Friday, 15 August 2025

Inside Unlimited Projects #27


In July, we continue to make good progress on all projects throughout the studio.


Published by Drafter


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July Monthly Report:

Last month's collection of progress throughout the studio, presented to the community to see the progress we are making. Now, let's see what work took place this month...

 

Attack on Titan: Project


Last month brought significant progress across core gameplay and polishing. Shifter bar has been reworked to use the same bar style as the level indicator, placed directly above the level UI and now drain if you are a shifter. Waves mode also received a music rotation for variety. Additional gameplay tuning included lowering the Shifting bar threshold and several new visual effects were including “Obey Me,” choke head explosions, Rage mode transformations, a new ground slam effect for the Slam ability, and a distinctive body fire for the Berserk Titan. Non-combat immersion improved as lobby NPCs were given idle animations, and Training Forest now includes actual Titans. Mission rewards now clearly display gem drop chances for Hard and Nightmare modes.

 

Bloodline systems also saw a wave of improvements and bug fixes. The persistent visual mismatch bug in the reroll display was addressed, ensuring accuracy between displayed and actual bloodlines. Several abilities were added and updated, the Ackerman received the Butcher ability, stunning surrounding titans with a “scared” animation, along with the Awakened Power ability. Yeager and Fritz now have shifter transformations with unlockable abilities. Smith’s Second Wind was updated to function properly against stomps, chomps, and grabs. The new “Obey Me” move was introduced, stunning all titans for 15 seconds. Overall, the largest update has been towards our shifters, which you can see below:

Mission and Waves content continued evolving. Waves mode’s UI will now feature tweened text transitions and audio between waves, with an eventual cap at Wave 100 to establish a victory condition. Lobby integration was also expanded so Waves mode can be accessed directly without menu navigation. We continue to wrap up on all major features.

 

Shinobi: Project

 

Over the past month, we've continued to make steady progress on our upcoming 1.4 update. 

Before we showcase everything we've worked on, let's dive into a question that's been asked multiple times:

Why is the update taking so long? So let us go over this. 

Originally, our scope for the update was going to be relatively small; we were even planning to release a 1.35 update instead of going straight to 1.4. But this update was going to be massively different from what we are currently working on. It was originally just going to be another "slop" content update that would be pumped out in around 1-2 months with a lot of similarities to the current 1.3 Land of Iron update. Generally, not much actual new content would've been added besides bosses and some weapons, but we saw how update 1.3 was received, and we decided to adjust our scope, and 1.35 was ultimately scrapped. After this, we decided to take a minor break from developing major updates to focus on some lore systems to assist the lore team, ultimately starting the first wave of rewrites that would end up sparking 1.4's development: The rewriting of U:P's Admin handler, updating certain hitboxes to be more accurate and adding new systems like the Build Tool. During that process, it became apparent that adding new things to the game was simply way too much of a hassle and overly complicated than it needed to be thanks to code that was made years ago instead of using our newer and more modern practices, this is mostly due to 1.3 being not fully finished so alot of things were simply put on the backburner for too long and it became quickly apparent that making brand new things was going to be a complete headache without a rewrite of a lot of things. Alongside, during that process, we also received lots of feedback on the current combat and multiple issues with it, so we decided to once again change our scope and aim for something new: Update 1.4. Admittedly, the original scope for this update was completely impossible to reach in a timely manner, so we decided to lower our scope a bit and aim at the biggest thing that has been considered to be holding this game down the most. That being that, this is a Lore game without a development focus on making Lore. So, ultimately, this update has been compressed into a few major things:

  1. The Creation of new systems and the complete rewriting of old systems to simplify the making of everything - These systems need to be fully customizable and easily adjusted for any need, no more needing to re-invent the wheel to add something as simple as a Dango or create a simple Jutsu. Finishing this will MASSIVELY boost production towards everything people want to see in the game, like PLPs and things alike.
  2. A Rewrite/Adjustment of the game's Combat and Skills - This is easily the most time-consuming task, but also one of the most important. Why? The new systems need to be tested to see how easy it is to make new abilities and combat variants, and just to say, the amount of new scripting tools available is perfect for being able to create nearly anything desired in a short period of time. Alongside this, this is also needed since a lot of moves are a bit outdated, and some are just entirely useless, which is something this update wants the game to move away from.
  3. Complete a backlog of items for Lore - Stuff needs to be planned out and fully scripted, preferably months ahead of time, to keep lore moving at a steady pace. So if a developer is unavailable, stuff won't just come to a halt.
  4. General QOL additions and other systems that most lore games have that we currently don't - After all, we need to remain focused on still being a lore game and keeping up with the competition (Think inner thoughts). And we will say, a lot of bashing on 1.3 has occurred, but that update shouldn’t be taken lightly. The backend done on 1.3 has probably saved this update actual months of development time; it's simply that the update wasn't fully completed, so now we've been playing catch-up.

