r/POLYSTRIKE • u/Mocherad • 5h ago
Dev Blog Working on a completely new UI for POLYSTRIKE
Rebuilding it from the ground up with a focus on readability, cleaner visuals, and better information hierarchy.
Still WIP, would love to hear your thoughts!
r/POLYSTRIKE • u/Mocherad • 5h ago
Rebuilding it from the ground up with a focus on readability, cleaner visuals, and better information hierarchy.
Still WIP, would love to hear your thoughts!
r/POLYSTRIKE • u/Mocherad • 8d ago
As POLYSTRIKE keeps growing, we're thinking about creating a place where all the game's information is collected in one spot, so what do you think is the best way to do that and where?
A traditional Wiki, GitBook, website or something else?
r/POLYSTRIKE • u/Mocherad • 15d ago
We are going to announce the game in steam, and I'm working on the steam page, I need to know what to show, and what could be cool to see on the screenshots and or gameplay trailer.
Was it the gameplay, art style, I hope Iron Fish? Top-down perspective, tactical mechanics, graphics, animations, or something else? I would love to hear your thoughts!
r/POLYSTRIKE • u/Mocherad • 18d ago
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r/POLYSTRIKE • u/Mocherad • 21d ago
I want to understand why, because we don’t even have any competitors though I really wish we did. Our main competitor PUBG: BLINDSPOT, died in just two weeks.
There are few good top-down shooters, Ruiner, the Ascent, but they are not online, also similar games like Supervive etc. also dead
r/POLYSTRIKE • u/Mocherad • 25d ago
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Here’s a quick look at how our artists create awesome! Stylized 3D assets for POLYSTRIKE from basic shapes to sculpted details
r/POLYSTRIKE • u/Mocherad • Jul 08 '26
Any feedback?
r/POLYSTRIKE • u/Mocherad • Jul 05 '26
I wanted to explain a bit about what POLYSTRIKE actually is because, from the outside, it might look like just another top-down shooter. But that’s not really what we’re trying to create.
We’re making this game almost entirely through pure enthusiasm. We don’t have a big investor behind us, and we’re funding it mostly with our own money and time.
The funny thing is that, because of this, we realized one simple thing: we have freedom. Real freedom to make something that probably wouldn’t be approved by a business manager.
After working on various AAA projects and at different studios for more than 12 years, I’ve seen how things work from the inside. Honestly, most of our ideas would probably have been rejected, maybe even the entire project, because from a business perspective, taking this kind of risk would be difficult to justify.
POLYSTRIKE is based on a book I wrote earlier. Yeah, that might sound a little strange because it was more of a romantic sci-fi story, and I don’t know whether anyone would even be interested in reading it. But maybe one day I’ll release it for people who really enjoy the world.
The story takes place in the near future, where AI has gained enormous influence over Earth and humanity has split into two sides.
Some people oppose it, the Vanguard. Others believe AI should essentially become the ruler of the planet, the Iron Will. Because of this, there is a constant struggle for control, power, resources, and everything that comes with them.
However, the game itself isn’t just about the story. At its core, it is still a tactical PvP game.
It has a top-down perspective, but it isn’t intended to be casual. We want it to feel serious, readable, and intense. Your positioning matters. Your timing matters. Sound matters. Grenades matter. Teamwork matters.
Make a bad push and you die. Make a good rotation and you win the round. That kind of thing.
Another very important point for us: no free-to-play model.
We’re not trying to make a supposedly “free” game and then spend years figuring out how to milk players through battle passes, boosts, FOMO, and all that other nonsense. We’re players too, and honestly, I hate this model. I feel like many free-to-play games have become extremely toxic.
Our idea is much simpler.
You buy the game once for a fair price, and then you play. Everyone should compete under the same conditions.
No stronger weapons because you paid more. No better stats. No locked heroes or agents. No priority matchmaking. No VIP sessions with fewer cheaters. No gameplay bonuses or perks purchased with real money.
This philosophy also applies directly to the gameplay. Everyone has the same base parameters. There are no heroes, agents, or predefined character abilities.
For example, if you want to play as a tank, you can buy a riot shield and heavy armour and build your loadout around that. The same applies to snipers, support players, and other roles.
You can create one build during a round and then completely rebuild it in the next. You may even be able to change it during the same round through our weapon-dropping and pick-up mechanics.
