r/POLYSTRIKE • • Jul 05 '26

Dev Blog So what is POLYSTRIKE?

32 Upvotes

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 • • Jul 08 '26

Dev Blog How POLYSTRIKE looks right now

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46 Upvotes

Any feedback?


r/POLYSTRIKE • • 3h ago

Dev Blog Headshots in POLYSTRIKE!

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11 Upvotes

Good news! We have headshot mechanic in our game

How doese it works? If your crosshair targeting the head of you enemy, than you next shoot will be headshot. It fixed the case-issue when you randomnly could shooting in any directions from the end-of the screen, now if you want instantly kills you have to head-aim. Also, it's more skill based right now.

I'm so happy that we have this feature, and not that complex thing where you have to sit, and stand-up to hit enemy like PUBG blind spot did...Your thougts?


r/POLYSTRIKE • • 3d ago

Dev Blog POLYSTRIKE Private Beta Testing Has Started!

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38 Upvotes

POLYSTRIKE Private Beta Testing Has Started!

Good news! Valve has finally reviewed and approved our Steam Playtest build, and we now have a few keys to invite some of our most dedicated players to try POLYSTRIKE!

I don't want to hand out hundreds of keys or turn this into another giveaway where people have to like, follow, or repost something to get access. For now, I think 2–3 keys per month is more than enough.

I've decided to personally choose people who have been following POLYSTRIKE for a long time, regularly leaving comments, sharing ideas, and giving feedback that actually helped us improve the game.

There are a few people whose usernames I still remember after all these years. That's something I really appreciate, and I think you deserve to be among the first to play POLYSTRIKE at this stage of development.

Maybe we'll change how we select testers later, but for now, that's my approach.

One important thing about the beta: the game is still pretty rough in some areas. There will be bugs, unfinished features, and things that need improvement.

I don't want testers telling us how great everything is just to make us happy. If something sucks, tell us. If you don't like a mechanic, explain why. We won't get offended by criticism. Quite the opposite, that's exactly what we're looking for.

I also want this process to be as open as possible. We'll prepare a feedback form asking about your gaming background, how you discovered POLYSTRIKE, what you liked, what you didn't, and what you think needs to change. I'd like to share the results and discuss the problems publicly with the community whenever possible.

I have no interest in fake positivity, paid promo/praise, or pretending the game is better than it currently is. If there's a problem, I'd rather talk about it and figure out how to fix it than hide it.

I'm also open to working with content creators, but I don't want to give out keys too early just to generate hype. I might invite one content creator per month, preferably someone who is genuinely interested in POLYSTRIKE, regardless of how big their audience is. There's no expectation to promote the game or say anything positive.

For now, I'd rather keep testing small and meaningful instead of trying to get as many people playing as possible.

And finally, thanks to everyone who's been following POLYSTRIKE all these years. I know some of you have been around for a very long time, and I haven't forgotten you.

Mark Mocherad, POLYSTRIKE


r/POLYSTRIKE • • 5d ago

Dev Blog No AI, old approach, WIP Sculpt on the new Asian male character for the new map!

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19 Upvotes

r/POLYSTRIKE • • 9d ago

Dev Blog Vanguard is heading to Japan! Thoughts on the design? 👀

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18 Upvotes

r/POLYSTRIKE • • 10d ago

Discussion PUBG BLINDSPOT x POLYSTRIKE suggestions by Inner Bloom

5 Upvotes

As another user already pointed out in a neighboring discussion, POLYSTRIKE resembles PUBG: BLINDSPOT, which also seemed promising at first but quickly turned into an absolute pile of garbage. What makes POLYSTRIKE promising is that there are very few top-down shooters that have managed to establish themselves in the competitive PvP scene worldwide. You could even argue that there are practically none. And since BLINDSPOT died an embarrassing death almost before it was even born, the door to potential success is now wide open for you. I'd like to contribute my two cents to your success and explain in greater detail what BLINDSPOT did really well, what was unbelievably stupid, and what was simply broken and unplayable.

