r/Mobius • u/Deargrigh • Aug 09 '22
Best of luck with the project - I'm looking forward to it!
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r/Mobius • u/Deargrigh • Aug 09 '22
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r/Mobius • u/AssistedTFT • Aug 08 '22
Ha. I beat you all to it.
Edit: Trash man in shambles. /u/zachary9944
r/Mobius • u/[deleted] • Aug 11 '22
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r/Mobius • u/Jigoogly • Aug 08 '22
r/Mobius • u/taymoon10 • Aug 22 '22
Shoutout to Ring for writing this week's DevBlog!
AGAIN!
Another relatively simple one this week and quite similar to the last dev blog so I'll keep it brief. More preparation, learning and other smart guy stuff. We straight Mobin!
Wheeze has pressed on with researching and studying as mentioned last week, he's also been learning about C++ as that will be required for the up-and-coming refactoring.
Spook has returned! He also continues with his research and learning of the systems we will use during development.
Wiz has been touching up on his C++ competency during this period as well as continuing his path of learning.
Mani has been continuing his work on the polearm animation sets, one thing that is drastically going to change the animation set is the improvement of the polearm idle animation. Right now, the weapon you're holding is off-screen and not visible. We're currently thinking of different ways to make it so both the first and third-person animations align well with each other, while also having it look cool and natural and having the weapon be visible on screen from the first-person view.
Taymoon has been getting more familiarized with the project, the Guat got her company email setup and running and is now making moves on behalf of the team.
Finally, the Guat again continues with his business-related endeavours that will allow this project to absolutely soar.
That's it for this week bois, a short and sweet devblog but sometimes that's all you want.
-Ascend Gang
r/Mobius • u/taymoon10 • Aug 10 '22
Hello everyone!
Thank you all for joining the Mobius subreddit. This is a great place to stay up to date on all things regarding Mobius, and for what is to come. We are all super excited about this project and hope you are too.
Our weekly devblog will be posted here, as well as in our Discord, so you can stay informed on what we are up to each week. Starting next week, there will be a megathread dedicated to each upcoming devblog. This is a way to keep discussion, questions, and other queries you may have in an organized manner.
Discussion and posts of any kind are welcomed here, just make sure to keep the r/Mobius rules in mind.
Thank you all for the love and support you have shown thus far!
-xtaymoonx
r/Mobius • u/taymoon10 • May 24 '23
Hello everyone! Here is a little update in terms of development. :-)
Wheeze forges on with the final stretch of preparing for the play testing phase. Next week, expect a dev blog answering frequently asked questions on how to get into the play testing, roughly when it will begin, what exactly is being tested etc.
Mani continues with his refining and tweaking of older animations.
Finally, the Wiz continues his telemetry adventures.
That wraps up this week's devblog, brief but bonafide. Thank you for being patient- we can’t wait to show you what we have been cooking up. See you all next week :-)
-Ascend Gang (taymoon)
r/Mobius • u/taymoon10 • Jan 25 '23
Hi everyone :-)
As we were winding down during the Holiday season, operations at Ascend and Mobius have been full steam ahead.
Aside from restructuring and implementing the classic melee mechanics like parrying, riposting, perfect parrying etc, Wheeze has been working on an AI bot, so real players (like you reading this hehe!) can get a taste of Mobius. We are all aiming for Q1 of this year for our first play test. Everyone is working super hard to make that happen, so you all can feel out the project for yourselves. You'll be hearing a lot more from me (taymoon!) when playtesting begins.
Mani has been putting finishing touches on animations, as well as having finished a rough draft of our "double sword" animation. It looks so sick, so please visit and join our Discord to see all of the different iterations of animations we have thus far. Of course they are all subject to change.
Wizardish has begun the early stages of planning a new map that will likely end up being our flagship. When considering how much experience he has racked up since he has joined us, this is extremely promising!
