Updates since the last version 1 month ago
GUTTER GODKILLER » Devlog
Updates since the last version 1 month ago:
Gameplay & Game feel
- Added the “off-ledge slide-mega-jump” movement tech.
- Added time distortion when aiming.
- Added hit-stops for headshots and for when you parry an energy ball by shooting at it.
- Improved the ground slam impact vfx.
- Added a shoot trail to the gun so now firing it is much more satisfying.
- Slowed down the player and turned down jump height when he’s in simple movement mode (in non-combat scenarios).
- Created an actual, flexible, scalable interaction system. Now it won’t be a pain to implement new interactables.
- Made it so that the shooter enemies turns in your direction when attacking you (only works in levels set up with the proper room system).
- Started implementing the dialog system but I’m still only at around 5-10%.
Settings
- Fixed the pixel smoothing slider setting by turning it into a checkbox.
- Added a checkbox in the settings for dithering.
- Removed the resolution scale from the quality settings as it didn’t do anything.
- Created fully functional doors.
Visuals & Coalition
- Remade the barrel asset.
- Started remaking the stone floor tiles texture. But it’s still a work in progress so I slapped a noise texture on top to add some cheap details. But it will be done in the next patch.
- Improved textures on bar and stools.
- Added a sky light and fog to make details pop out and make the place moodier.
- Moved down the wood frame to make the space feel smaller.
- Tweaked the post-process so that the distance-based fog pass is put after the limited color palette filter. Now when you move towards a wall, you don’t have huge changes in color anymore.
- Added intensity animation to candle lights to make them feel more anchored in the world.
- Added actual models for bistrot chairs in the coalitions hideout (the tavern).
- Changed the layout of the coalition: Now all the stairs are in the same spot and the place is divided into three separate levels to avoid any lighting issues.
- Removed the glow on the water shader.
- Fixed the candle flame vfx (it used to take 5 seconds to turn on).
- Removed the weird glow from the NPCs. It was originally to better see the enemies so I kept it on them but no need for this on the NPCs.
- Repopulated the shelves behind the bar with a mix of mugs and bottles instead of just placing mugs.
Backend
- Cleaned up all the code for loading the settings.
- Cleaned up and reorganised the whole project, applied naming conventions, removed all outdated assets and maps…
This might seem to be a slow month at first glance, but if you think about it:
- I now know the full process asset creation, from concept to low poly model with baked textures. So the asset creation process will be drastically sped up.
- There is now a robust interaction system on which I will soon be able to build the dialog system as well as many other mechanics, that were impossible until then.
- The project is now completely reorganized and so finding assets won't be as time consuming as it used to.
- And to be fair, the ability to slow down time, and the time stops at headshots and parries... Are actually really badass.
So I'd say I'm quite pleased with this month.
Files
(old)_2025-08-01_GutterGodkiller.zip 519 MB
Aug 01, 2025
Get GUTTER GODKILLER
GUTTER GODKILLER
A bleak symphony of slaughter and rebellion (pre-alpha)
| Status | In development |
| Author | victordayet |
| Genre | Shooter |
| Tags | fast-fps, Fast-Paced, ultrakill |
| Languages | English |
| Accessibility | Configurable controls |
More posts
- September 2025, an eventful month46 days ago
- August 2025, what has been done in GGK76 days ago

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