Images: Wenkly Studio Sp. z o.o.
Images: Wenkly Studio Sp. z o.o.
Wenkly Studio Sp. z o.o. - PvPvE Extraction Shooter - 2024 - Unity
Astro Hunters is a VR PvPvE extraction shooter in which the player takes on the role of a mercenary aka “Hunter” and completes tasks for the Mothership. The Mothership doesn't ask questions, so it's up to the players to decide whether they prefer to complete the task or steal evidence and gain a reward that way.
The player can complete missions, collect resources, plunder bases or hunt other players. It is up to them how they use the expedition.
Online PvP
Open-world extraction shooter
Interactive & upgradable storage room
~30 unique weapons
Gatherable resources (using special tools)
Interactive crafting stations
Had heavy impact on core gameplay loop and game genre
Created and maintained gameplay documentation
Designed nearly all gameplay systems/mechanics e.g:
Interactive Extraction capsules
Innovative Inventory system
Mission system where players compete with each other
Interactive crafting stations
Storage room and all of the interactive item "containers"
Different kinds of resources gatherable with different kinds of tools
Consumables such as Inhalers (Potions), special grenades and fuels
...and much more
Redesigned some of the mechanics based on players feedback
Created and maintained balance spreadsheets
Created spreadsheets to quickly recalculate balance based on gameplay fundamentals
Balanced all of the game systems:
Player statistics (Health, Movement speed, Inventory capacity etc.)
All ~30 weapons (Damage, Recoil, Fire rate, Magazine size, Type)
Ranged and melee enemies (Health, Damage, Count, etc.)
Augments, Elemental Modifications and their respective upgrade paths
Damage falloff by distance
Inhalers (Potions)
Resource gathering tools
Balanced Economy of the game
Buy & Sell prices of items, item upgrades, storage room upgrades
Item availability (Drop rate from enemies, availability in chests, etc.)
Crafting recipes
Changed balance of many systems based on data and players feedback
Analyzed and identified the impact of individual mechanics on the balance of all other systems
Designed player progression
Upgrading weapons and items
Storage room upgrading
Acquiring new rooms
Upgrading existing ones
I designed all types of generated missions to be completed by the players
Mission requirements
Mission locations
Preparation of simple mock-ups of several UI screens (~3)
Feedback and approval of all other UI elements in the game
Worked on many QoL improvements
Designed controls
Selection of the overall mood of the music
Selection of sound effects:
Air drop event indication
Responsibility for feedback and approval of:
Music
Ambient sounds
Weapon sound effects
Tools sound effects
Enemy spawners distribution
Resources and loot spawners distribution
Extraction points distribution
Landing points distribution
Storage room layout mockup
Feedback on the size of the maps