| Name | Path | Size | Type |
|---|---|---|---|
| Multiplayer preview LINUX | ./upl/app/41/files/3200/Sledge 2 Linux x86_64.zip | 58235100 | application/zip |
| Multiplayer preview WINDOWS | ./upl/app/41/files/3201/Sledge 2 Windows x86_64.zip | 68126800 | application/zip |
This video drops us into a compact world built in creative mode—tight quarters, swarming with NPCs, and just enough turret support to keep things interesting during the prereferral phase. Once you hit a certain level, experience gains ramp up fast—if you’ve got the right powerups equipped. But let that timer run dry for even a moment, and you’re looking at a quick, brutal death. Watch as we dive in, laying mines ahead of the first NPC wave. It’s chaos from the start, and survival depends on timing, loadout discipline, and a little luck.
Play it here
killgorack.itch.io
See the public git here
github.com
Homepage here
www.killgorack.com
Unlike block-based builders, this game’s creative mode lets you work with surfaces—walls, ramps, weapons, spawning stations, and more—giving you fine control over how scenes come together. The video starts inside a custom map built using this new system, showing off how easy it is to place, save, and layer elements for gameplay. Users can now create unlimited levels, and while the material list is still lean, it’s expanding fast. Watch how it all fits together and get inspired to build your own world from the ground up.
🌪️ Godot 4 NPCs vs Tornado Physics | Godot 4.4 Showcase Watch a short but chaotic demo of NPCs spawning around multiple tornados in Godot 4.4. This clip highlights projectile physics and the raw forces these tornados have on rigid bodies—including mine.
💥 Three tornado forces come working together:
- Upward lift: launching objects skyward
- Tangential swirl: spinning bodies around the axis if the tornado
- Inward pull: dragging everything toward the center (with a dead spot at center)
Perfect storm for testing dynamic interactions and physics-based gameplay. Built with real-time spawning and force application—no gimmicks, just Godot.
Still need to tweak the forces a bit.
Playable here
killgorack.itch.io
public github repository here
github.com
Webpage here
www.killgorack.com
After a short break, we're back! This update strips things down for cleaner gameplay and minimal loadable weapons as some of the flashier ones got shelved. No worries though... the chaos continues where projectile physics are wilder than ever and can be obtained by picking up dropped items! We’re experimenting with random drop ratios and counts, and they’re feeling organically unpredictable. Basically, some of the combinations of powerups will make weapons that are massively over powered.
Jump in, check out the new mechanics.
itch.io link
killgorack.itch.io
KillGorack.com
www.killgorack.com
Development files
github.com