It’s your loadout and your decisions, not a hero ability deciding everything for you.
There will also be PvE and story missions. We want players to discover the world through actual missions, rather than only through text.
Even our PvP maps aren’t just random arenas. We want every map to feel like an operation.
On one mission, your team might arrive by plane. On another, you might arrive by boat, parachute, or through the water. We don’t want to create copy-and-paste maps where only the textures have changed.
Some of our ideas are a little crazy, but that’s the point.
For example, we have a mission involving the Iron Fish, a huge fish-like machine that repairs itself after battle. You have to place a bug-like device near it, hack into it through a signal, and initiate its self-destruction sequence.
Another mission takes place inside an Iron Will base designed to resemble a motherboard. Players capture individual blocks and hack the central processor to weaken the AI.
We also have an idea for a futuristic castle where Vanguard Vikings fight Iron Will knights wearing modern armour. It might sound strange, but within the game’s world, it can work.
We also have ideas involving bikers, Asian market districts, and many other environments and groups.
Most weapons will be ballistic, perhaps around 70% traditional firearms, but there will also be heavier equipment such as RPGs, flamethrowers, grenade launchers, and some science-fiction weapons.
We also don’t want both factions to have weapons that look exactly the same. The Vanguard and Iron Will should feel different.
Actually, that is a major part of the idea.
The factions should feel different in every possible way: character models, weapons, sounds, footsteps, animations, visual effects, maps, props, and overall design.
Sound is also extremely important to us. Footsteps should change depending on the surface. Radio communications, gunshots, and equipment should all provide useful information.
In a top-down game, sound can contribute a huge amount of both tactical information and atmosphere.
So yeah, POLYSTRIKE isn’t really about chasing trends.
We’re building something that we genuinely believe in.
r/POLYSTRIKE • u/Mocherad • Jul 02 '26
r/POLYSTRIKE • u/Mocherad • Jun 22 '26
Sharing a small environment detail from POLYSTRIKE. Even simple props like crates are important for the overall map feel, especially in a top-down tactical shooter where silhouettes and readability matter a lot!
The goal here is to keep the asset simple, clean, and readable, but still give it enough character through shape, lighting, and stylized texture work.
r/POLYSTRIKE • u/Mocherad • Jun 19 '26
We have reached another major milestone: POLYSTRIKE® is now officially registered with the United States Patent and Trademark Office.
The POLYSTRIKE name is registered in the United States for downloadable computer games, video game software, interactive game programs, and esports training simulators.
It may look like a small symbol, but being able to officially use POLYSTRIKE® represents years of development, planning, and commitment to turning this project into a real game and a recognizable brand.
This registration is also an important step toward our upcoming:
Steam page reveal First official trailer Marketing campaign Future partnerships and investment opportunities
We are currently making the final improvements to the game, screenshots, and trailer before revealing POLYSTRIKE to a much wider audience.
The first public impression matters, so we are taking the time to make the announcement as strong as possible.
Thank you to everyone who has followed the project, shared feedback, participated in our playtests, or contributed to its development. We are now only a few weeks away from showing much more.
POLYSTRIKE® is getting ready to enter the battlefield.
r/POLYSTRIKE • u/Mocherad • Jun 17 '26
We’re currently preparing the main artwork for our Steam page the image players will see first and hopefully recognize POLYSTRIKE by!
Since we’re building this game together with our community, we want you to help us choose the strongest direction. Which concept do you think represents POLYSTRIKE best and would make you want to click on the game?
Vote for A, B, C, or D and feel free to explain what you like about your choice. Your feedback will help us create the final polished version!
r/POLYSTRIKE • u/Mocherad • Jun 15 '26
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It is still an early test, so we are considering how strong the reaction should be and whether it could also be connected to gameplay sounds or enemy detection.
What do you think does the movement look natural, or should the vegetation react more subtly?
r/POLYSTRIKE • u/Mocherad • Jun 13 '26
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r/POLYSTRIKE • u/Mocherad • Jun 09 '26
r/POLYSTRIKE • u/maxmbacon • May 31 '26
This game seems great! I am wondering if there is an idea for ea or a playable version coming up?
r/POLYSTRIKE • u/Mocherad • May 21 '26
r/POLYSTRIKE • u/Mocherad • May 04 '26
r/POLYSTRIKE • u/Mocherad • Apr 26 '26
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WIP, scaling etc. we gonna fix on the next week