Devlog

Updates & roadmap

What changed in the cage, what is being worked on next, and how updates work for BRUTALITY and future games.

BRUTALITY is the first game from an independent developer. It launched as a complete build and is still being improved. This page is the public record: build notes, fixes and the roadmap.

Update policy

Buying a game includes its updates. There is no subscription and no paid patch. When a new build ships, owners can download it again with the same license key. Across the studio's games, our most popular titles get new content and fixes first — that is how a small independent team keeps the games people play most moving.

Latest build notes

— Launch build and the new site

The first public release of BRUTALITY is live. The launch build includes DUEL, TAG 2V2, ALL BRAWL and TEAM BRAWL, three arenas, three fighting styles, the full damage and injury system, and local gamepad support for up to four players. The new website adds the stable address, the game guide, the devlog and the license-key download flow.

— Ground game and head kicks

The ground game now has a complete loop: takedowns, mount, ground strikes, beatdown finishes and mash escapes. Head kicks got a dedicated chamber, hip turn and contact pose, with separate lead-leg and rear-leg versions. Low kicks were rebuilt around a Muay Thai chamber instead of a stiff leg swing.

— Blood, bone breaks and ragdolls

Damage is now tracked per limb. Blocked heavy strikes chew the catching arm and can snap it at the mid-forearm. Fighters bruise, bleed, flinch and fold. Jolt physics drives the knockout ragdolls, so bodies fold and land instead of playing a canned animation.

— Fighter select and fighting styles

The fighter select screen arrived with arena choice, fighter models, and per-fighter styles. BOXING is the speed and volume baseline, WRESTLING trades punch speed for damage and unlocks takedowns, and KARATE trades damage for reach and turns a perfect parry into a guaranteed counter-punch. Tag mode adds one active fighter per team.

— The custom engine foundation

BRUTALITY runs on its own Vulkan renderer: GLFW windowing, Volk loader, VMA allocation, validation layers, compiled shaders and a 60 FPS target. No Unity, no Unreal, no engine license. That choice is why the damage model, camera and animation systems can be built around fighting instead of around a generic engine.

What is next

  • Combat polish: balance passes, hit reactions, collision fixes and camera work.
  • More content: additional fighters and arenas, plus more work on the existing three arenas.
  • Stability: driver compatibility, crash fixes and performance on more Vulkan hardware.
  • More games: the next titles are already in production. Each game is R 250 and includes its own updates.

Update timing depends on the size of the update and on what players report. If something breaks, the report that includes the arena, mode, fighter and what happened is the fastest way to get it fixed.

Why the site is hosted differently

The website is served from Cloudflare Pages so the pages, guide and devlog stay online even when the developer's PC is off. The game store and the download need the PC to be online; when it is off, the page stays up and the store shows an offline notice. That keeps the site indexable and useful while protecting the paid build.

Play the current build

One purchase, updates included. Windows 10/11, Vulkan GPU, keyboard or gamepad.

Buy BRUTALITY · R 250