Now, let's go into some other things that have caused this update to take so long:

  1. The Lead Scripter was busy - He was finishing school during the early stages of development, and right after that, a major IRL hurdle occurred in May/June that massively delayed the time that could've been spent on the game. Genuinely, trying to work on this update at this time was probably one of the worst decisions we could've made, but that doesn't mean to take it lightly since the work that was done lays the groundwork for things that will be used for years to come.
  2. The sheer amount of stuff to do - Rewriting/updating nearly every single skill in the game, the entire combat base, and creating various other brand new systems is a timely effort that isn't quick to do when you're trying to ensure things still feel the same and work correctly, we don't want to release a completely broken game.

Truthfully, though with all that said, we are finally proud to announce that we are nearing the end of this update's development cycle, and a release is finally looking in reach, soonish. We plan to give more information on this when we are fully confident that things are ready to go and enter the final stage of testing. After all, saying a release goal and not reaching it is something we want to continue to avoid. 

For some skills, we are seeing the near completion of the "Specialty" trees (Taijutsu, Medical, and Kenjutsu Trees). Check out this new medical move, Arcane Kicks Check, new Taijutsu move Grasp, alongside, we've also continued to work on reworks for multiple Clans in the game. Check out the reworked Blood Slice as usual, we are still looking for suggestions for ALL skill trees, so please feel free to suggest.

 

Over the past month, we've continued to make steady progress on everything. This month saw work in almost every single skill tree branch, seeing new skills added to it. Alongside, we finished up making even more systems to continue to attempt to future-proof the game.

Some other minor systems we've completed:

- Rewrote the entire chat system from the ground up - This may seem like a waste of time, but it's desperately needed since we are aiming to be a serious lore game, and the base Roblox Text Chat is plagued with extremely annoying.
- New Crater System - Just to add a bit more to our VFX.
- Reworked Trait Handling - Alongside fixes to any of the traits that are impossible to roll (Undying Will).
- Various QOL features - i.e., hovering over the "In Combat" tag will now show you how long you're in combat for.
- Prodigy Rolls added - These are rolls with 5x more Legendary rates, made for a specific reason.
- Empty hand Pity - After so many empty hands, you will be automatically given a prodigy roll. This should lower the amount of time it takes to get a legendary, but it may be touched up on in the future.
- Void Service - New handler for kill bricks, will likely be given an option to create a kill brick via command or F3X now.
- Serverlist Service - Handles the serverlist. Simply updated the code a bit to smooth it out and optimize it just a bit.
- New Trait Rolling System - The old Trait Rolling system was extremely outdated and flat out didn't work for some traits, new one fixes all of that!
- Subscription Service - Handler for an upcoming monthly subscription that will come with 1.4. More will be said when it's released.
- Handful of new rollable Talents - More specifically, some move-arounds of some medical-related talents, removing some of the unnecessary locks of the Yang path for something as simple as less chakra drain on medical ninjutsu, alongside some completely new and original moves.
- New Permanent hair command for Lore Team - Will be available to certain Lore Team. It should help a lot with immersion instead of every lore character basically having the same haircut.
- New /warp command - Should help Lore Team get to certain areas faster without having to manually fly.
- Various Optimizations/bug fixes 
- Multiple new Lore items/Lore Systems that we can't share yet

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Overall, the update is coming in at a steady pace, but there are some things we need to delay just for the sake of getting it out. Some of this might be pretty detrimental to deal with on release, but they're things that will be touched up on after the update is out.

- Rewriting the AI's - The current AI's are overall fine on the backend side of things, especially the non-humanoid ones, but for the humanoid ones, combat-wise, they're following 1.2 combat still with their crazy movestacks and various other things. This is going to need to be remade, and we simply don't have the time to update it right now. Of course, though, some of it will be adjusted to new combat, since the complete remake of moves requires that, but just in general, the AI's as a whole are not getting remade.
- Mission/Ranking rework - This was actually in the original scope of the update, but got scrapped due to us needing to just get this update out.
- Some Clan reworks - Not every clan will receive a full rework, don't get your hopes too high. (Of course, every clan will have updates on the backend to migrate to our new systems, though.)
- New Mainland map - We're not even sure who started to spread that a new mainland map would be completed by the time 1.4 was done. Let us just state here: That is not happening.

