First steps
The project stands: engine, build pipeline, automated tests. A first character walks through a test map.
Movement first
Speed comes from how you move, not from a button. Every move has a hard limit, and every move reads clearly to the player you are fighting.
Speeds in cm/s, from our movement lab. Playtests will change them.
Sprint, crouch, slide. Your momentum carries. Jump out of it and you fly further than any sprint jump.
Slide-jump ≈ 20 % fasterEvery slide start adds a burst of speed. Then it needs two seconds to come back, so timing matters.
+250 cm/s · 2 s cooldownOn marked walls only, so everyone can see the route. Chain up to three walls in one jump. No wall-climbing.
Up to 2.4 s per wallBrake, turn and land exactly where you want, in mid-air. It steers your speed. It never adds any.
Full control, no free speedDevlog
The project stands: engine, build pipeline, automated tests. A first character walks through a test map.
Sprint, slide, slide boost, slide-jump, air control and wall-run chains. Playable in a test course, with sound.
Work on our own dedicated servers has started. In Unbounded, the server decides every result.
Characters
Unbounded will have a roster of playable characters, each with an identity of their own. Who they are, and what we call them, we will show when it is ready.
Coming later
The studio
Ryven is an independent studio. Unbounded is our first game. No pay-to-win, ever.
About Ryven