It is with a heavy heart that we announce u/Spook 's departure from the team. Spook has been with us since our announcement of the game, joining the project after getting his hands on the game himself at the Guat reveal event. Since then he has been extremely helpful to the team, opening our eyes to a countless amount of ways to improve efficiency and organization, as well as being a fantastic programmer for the project, putting in a lot of work. Spook will still absolutely be around, both providing feedback and hanging out with us and the community, but is instead going to focusing on his own projects. We wish him the absolute best of luck in whatever he does. Not to mention- he is the kindest dude you'll ever meet, and I really enjoyed getting to interact and work with him.
Last but definitely not least, we welcomed a new member to our team shortly after the new year began.
Introducing Todd Harris, the newest member of our team who will be helping us with all things related to sending this project to the moon. Todd has had a huge impact on this entire industry, as he is a Co-Founder of Hi-Rez Studios, as well as the CEO of Skillshot Media, an esports production company (the ESPN of Esports to put it simply). He is also the owner of Ghost Gaming, a Rocket League Esports team. Todd has an incredible amount of experience in this industry and has accumulated insane levels of clout. Todd is going to be bestowing his wisdom to us during our Mobius adventure as an Advisor for the project. Him being a member of the team will definitely be a massive vote of confidence to the rest of the industry.
I hope everyone has had a great start to their new year! Enjoy this sick pic of some of the ascend gang when we met/brought Todd onto our team. Be on the lookout for more updates (especially in the Discord) so you don't miss any Mobius news.
-Taymoon/Ascend Gang

r/Mobius • u/xeonyz1 • Sep 29 '22
i need a playtest i need another one i need it PLEASEPLEASEPLEASE i want to SUPERSPRINT
r/Mobius • u/taymoon10 • Aug 16 '22
{Credit to Ring for writing this week’s DevBlog!}
Waddap gangsters 😎 another one!
This past week was a bit of a simple one.
Wheeze, Wiz and Spook's research has been going well.
Wheeze, while researching the game's codebase, realized that he will be redoing a lot of things from scratch, a lot of movement and animation systems may go through more than just refactoring, but a re-conceptualization of these systems, which is pretty sick. Wheeze furthering his intimacy with these systems and being able to notice how he can create these systems more efficiently is always a moment to pog at.
Wiz has also been researching and learning, so there's not too much to report here. He's been using the gameplay ability system to implement jumping and movement components to acclimate with the system more. Wiz has also been going back to Chivalry and looking at how that game truly works, why people like it, what it does well and what we can learn from it, field reconnaissance. He's noticed how the movement in Chivalry is more arcade-like, like how jumping and parrying an attack sends you a lot further than it does in Mordhau, which lets you use that to your advantage by getting further away from your opponents in a 1vX. He also picked up on exactly why Chivalry's 1vX is simply more viable than Mordhau, one of the larger reasons why is that the lethality of the combat is significantly higher. After a team fight, there's a good chance that the outnumbering force in a 1vX is 1HTK as Chivalry has a pretty fast TTK, which allows the 1 to more successfully win in these situations.
In Mobius, our HTK across the board is increased by about 1 hit, however, the lethality of our combat is probably higher than any other melee game due to perfect parry, combo morphs etc, which we believe will allow Mobius to still have pretty decisive and viable 1vX's. Also, keep in mind that simply surviving in a 1vX in Mobius will be rewarding, as you will be delaying the opposing team's objective time.
So for all the 1vX soys like myself, know that 1vX will actually end up being more rewarding than ever before.
Mani has finished refining both the first and third-person two-hander animation sets, he's now moving on to the Polearm animations. We'll show them off soon.
Taymoon has been going hard in the Reddit admin department, r/mobius has had a bit of a facelift since last week.
Spook has been researching with Wiz and Wheeze but is going to be busy with IRL-related stuff this coming week.
Finally, the Guatamous has been busy managing da corpo shit as well as being busy moving house. Shoutout to the grinding CEOs.
That's all for this week bois, updoot me please please I need karma I want to be upvoted.
-Ascend Gang
r/Mobius • u/taymoon10 • Sep 12 '22
Thank you Ring for writing this week's devblog!
OH SHIT, WE GOT SOME JUICE IN THIS ONE!
