FTB Reboot: It's Almost Here!

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The FTB Reboot is finally here... well, almost! Let's dive into everything that happened this month.



iOS Support

I have a build ready for iOS. No joke! If you remember my previous devlogs, I complained quite a bit about how difficult development and library compilation is without a MacBook. Well, I succeeded in compiling the GameKit libraries to add achievements, authentication, and more.
For The Battle snow arena fight

Since I couldn't find many solutions for this online, I've created a new Guides page on this website. I'll be posting tutorials there focusing on things that are either impossible to find or poorly documented elsewhere on the internet.



Socials

I've started growing our social presence. I posted my first YouTube Short and I'm building up the X (Twitter) account bit by bit. There isn't much else to say yet - just follow for updates and cool content!



Zero Interstitial Ads

I hate ads, but they allow to cover some costs. As we talked in previous devlogs, the idea is to use rewarded ads for cosmetics and faster progression. But FTB had one ad type where you will get short popup when creating a new room.

This ad type was mostly to encourage people to join existing rooms so players gather together. It did not bring much value to the table. But now I see that having an ad just after you click on the 'create room' button really gives a bad taste (especially when you are hyped to just jump and start fighting).

So I removed it. Hopefully people will join existing rooms. And this means that there are zero forced ads in For The Battle from this moment.



Combat Adjustments

Currently, I'm squashing the final bugs before launch. The most significant change: you now deal twice as much damage to each other.

As you know, the core concept of For The Battle involves players touching each other with their poles to deal damage. Previously, you had to maintain contact for about 2.5 seconds on average to eliminate someone. This made the game feel a bit "clunky" and lowered the skill ceiling because you had to stay glued to your enemy for too long.

Creeps in FTB
My vision is different: players should be smart and creative, using abilities to land tactical hits. Now, managing to touch an enemy for even 0.2 seconds gives you a significant advantage. This creates a much better incentive to improve, and the game is simply more fun. I've increased the damage across the board - now it takes about 1.3 seconds of contact to win a fight.


Regarding Bots

Bots are a great source of XP, but they were becoming too easy to hunt since they just jump around. To make them a real challenge - and to make you think twice before engaging - I've tweaked their stats. They now deal the new, higher damage to you (you'll die in 1.3 seconds), but your damage to them remains the same as before (2.5 seconds to kill). Now, they can actually surprise you if you aren't careful!

And to balance things out, their damage can now be reduced by getting the Resistance upgrade. This way in the early game you will usually farm collectibles and later you will fight bots when you are stronger.



What's Next?

The plan is to launch Beta Testing this month! The game will be available for everyone via Google Play Open Testing and App Store TestFlight. I'll be collecting metrics, listening to your feedback, and promoting the game through viral shorts and social media.
Key art FTB

Once the major issues are resolved, the game will move to the official production channel.

It has taken almost half a year, but this reboot - a complete refactor of the game to make it fun and enjoyable for everyone - is finally ready for you and your friends.



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