly pretty dumb.
I was originally trying to recreate Duck Hunt from Halo 3 custom games, but I ran into a problem pretty fast: I didn’t want the sniper to be a required player slot. So I started thinking about how to replace that role with some kind of AI-controlled threat instead. But I figured an AI with a sniper rifle wouldn't be fun since programming in 'artificial misses' seemed ingenuine and a 100% hit rate also wasn't a game it was an execution.
At some point I had the idea: what if the AI just launched semitrucks at you?
That made me laugh, which was enough to keep going.
So the project turned into this weird Frogger-style prototype built around dodging semitrucks, and from there I needed an actual reason for why any of this was happening. That’s when the warehouse setting showed up, and eventually the whole thing became UwUzon.
A lot of the early work was just trying to make the physics damage feel good without the entire game turning into an industrial accident simulator.
At one point the damage system was fully physics-based to the point where characters’ limbs could literally explode off, and the body parts themselves could become flying projectiles that killed other players. Which was very funny, but also a complete nightmare to control. It was unstable enough that I had to cut that version for now and rebuild things in a way that was less completely insane.
After that I ended up building a physics-based gore and damage system on top of Unity’s physics, which was its own special kind of suffering.
And somewhere in the middle of all this, I also started leaning into the whole management joke and my very coffee-fueled state of mind, which naturally led to a convoluted easter egg. I’ve always loved overcomplicated secret-hunting stuff, especially the kind of ridiculous community-discovery energy from old Black Ops zombies easter eggs, so of course I had to put some of that into this too. There is at least one step that is definitely way too hard as you would literally need a Computer Science degree to even understand it because I thought it was funny at the time. So I'll probably throw hints in there later but for now it is quite the calculation.
So that is more or less how we got here.
Why launch now
At this point, the core game is there. It’s playable, chaotic, funny, and it already does the main thing I wanted it to do: throw you into a terrible workplace, make you dodge industrial nonsense, and immediately convince you to hit one more run.
Early Access is the part where I keep expanding it. More hazards, more chunk variety, more polish, more balancing, and probably more things that violate workplace safety laws.
What now
Now that people can actually play it, I want to keep improving it based on what is fun, what is confusing, and what causes the funniest deaths.
If you want to report bugs, throw feature ideas at me, or help decide what management should ruin next, I’m collecting feedback here: https://www.featstation.com/w/uwuzon
So the plan is basically:
add more stuff
improve the stuff that is already there
keep the warehouse stupid
continue serving management and our shareholders
Anyway
If you buy the game, thank you. If you play it with friends, even better. If you get hit by a semitruck going 60 mph, that is lore-accurate.
Please enjoy UwUzon responsibly. And never forget the most important thing:
our shareholders.
Source
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