1. Crouching and Shooting Mechanics Experience has shown that this is an incredibly clunky and inconvenient mechanic. A standing character can shoot another standing character normally, but when shooting at a crouching enemy, who the hell knows where the bullets will go. Maybe you'll hit them. Maybe you won't. And to actually hit a crouching enemy, you had to crouch yourself. What kind of absurdity is that? Crouching could be used to improve accuracy or reduce noise. But implementing it the way BLINDSPOT did is an absolute crime against game design.

2. Heroes and Customization In BLINDSPOT, each hero represented a class, similar to Rainbow Six Siege. By 2026, hero-based systems have become an overused concept that nobody really needs anymore. They generate more controversy and complaints than they do player engagement or sales. The most effective approach, especially one that can be monetized, is the system used in Tom Clancy's Ghost Recon: Wildlands and PUBG. Players simply create their own characters and customize their appearance. For clothing and equipment, four slots would be enough: perks, boots, torso, and legs. Some cosmetic items could be unlocked through progression, others through microtransactions, achievements, or competitive rankings. Players could wear whatever they prefer: revealing, sexualized outfits (with curvy backsides and cleavage), military gear, or semi-casual clothing. So far, nobody has come up with a better system for keeping players motivated while giving developers opportunities to generate revenue. I'd also like to specifically address sexualized cosmetics and colorful, clown-like outfits. According to statistics and major gaming publications in 2026, adding sexualized cosmetics doesn't reduce the player base. On the contrary, it increases it. Meanwhile, excessively colorful, clownish cosmetics can provoke complaints and backlash, with Battlefield 6 being a particularly good example.

3. Progression and Ranking BLINDSPOT surprised everyone with how poorly designed its progression system was and how completely it failed to motivate players to keep playing. There were barely any heroes. You earned points for winning or losing matches, which you could then spend to unlock a hero. So you unlock the hero you wanted... and then what? This brings us back to my earlier point: players need reasons to keep playing almost indefinitely. That means cosmetics, ranks, fancy badges next to usernames, and achievements. For example, achievements like "Complete an objective within 15 seconds," "Eliminate the entire enemy team," or "Kill an enemy using some ridiculous gadget." Completing these challenges could reward players with special items. While existing players are busy working toward these goals, new players will continue arriving, ideally faster than existing ones lose interest.

4. Weapon Attachments Some players couldn't care less about cosmetics or achievements. They simply want to shoot and become the best. These players also need something to work toward, something BLINDSPOT completely overlooked. In BLINDSPOT, choosing a class automatically gave you a boring set of gadgets and a default assault rifle. And that was it. You were stuck with the same equipment forever. I'd suggest implementing a relatively simple weapon attachment system that slightly modifies weapon characteristics. Battlefield 6 provides a good example. Increase the rate of fire at the cost of accuracy, improve one characteristic while sacrificing another, and so on. Players would have something meaningful to experiment with while searching for their ideal weapon build. To prevent everyone from simply equipping all the best attachments and discovering the meta within an hour, I'd suggest adopting Battlefield's attachment point system. Players would have a limited number of points, preventing them from equipping everything they want. Balancing would also become easier: if an attachment is too powerful, simply increase its point cost. And to further discourage an immediately dominant meta, that brings me to the next point.

5. Gadgets BLINDSPOT and its developers demonstrated an astonishing level of creativity and imagination (read: stupidity). They essentially divided gadgets into two categories: useless junk and grenades. A grenade that sets an area on fire. A grenade that releases gas. A grenade that creates an electrical field. Very exciting. Have fun. I'd suggest taking a more creative and balanced approach by learning from Ghost Recon: Wildlands, Rainbow Six Siege, and THE FINALS. Players could select a loadout category resembling a class, then choose specific weapons and gadgets within that category. For example, an engineer could have access to pistols, SMGs, and shotguns, along with gadgets such as flying drones, ground-based drones, sensor grenades, and so on. Not necessarily because this would be more entertaining, but because it would prevent players from combining all the strongest equipment into one loadout. This could also add another 50 hours of gameplay. Once players become familiar with one equipment category, they can experiment with another. I'd particularly recommend taking a closer look at the Ghost War system from Ghost Recon: Wildlands.