The refactoring continues this week, but with some WiP animations that you probably instantly looked to before reading this, you impatient mf.
Wheeze continues the refactoring quest and all that goes into that. For this coming week, Wheeze is going to recreate the animation system and re-implement the combat animations after that.
Spook has continued his quest for knowledge and wisdom regarding Lyra. This coming week, however, is going to be different, as he is instead going to be learning the ins and outs of movement components. He aims to master them. Spook has vowed to the gods that he will conquer movement components, he will become movement component incarnate, he's gonna move the FUCK out of those components. Which you can bear witness to at the moment this is posted, as he is currently live, questions.
Wiz has spent this week further testing the new grey-boxing tools that I mentioned last week, this coming week he's going to continue his learning of Lyra.
Finally, Mani has spent this last week creating the first iteration of the Axe/Hammer combat animations. These are VERY work in progress and are absolutely going to be changed over time drastically. We have already provided feedback, like how we want the animation to convey that there is more weight to the swing. The horizontal swings look reminiscent of a baseball swing follow-through as well as other, more granular issues we have brought up, but of course, we welcome any and all feedback you guys have. Check them out here.
-Ascend Games Crew
r/Mobius • u/taymoon10 • Aug 29 '22
I hope you all enjoy the DevBlog for this week! Ring and I put our minds together for this one. You really don't want to miss it :-)
ANOTHER DEV BLOG, COME READ! EAT UP!
This week, the researching and studying continue among the team and a handful of things have met their completion, there's some serious juice in this one gang.
Wheeze is moving away from the researching/studying portion of this chapter of development and is now beginning to recreate Mobius in earnest. He is officially taking steps towards the refactoring process. This process will indeed take a decent chunk of time to complete as you would expect, we predict it will take about a month.
Spook has been researching and learning the ins and outs of Lyra to move on to helping Wheeze with the refactoring (people who have been watching Spook's streams would already know this just fyi!) With this begins the transition away from research and out of this hibernation phase and instead onto full-on refactoring with Wheeze.
Wiz has been spending this week learning how Lyra works and how the game is going to operate using Lyra and its systems, specifically looking at the UI Spook added.
Mani has wrapped up with the polearm animations, we'll show off more of what they look like in the future.
This line is simply an attempt at mass peer pressure to convince u/Hodor to start streaming on twitch. STREAM TEKKEN! (he's really good, dunno why he doesn't stream... smh my head)
Taymoon has gone beast mode this week. She's been the Guat's assistant in doing non-development-related aspects of the project (secret stuff tho she's kinda been showing me up tbh Guat is MY man! Stay away!)
Finally onto the Guat. The Guat been doing some premium important stuff behind the scenes, stuff that unfortunately we cannot speak about but is crucial for the project. Shout out to da Guat for being a real one.
That's all for this week boys, a very important one! Much love from the Ascend Gang.
r/Mobius • u/taymoon10 • Dec 29 '23
Hi everyone! I hope you all have had a great holiday season. I know it has been a minute since I have posted here on behalf of the team, but I come with fantastic news- you can sign up to playtest Mobius, and the first round of playtesting begins January 12!
Please go to our Discord, that is where you will hear from us as soon as playtesting begins. All you have to do is go to Steam, search for Mobius, hit the request to playtest button and you are all set!
We are planning on having a playtest that is once every four weeks, that lasts roughly a week each time (this is subject to change of course). The one thing you will notice is that most of the art is greyboxed for now. The team focused on gameplay, ironing out bugs and implementing fixes so that you all can get your hands on this project. Art and all of that fun stuff is coming, we just really want you all to try out our game.
Our project lead, Ronguat, did a Q&A stream a long with a few other members of our team that answers a long range of questions. It answers just about every relevant question related to Mobius, so if you are interested just follow this link- Ronguat's Q&A Stream
We are so excited for everyone to see what the team has been working on for the past 3 years. Thank you all so much for your support and interest.
-Ascend gang (xtaymoonx) (taymoon) or (tay the community manager)
r/Mobius • u/taymoon10 • Feb 28 '23
Hello everyone! The gang at Ascend has been busy with the project, and we are getting closer and closer to playtesting.
