GraveRaiders - Building the Foundations
We’ve been hard at work building the foundations of GraveRaiders! From core systems and combat flow to multiplayer groundwork — the game is taking shape. Here’s a look behind the scenes at our progress!
Hey everyone!
It’s been a few weeks since our last update, and we’re excited to share what’s been happening behind the scenes. First off, thank you to everyone who’s been following along with our journey — your enthusiasm keeps us motivated during those late-night coding sessions.
The Architecture Phase
There's a lot of unglamorous but essential work that goes into building a game like this. Before we can show off flashy gameplay, we need to construct solid core systems from scratch.
Our Specialty system has been the primary focus — designed to accommodate diverse playstyles while maintaining stability in multiplayer environments. Each of our four Specialties (Assault, Recon, Support, and Engineer) needed to feel distinct in combat while working seamlessly across 1-4 player sessions.
Specialties Coming to Life
We've completed our first Specialty passes, starting with Assault — a frontline DPS class built for aggressive entry and creating opportunities for the squad.
The combat mechanics we've been refining feature:
- Punchy, responsive gunplay where positioning and cover usage matter
- Two active abilities per Specialty (a high-impact Signature and a frequent-use Tactical) for meaningful tactical decisions
- Coop scaling that makes abilities feel impactful whether you're solo or running with a full squad
Balance refinement remains ongoing, but the tactical foundation is solid.
The Multiplayer Challenge
Building multiplayer from the ground up affects every design decision. We're developing GraveRaiders in Unreal Engine 5.6+ with peer-to-peer networking—host authority for gameplay integrity, client prediction for responsiveness.
Every system from XP distribution to ability cooldowns has been designed with networking in mind.
What’s Next
Our upcoming priorities include:
- Finalizing the remaining three Specialties (Recon, Support, and Engineer)
- Developing our Safehouse and open map structure
- Refining the XP-based leveling system where talents are earned through gameplay, not random drops
We know it’s been quiet on the visual front lately, but we promise the wait will be worth it. Sometimes you have to build the engine before you can show off the car, you know?
Stay Connected!
Thanks for following our development journey! We're getting closer to launch, and we can't wait to share our game with you all. To stay up-to-date with the latest news, behind-the-scenes content, and potential beta test opportunities:
Join our Discord:
Be part of our growing community!
Chat with developers, share feedback, and connect with other players. We're regularly sharing exclusive sneak peeks and hosting Q&A sessions with the team: Click to join our Discord!
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Twitter/X - @DarkLoomStudio
Instagram: @DarkLoomStudio
Facebook: @DarkLoomStudio
Wishlist on Steam: Coming Soon!
Your support means everything to us, and we can't wait to see you in-game soon! Until next week!
- The Dev Team 🎮