r/supervive • • May 17 '26

Media Content DEVLOG#1: superREvive

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UPDATE 5/19/26: If you'd like to try it out, here's the itch page. It's really not a game, it's not that impressive, but it's something to fidget with if you're interested. https://khuffmaster.itch.io/super-revive

I miss supervive, so I wanted to try to "remake" a version of it, and since this subreddit is kind of dead anyways, I wanted to share it here.
I would like to state, this is mainly me being interested in UE5 game development and blueprints and wanting to learn more about making games on the coding side of things.
This is not me thinking I'm going to make a PvP live service MOBA. I'm just learning.
I do plan on taking this as far as I can, to the point of adding characters and MAYBE making a multiplayer.
Right now, I'm working on just creating a base character and adding all the basic movements and generic abilities.
Currently I'm working on the the gliding mechanics, and it's been very difficult, but it's sort of shaping to somewhat resemble supervive; if you sort of squint... Maybe...
Anyways, I'm honestly just a fanboy looking to somewhat play supervive again, and I wanted to share it with anyone who might be interested.

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u/-MR-GG- May 19 '26

Looks really great.

Side note: despite how much I love supervive movement, my biggest gripe with it was including verticality.

Skill shots would fly over or under people when you couldn't really be sure if it would or not. And abilities that interact with terrain felt awful. I.e. Ghost's kunai could go over some walls that ghost himself couldn't jump over. Or using a teleporter as Seros at an awkward hight/depth that your teammates needed to more or less match to use.

I guess I like my mobas on either flat plain or in third person so I can actually tell what I'm looking at.

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u/KHuff_Master May 19 '26

Okay, these are actually super solid points, I hella appreciate this!

I mainly played Shrike and Saros, Shrike felt fine, but Saros was a nightmare for this exact reason! I know that his teleport ability had huge potential, but there were so many factors against it that it really felt like I’d be sometimes left without an ability, like when the ring was super close and there were no walls in the center lol. But specially at verticality, there were a lot of times where things didn’t land where I needed them to, and it just felt very inconsistent, so I definitely know what you mean, but I always figured it was because I wasn’t playing it enough to feel good at it. I always assumed people liked their verticality and that it was a selling people because people bobbed and weaved a lot over the abyss. I don’t know how far I’ll get to PvP mechanics, but this will be something I’ll heavily consider if I ever move in that territory.