
u/Mocherad

We finally announced our top down game, and PvE is coming too
Hey guys, I was thinking for a while if I should post this here.
I'm actually a big fan of The Ascent myself, and generally I just really love top down games. The Ascent, RUINER and games like this are pretty special to me.
And honestly its a bit sad that we dont get many bigger top down games anymore. Seems like most studios move to other FPS things after making one.
So... I guess we decided to stay here :D
Yesterday we finally announced our game POLYSTRIKE after working on it for years.
What you see on Steam right now is mostly the 5v5 competitive part, because thats what we are ready to show properly. But this is really important and maybe more interesting for people here — we are also working on PvE campaigns, bigger missions and a much larger world to explore.
There is actually a whole world and story behind Iron Will and Vanguard that we havent shown yet.
Steam doesnt really let us use all the PvE/campaign tags right now because we havent shown that part publicly yet, which is fair tbh. So for now the page can make POLYSTRIKE look like its only a PvP game.
But its not.
Our plan is to show the first PvE campaign before the end of this year. Then I think people will understand much better what we are trying to build with this world.
Of course I'm not saying this is The Ascent 2 or RUINER 2 or anything like that lol. POLYSTRIKE is its own thing.
I just know there are people here like me who really love this camera/perspective and want to see more games doing something with it.
So yeah, after all these years its finally announced :)
Really curious what you guys think.
FishList us on Steam: https://store.steampowered.com/app/3254300/POLYSTRIKE/
From Counter-Strike Mod to Standalone Game Part 2
Hey everyone,
About a year ago I made a post here about my story with Polystrike (PART 1 - https://www.reddit.com/r/valve/s/0q1i6i1P6M), how it started as a Counter-Strike inspired mod and eventually became a standalone game.
I said back then that we weren't giving up on it, so I thought it would be fair to come back with an update :)
The last year wasn't easy for us. We're a Ukrainian team, some people from our team were mobilized, we had constant power outages, delays, and sadly we also lost people because of the war.
Development took much longer than we planned, but we kept going.
And finally, POLYSTRIKE is officially announced on Steam.
So now instead of me writing another huge post explaining what the game is supposed to be, you can actually see it yourself.
We released our first gameplay trailer showing the game, weapons, maps and some of the mechanics we've been working on.
It's now its own game and universe, but you can probably still see where my love for Counter-Strike and modding started all of this :)
I'm really interested in what people here think about it, especially those who remember the old Polystrike.
Good or bad, feel free to tell me what you think. What you like, what you don't like, and if this is something you would actually play.
Gameplay trailer: https://www.youtube.com/watch?v=L8Wt_X9HqIU
Fish list us on Steam: https://store.steampowered.com/app/3254300/POLYSTRIKE
Thanks to everyone who supported the project back then. We didn't give up!
Пост про подяку організаторам Ukrainian Games Fest
Сьогодні розпочався перший день Ukrainian Games Fest, дуже багато учасників, дуже багато хороших ігор, я теж брав участь, але про це розкажу іншим разом, сьогодні я хотів висловити подяку організаторам і особливо Степану!
POLYSTRIKE - Official Gameplay Reveal Trailer | Fishlist Now on Steam
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
Stay tuned POLYSTRIKE will be officially announced on August 17!
Valve has officially approved our Steam page!
Working on a completely new UI for POLYSTRIKE
Rebuilding it from the ground up with a focus on readability, cleaner visuals, and better information hierarchy.
Still WIP, would love to hear your thoughts!
Would you use an official POLYSTRIKE Wiki?
As POLYSTRIKE keeps growing, we're thinking about creating a place where all the game's information is collected in one spot, so what do you think is the best way to do that and where?
A traditional Wiki, GitBook, website or something else?
What made you interested in POLYSTRIKE?
We are going to announce the game in steam, and I'm working on the steam page, I need to know what to show, and what could be cool to see on the screenshots and or gameplay trailer.
Was it the gameplay, art style, I hope Iron Fish? Top-down perspective, tactical mechanics, graphics, animations, or something else? I would love to hear your thoughts!
Do you like the grass? Do you prefer the level with or without it?
Why are there still no good online top-down shooters?
I want to understand why, because we don’t even have any competitors though I really wish we did. Our main competitor PUBG: BLINDSPOT, died in just two weeks.
There are few good top-down shooters, Ruiner, the Ascent, but they are not online, also similar games like Supervive etc. also dead
How we create awesome 3D assets for POLYSTRIKE!
Here’s a quick look at how our artists create awesome! Stylized 3D assets for POLYSTRIKE from basic shapes to sculpted details
So what is POLYSTRIKE?
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.