 

One Piece: Project

This past month we've continued making great progress on the game's development, just like in previous months, although since it's summer break, we haven't been working as much as we're used to. Once again, we want to thank everyone for the amazing support you've been giving us!

We've made great progress on the map building. We're trying to recreate the One Piece map as accurately as possible, although since it's a game there are certain limitations if we want it to be enjoyable to play. The map is massive due to the large number of islands and their size. Up next, we'll show you some small sneaks of Dawn Island:

 

Clone Wars: Project

Last month the team achieved a major gameplay milestone with the introduction of lightsabers and their distinct combat forms. Each form offers unique advantages and trade-offs, encouraging different playstyles: Soresu focuses on patient defense, Ataru favors mobility and burst damage, Shien excels at blaster deflection, Niman balances force abilities with melee, Makashi is a precision duelist, and Djem So delivers punishing counters at the cost of speed and stamina efficiency.

The building we completed the Ilum map along with its cinematic Jedi Introduction, the Clone Introduction remains a surprise for first-time in-game viewing only.

The building we completed the Ilum map along with its cinematic Jedi Introduction. We also wrapped up work on Tatooine and Corfai as you can see here:


And began development on Kashyyyk, Naboo, and the newly announced Corafai. These environments will expand both gameplay variety and visual scale, offering fresh settings for the evolving systems and combat mechanics.

We continue to make tremendous progress, and we want to give a huge thank you to both our developers, players, and staff team for making all of this possible. Together, we can continue pushing the boundaries of the Roblox experience to new heights. We're immensely grateful for your dedication.  
We'll see in our next August Monthly Report! 

Credits

Drafter - Studio Lead                                                                                    

Ser3rm - S:P Project Leader & U:P Development Lead

TheGuyYallKnow  - AOT:P New Module Lead Scripter

Trystan - U:P Development Lead

Happy - CW:P Lead Programmer

K1 - OP:P Project Leader 

Clockrows - OP:P Builder

NotchHero - OP:P Modeler

Caw.Spire - OP:P Modeler

HeroWandering - CW:P Lead Builder

Kero_Ark - OP:P Builder

Virgil - S:P Programmer

LolguyRuski - U:P Animator

Tia - S:P Modeler & VFX Arist

nobodygivesacrap12 - AOT:P Builder

Dakota - S:P Lead Builder

Akui - S:P Builder

Jork - S:P Builder

Catalyst - U:P UI Artist

Combine - CW:P Gameplay Advisor

Duckie - CW:P Builder

ScarexCrow - Senior CW:P Builder

AleisterCross - CW:P Gameplay Advisor

Preadator - CW:P Vehicle Artist

Our wonderful staff team and lore team

Thank you to our Patreons!

Caesar_Salid, Acelair, Aotfan96, Atlas, Berecci, BlueStreak3008, Bolt_Awoke, Cartoonfartoon, Chrysler, ClydeJokes, Deadlyhacker9981, Deerhunter60641, Drainerkrieg, EvaWithoutRice, Eyebrawl1235, Galaxy06155, Grollan, HyperGamer653, Infinitymaster761, tyssssson1Janflash35, Jhackedmed, Kakashi_HK, Kaneke, KoriesKoi, Lawwism, LightningGIGN, Mah_Neck, Mr.Azure, MuraGrand, Navi_hub, Oowib, Polarsy, Postamos, PressuredAtrophy, Pvpfaith, Soes_x, Stahlling, Swiftpedro, Teltaps, TheNoya, Tr1ppy02, Trxsh_Fear, Twistymix, Txmirr, Viktorbim007, Vykore, Wadm, xNotKieferx, XV1Celtic, ZyconZX, Zyrieums, AirSwoos, BlasianYoyo, Blez, Dumblummy, Isaiah, S6RE3G0D, Turtle, Zaphox, Zuzuke3uchiha78, AntsFriend_8, Bygons, Combine, Crewman, Dime, DarkenedPlague, Derply01, Eckin1, AleisterCross, Kaito, A'#, Kybrenic, ljawsome995, StygianStorm0, TheHawkGuy9000YT, ToxDox42, Soundwave, and Sharp.

 

 

 


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