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Devlog #000 - The Progress so Far!

  • Writer: Deborah Gomes
    Deborah Gomes
  • Mar 17
  • 2 min read

Take a close look at our development progress so far, and the plans for the future!


Hey Runners! 👋 Hope you guys are doing well.

I wanted to do a quick devlog to explain what Funnel Runners is, what we already have in the game, and what we’re trying to add in the next few months until release.

If you’re new here, the goal is simple: you have ~20 minutes to loot the city, fix the van, and escape before the F5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.

The Game Today (what’s already in)

Currently in the game, we have:

  • Tornados: (obviously, haha) They’re the main threat and the reason you’re always on a timer. They can mess up plans fast and force you to keep moving.

  • 12 weather patterns: Rain / Hail / Acid / Lightning, each with light/medium/heavy variants. It’s not just cosmetic; intensity changes how risky it is to be outside and how stressful repairs/looting become.

  • Destruction system (mid/low end PC friendly): We built our own destruction so buildings can break apart during the match without needing a crazy PC. The city changes as the storm gets worse.

  • 20+ tools and gadgets: A bunch of different items to help you survive and solve problems. Teams can play runs differently depending on what they find and what they bring.

  • Semi-procedural maps: Streets stay familiar, but houses/areas change every match, and item spawns are fully random, so runs don’t feel the same, and you can’t just repeat one route.

And besides the content, these are the main mechanics that make the game feel like Funnel Runners:

  • Proximity Voice Chat: Yes, it’s in. And yes, it creates the funniest and worst moments. If you split up, you’ll sound split up… so good luck and try to not scream too much.

  • Repair System with QTEs: Fixing the van is not “click and done”. You actually have to do the repairs, and doing them while the storm is getting worse is where most runs become chaos.

  • Multiple Obstacles: There are different traps you can run into (or sometimes be pushed into) such as flaming trees and trash, power cables in the ground, and much more.

  • Different times of day: Time of day changes difficulty and visibility, and it makes the game feel unique.

The Game Next Steps (until release)

In the following months until release, we are focusing a lot on optimization of course, but there are also some big mechanics we want to get into the game, such as:

  • Inventory System

  • Leveling Up System for the player

  • +30 Achievements

  • Controller Support

We’ll talk more about these in the near future; some spoilers might be sent on Discord. ;)

Before I go…

If you guys want, tell me what you want the next devlog to be about:

  1. tornadoes + destruction

  2. weather system (and how it escalates)

  3. repairs + tools

  4. “funny moments” devlog with clips/screenshots

And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️



 
 
 

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