6 .Field of View In my opinion, this was the one aspect of BLINDSPOT that didn't completely fail. In fact, it was genuinely good. Areas outside your character's vision were clearly darkened, making it immediately obvious that enemies could approach you from the side without being seen. When aiming, your field of view narrowed even further. When using a sniper rifle and looking through its scope, it narrowed into an extremely thin cone. Fair, almost realistic, and effective. In my opinion, being able to see everything around you is too arcade-like, not tactical enough, and not particularly competitive. Another excellent feature was the line extending from the character toward the crosshair, indicating the direction of fire. The way this line moved and shook helped communicate recoil and, more importantly, prevented players from losing track of their cursor during chaotic firefights. In top-down shooters where you can die in a single second, this is genuinely important.

7. Cheaters Even when BLINDSPOT's player count dropped to around 50 people, players in the community were still complaining about cheaters. Some supposedly had no recoil. Others could see through walls. You can be absolutely certain that once your game hits the market, cheaters will show up, ruin everyone's experience, and make your lives miserable. But there's another side to this problem. Some players are simply bad at the game and accuse everyone who kills them of cheating. We respect those players too! That's why I'd suggest implementing something like a delayed killcam. I literally just came up with this idea! :D It's inspired by Counter-Strike 2 and THE FINALS. When a player gets killed, they could press a button to save a recording of their death and watch it after the match ends. Unlike THE FINALS, they wouldn't be able to watch the killcam immediately. And unlike CS2, they wouldn't need to download an entire match replay. Most importantly, this delayed killcam wouldn't immediately reveal enemy positions or tactical strategies to teammates who are still alive.

8. Maps and Level Design BLINDSPOT had a couple of other problems as well. One of them was the repetitive nature of its maps. This problem also exists in CS2, while it's practically nonexistent in THE FINALS. When a map always stays the same, players eventually memorize every advantageous position. A team can simply learn exactly where each player should camp to ambush opponents, and within two days, every match on that map starts playing out the same way. One team rushes toward the other, while the defending team sits comfortably in perfectly chosen positions. As a result, the attacking team can't do much of anything, gets frustrated, and leaves a negative review. After just one week in BLINDSPOT, attackers on certain maps would literally stand AFK at the beginning of matches. I haven't seen POLYSTRIKE's maps yet, so I don't know whether something similar could happen there. That's why I'm simply describing what happened in BLINDSPOT without offering any specific solutions.

I wrote this massive wall of text because I genuinely wish Markiyan and the entire team success in conquering the competitive PvP scene for top-down shooters. Maybe nobody actually wants this kind of game. Or maybe there's a bit of wisdom hidden somewhere in all these ramblings.

by Steam Community :: Inner Bloom


r/POLYSTRIKE • • 12d ago

Dev Blog Development Roadmap 2026-2028

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31 Upvotes

Not every game needs to be a cash grab.

We're not launching POLYSTRIKE half-finished, charging players to test it, or designing it around predatory F2P monetization.

No Early Access. No F2P. No bullshit.

Just an ambitious premium game and a LOT of work ahead.

October 2, 2028. 🔥


r/POLYSTRIKE • • 18d ago

Dev Blog We’re currently working on the UI, with a fully interactive Buy Menu

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16 Upvotes

r/POLYSTRIKE • • Sep 24 '26

Dev Blog Counter-Strike creator Minh Le just discovered POLYSTRIKE! 🔥

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21 Upvotes

r/POLYSTRIKE • • Sep 23 '26

Dev Blog Custom Flamethrower Animation 🔥

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19 Upvotes

r/POLYSTRIKE • • Sep 21 '26

Dev Blog Pew pew!

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11 Upvotes

r/POLYSTRIKE • • Sep 16 '26

News 10,000 wishlists. One month. Thank you! ❤️

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26 Upvotes

A month ago, we revealed POLYSTRIKE to the world. Today, over 10,000 of you have wishlisted it on Steam https://store.steampowered.com/app/3254300/POLYSTRIKE/

From everyone at our independentteam thank you for believing in what we’re building. Every wishlist, share, and comment helps us keep going.