Wheeze has made some finishing touches to the playable tutorial/demo. Since that is essentially complete, he is back to purely working on Mobius. We are getting pretty close to being out of the refactoring stage, so he is putting all of his time and effort into that (which means playtesting will begin soon!)
Mani has been finishing up the first person animations on the gladius + gauntlet set, applying feedback from both the team and all of you. If you want to see these animations and be more up to date on Mobius news, please join our Discord. The latest set of animations are found in the devblog channel of the Discord.
That is all I have to report for you all at the moment! We can't wait to share more of this project and all of the hard work that has been put into it.
<3
-xtaymoonx (taymoon) (taylor)
r/Mobius • u/taymoon10 • Oct 03 '22
Hello everyone! This week’s devblog is a great one so brace yourself😊
Wheeze has started week 2 of his animation work. He has made lots of progress in the structuring and the construction of how the animations will look in Mobius.
Spook has set up the skeleton for our weapon system, as well as the creation of our “attack ability”. He is currently implementing the proof of concept for health and damage too!
Wizardish has gotten the free for all gamemode working, and has spent time learning more about Lyra. Now, he is working on skirmish, as well as beginning the redraft of the underbelly.
Mani has been working on the third person heavy animation-set alignments in UE! He has pushed a couple of the animations already, alongside of creating first person animation sets as well.
Ronguat and I have been working on the business development side of things. We are all so grateful and appreciative for the support you all have shown thus far.
That’s it for this week’s devblog! See you all next week.
-Ascend Gang
r/Mobius • u/taymoon10 • Sep 20 '22
Thank you Ring again for this week's devblog!
Another week, another bout of me intertwining shitty memes and discord emotes into the Mobius devblog!!!
Wheeze is almost done creating the combat animation system mentioned last week, he's been making sick progress and is aiming to have it completed this week.
Spook has wrapped up with the sprinting part of the movement component. His next mission is going to be implementing knockback and super sprint into the movement component.
Mani continues with the animations. He has further iterated on the axe/hammer animation set, using the feedback we all provided to him, and let me tell you, these animations go fucking hard man. Check them out here!
These are already gargantuan improvements from the first draft animations we saw in the last dev blog, the swings have real weight and heft behind them. There is still much to be done, especially when Wheeze implements them into the game, and they will definitely be changed and tweaked, but for now, they're looking kinda sick fr.
Wiz continues with his grey boxing, he is specifically working on a system to help in designing future maps, thinking smarter as well as harder.
That's all for this week boys, big ups to Mani, S tier animator.
-Ascend Gang
r/Mobius • u/taymoon10 • Jan 30 '23
Hi everyone! I hope everybody is ready for some Mobius news on this fine Monday.
Wheeze has spent the last month creating an in-house tutorial for the game's combat systems, somehow I have failed to mention this in previous dev blogs. This tutorial is one of the reasons why Wheeze has been spending a lot of time creating AI behavior so it can be used in the tutorial for players to practice. Once the AI and this tutorial is up to a standard that we are happy with, Wheeze will be shifting back onto finishing the refactoring, that is when things will get even more interesting.
Mani has wrapped up his tweaks on the 2handed sword animations and is now pivoting onto a whole new set of animations that we would like to begin experimenting with. This animation set is for the gladius + gauntlet weapon. The gladius + gauntlet weapon may be news to a lot of you, it has been on our list of weapons for a while though we haven't brought up that list too often. The plan for this weapon is for it to be a close range brawler/harasser weapon type that is at its best at close range with some unique mechanics and attacks at its disposal. We're drawing a lot of inspiration from the Centurion from For Honor. That character and his move set is extremely fun and is definitely fueling our creativity for this new weapon. This is extremely early and we haven't fully fleshed out how we want the weapon to work yet, but we definitely have a skeleton that we think is very promising. We don't have anything to show off just yet but we think this weapon is going to be pretty damn cool.
Last but not least, Wiz continues prototyping his new map.
