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games · 2025 · Ongoing

Swordslike

Unreal Engine 5C++MultiplayerSteam Integration
Swordslike

Project Overview

Swordslike is a multiplayer souls-like action game with tactical combat at its core. Players choose unique characters with different stats, weapons, and play styles.

I developed the game in Unreal Engine 5 with C++, leveraging Unreal's replication system and Steam integration for multiplayer support, which is an aspect of game development that I meant to learn for a while. The project highlights both technical engineering and gameplay design since I'm a big fan of Soulslike as a genre.

Role: Gameplay Engineer

Game Engine: Unreal Engine 5

Programming Language: C++

Technologies: GitHub, Rider

Platform: PC

Date: 2025 – Ongoing

Multiplayer & Steam Integration

All core gameplay mechanics are multiplayer-ready via Unreal's replication.

The game then uses the Steam Online Subsystem for matchmaking and supports both LAN and online sessions.

Lobby System

After joining a session, players enter a lobby where they can view and select characters before gameplay begins.

Weapon Combo System

Weapons feature unique combos made up of animation montages with notifies driving core functionality:

  • Attack Notify – triggers weapon hit detection
  • Input Notify – queues next combo attack
  • Next Attack Notify – executes queued attack
  • Attack Indicator Notify – shows parryable attack cues
  • Trail Effect Notify – activates particle trails
  • Root Motion Disable Notify – adjusts direction during combos

Attack Indicators

Visual cues slow down animations slightly, giving defenders a clear signal for parry timing without reducing responsiveness for the attacker. It is partially inspired by how Assassin's Creed does it when enemies attack.

Lock-On System

A staple of souls-like gameplay, the lock-on system tracks enemies and disengages when targets move out of range, become obstructed, or are defeated.

Parries & Posture

Parries disrupt enemy combos and damage posture on perfect timing (Sekiro-inspired style). Mistimed parries cause posture damage to the defender, with severity based on timing accuracy.