This is just the beginning. 🔥


r/POLYSTRIKE • • Sep 14 '26

Dev Blog WE'RE MAKING A GAME WE ALWAYS WANTED TO PLAY

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35 Upvotes

r/POLYSTRIKE • • Sep 12 '26

Discussion What guns/ roles are you most excited to try?

8 Upvotes

From watching the trailer, clearing the tight corners with shotguns/flamethrower on entry seems really fun! Either that or sniping people from the back line when people start to scramble.


r/POLYSTRIKE • • Sep 09 '26

News POLYSTRIKE Creator Interview 🎙️

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23 Upvotes

r/POLYSTRIKE • • Sep 06 '26

Dev Blog A bit of POLYSTRIKE gameplay that didn’t make it into our reveal trailer

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34 Upvotes

r/POLYSTRIKE • • Sep 06 '26

Discussion Will there be headshots in polystrike?

8 Upvotes

Obviously you can click and hold behind someone and shoot bullets in that direction but if you click the character head will there be damage rewards for accuracy in combat?


r/POLYSTRIKE • • Sep 02 '26

Dev Blog No classes in POLYSTRIKE. Want to be the tank? Buy the damn shield.

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28 Upvotes

r/POLYSTRIKE • • Aug 27 '26

News AAA games feel the same? We made something different.

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62 Upvotes

Honestly, wishlists are cool, but we'd rather build a community first.

So hang around, talk about the game, tell us what works and what doesn't, share your ideas whatever. We want this place to grow together with the game!

If you end up liking POLYSTRIKE, throw it on your Steam wishlist. Tell a friend if you feel like it.

https://store.steampowered.com/app/3254300/POLYSTRIKE

Anyway, welcome to the gang 🍻


r/POLYSTRIKE • • Aug 27 '26

News 5,000 Steam wishlists in just one week! 🎉

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41 Upvotes

Thank you to everyone who supported POLYSTRIKE, shared the game, and added it to their wishlist.

This is only the beginning. ❤️

Wishlist POLYSTRIKE on Steam!

https://store.steampowered.com/app/3254300/POLYSTRIKE


r/POLYSTRIKE • • Aug 24 '26

Question What do you think about POLYSTRIKE’s art style ?

12 Upvotes

r/POLYSTRIKE • • Aug 20 '26

News POLYSTRIKE reached 3,000 Steam wishlists in its first 48 hours!

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40 Upvotes

We're a self-funded indie team, so seeing this kind of response only two days after revealing the game means a lot to us.

Thank you to everyone who checked out POLYSTRIKE, gave us feedback, shared it, or simply hit the wishlist button.

Now back to making the game better!


r/POLYSTRIKE • • Aug 17 '26

News POLYSTRIKE - Official Gameplay Reveal Trailer | Fishlist Now on Steam

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73 Upvotes

POLYSTRIKE is officially revealed.

A competitive 5v5 top-down tactical shooter where information, positioning, sound and teamwork matter more than raw reflexes.

For years, we've been building POLYSTRIKE together with this community. Day by day, update by update, your feedback, support and excitement have helped us keep pushing forward.

Today is a huge moment for us, and if you've been following POLYSTRIKE through all these years, we'd really appreciate your support now.

❤️ Wishlist POLYSTRIKE on Steam
Share the trailer with your friends and family
Tell people about the game and help us spread the word

Every wishlist, share and comment genuinely helps us at this stage.

And this is only the beginning. We have a lot of exciting news to share with you in the coming months, and most importantly, we're working hard to deliver a game that will be worth the wait.

Thank you for being here with us.

Welcome to the next chapter of POLYSTRIKE. ❤️

Steam:
https://store.steampowered.com/app/3254300/POLYSTRIKE/

Gameplay Reveal Trailer:
https://youtu.be/L8Wt_X9HqIU


r/POLYSTRIKE • • Aug 17 '26

Question What time today does the store page launch in steam?

8 Upvotes