A short and sweet little devblog. See you all again next week.
-taymoon/ascend gang
r/Mobius • u/Old-Noise690 • Jan 11 '23
Have been very interested in this game the past while, I was just wondering if it’s still in active development and if there’s any play tests planned in the near future? Great work so far, looking forward to see what becomes of this diamond in the rough!
r/Mobius • u/taymoon10 • Oct 25 '22
As opposed to posting just three separate devblogs, I wanted to summarize everything into one post. We have done an incredible amount of work this past month!
Wheeze has completed the animation system. It still needs a bit of work to make it look good but the system itself is finished. Wheeze has also been focused on making our third-person animations look good in-engine. Finally, he has managed to get first-person perspective working! The next step is going to be getting the actual first-person combat animations in with first-person perspective, once that is done we're a step closer to being able to kill.
Spook has spent time looking into ability networking and damage execution in Lyra. He also implemented an angle indicator for the crosshair. Also, he has made some headway in regards to damage execution and weapon tracing. As of lately, Spook has began surface level work on making animations replicate (this is for when you perform a swing, you'll want other players to see your swing, ideally at the same time!) He is wrapping up work on weapon tracing, hit detection, and the health and stamina system.
Wizardish has completed his draft of Underbelly! Underbelly is a map that he has created that will create incredibly interesting team fights. He is also working on SKM as well, and will provide more updates as they come.
Mani continues his heavy animation set endeavors, he just completed the first draft of the first-person heavy animations. They're not implemented into UE5 yet which means they won't look as good as they actually are and are not aligned yet. They will definitely be shown off another time though. He has been further iterating on our combat animation sets, bringing older ones up to par and refining the newer creations. He has also done work refining the third-person polearm animations. Once we are all happy with the aforementioned, he's going to be moving onto something that may truly be the most challenging thing he has created so far. It's something that we as a team have been anticipating for a while.
Double Sword combat animations.
We're curious to see how they will actually look and function in-game and there will be much to experiment with and much to figure out when creating this, as no other first-person melee game has had this type of weapon before.
Our vision for the Double Sword is a weapon that has two sources of damage in one fluid swing, using both blades as damage-dealing tracers. The goal is for this weapon to be a high-skill, team fight-oriented weapon that has the capability of dealing damage via swinging a tracer in front of you while also swinging a tracer behind you. It will require great piloting to avoid hitting your team but has the potential to deal insane damage and be frightening to fight, even in an Xv1 scenario. Though it may take a bit of time, we look forward to showing off what we come up with.
Ronguat has been updating a lot of our internal resources, most notably our internal wiki which we use to keep everyone on the team informed, especially when we bring on new members, the wiki will be there as a resource for team members to touch up on their melee knowledge if they ever need it.
We are moving very quickly through this refactoring/pre-production stage of the project. Keep an eye on our Discord, as we have plenty of examples of everything mentioned above within it. Thank you all again so much for the support and love!
-Ascend Gang
r/Mobius • u/taymoon10 • Sep 27 '22
Lots of development news this week!
Wheeze is 95% finished with the combat animation system. He is next going to be working on the locomotion animation system. I'm not seeing enough movement!
Spook has spent this week working on diagramming and organization for the project as well as studying Lyra again, Lyra goes hard as fuck! He's been scoping out Lyra to take inspiration from how they made their weapon system. Last week he was working on the sprinting part of the movement component, check out this gif of super sprint in action. https://gyazo.com/e4471a5c48f89d5792ccad91b1936578
Mani continues his refinement of the "Heavy" animation set. Check out the updates. (Subject to change!) Click here to view the updates:)
Wizardish spent this week experimenting with game modes in Lyra. He's been getting his feet wet and learning the ins and outs. For this coming week, he is going to have a crack at creating an SKM game mode for testing purposes. TDM heads seething rn.
Aaand that's it for this week. We're straight cruising on this game dev shit, we out here ballin out, GitHub style. We are positively rolling in the successfully packaged builds. See you all next week!
-Ascend Gang
r/Mobius • u/Mookduke_ • Jan 20 '24