Nix Du

Sanjay Hero Design | Overwatch Fan Design #5

April 28, 2026 Nix Du 9:56 am Topic: Overwatch Design Studies Fan design of Overwatch’s heroes, levels, events, and balancing. Expand Hero Info “Order. Is. Liberation.” Using one-of-a-kind technologies, Sanjay executes necessary evil under Vishkar and Talon, shaping the world into his vision of absolute order. RoleSupport SubroleSurvivor Health100 health + 150 shields Perk XP1700 (minor) 4500 (major) Passives Subrole: Survivor Passive️ Movement abilities start passive health generation. Reconstitution Passive️ Healing allies restore your shields and barrier. Shields restore rate: 20% of healing done Barrier restore rate: 100% of healing done Additional notes Voice Lines Shields restore rate is half as fast as the Medic subrole passive’s self-heal rate. Barrier restoring is potent, applying only to Sanjay’s ultimate. Weapon Photon Lance ️ Type Weapon (Primary Fire) Effect Type Projectile + Projectile beam Bolt projectile followed by a soft beam that trails the target struck by the bolt. Damage: 60 (bolt) + 60 over 1s (beam) Headshot: √, 2x (bolt) Fire Rate: 1 shot per 0.5s (bolt only)1 shot per 1.2s (bolt and full beam) Projectile Speed:90m/s (bolt and beam) Beam range:20m Ammo:100 Ammo cost:15 (bolt) + 10/s (beam) Reload time:1.5s Additional notes Voice Lines Tap to fire only the bolt. Hold to keep spraying the beam. Player can still spray the beam when bolt misses. The beam’s trailing is very forgiving, like Symmetra’s original weapon. Shoot only bolts for maximum DPS potential. Yes, this weapon feels like a taser 🙂 “Trace established.” On elimination: “No use in struggling.” Photon Coating ️ Type Weapon (Secondary Fire) Effect Type Projectile Four-round homing healing bursts. Healing: 14/round Fire Rate: 4 rounds in 0.4s (+0.5s recovery) Projectile Speed:40m/s Lock-On Range: 25m Ammo:32 Additional notes Voice Lines Projectile locks onto an ally within 25m, and still have a slight auto-homing beyond that range. Alternate between damage (left) and heal (right) to maximize total output. “Hard light reinforcement.” “Restoring structural integrity.” Abilities Compliance Capsule E️ Type Ability Cooldown 15 seconds Effect Type Arcing Projectile Release an exploding capsule that weakens enemies, reducing their damage dealt. Projectile Speed:30m/s Explosion Delay:0.5s Explosion Radius: 4m Explosion Damage: 5 Weaken Rate:-50% damage reduction Weaken Duration:2.5s Additional notes Voice Lines The Capsule bounces and rolls for 0.5s before detonating. Weakened enemies get audio and VFX feedback, plus a sound filter to make hits sound lighter. Weaken caps at 50%. “Neutralizing aggression.” “Pacification complete.” “Stand down!” Warp Shift️ Type Ability Cooldown 14 seconds Effect Type Movement + Area Teleport towards the direction you face and move faster. Tap again to warp nearby enemies too after a wind-up. Cast time:0.3s Warp distance:15m Speed boost:30% for 3s Enemy Warp windup:0.75s Enemy Warp selection radius:4m (around warp’s starting point) Additional notes Voice Lines Before Sanjay warps enemies, they have a total of 1.05 seconds to reach and walk out of the range. Sanjay can teleport towards any direction. Enemies warped gain no speed boost from Warp. Environmental kill is achievable, but unreliable. Plus, Sanjay might fall too. “Position realigned.” On enemy warp: “You are out of place.” On enemy warp: “Moving the problem.” Converged Amplifier Q Type Ultimate Ability Cost 2250 pts Effect Type Beam Fly up in a droplet-shaped barrier that lacks front or rear protection. Fire long-range damage or healing beam from its front. Cast Time: 0.75s Duration: 10s Barrier Health: 600 Barrier Dimensions: 10m (length)1.5m (front opening radius)2.6m (belly radius)1m (rear opening radius) Damage: 160/s Healing: 120/s Beam Range: 30m (damage/healing) Additional notes Voice Lines The barrier lacks front protection and fires a straight beam, meaning enemies can shoot back when shot by Sanjay. Sanjay can safely observe a firing enemy by moving crosshair slightly away, so the barrier blocks their shots. Unlike most flying ults, Converged amplifier doesn’t grant speed. With his passive, Sanjay can restore 100 barrier health per second when healing teammates, enabling a conservative “shield+heal” playstyle. This is not always optimal, as Sanjay does less healing than damage during Converged Amplifier. The ability ends when the barrier breaks. To enemy/self: “व्यवस्था ही मुक्ति है।” (ORDER. IS. LIBERATION.) To allies: “Chaos ends in my design.” Perks Repurposed Energy Minor Perk Trailing enemies with Photon Lance overfills your next healing burst. Propulsor Prime Minor Perk Hold Shift to propel forward during Converged Amplifier. Reverse Warp Major Perk Reverse enemy Warp’s beginning and destination. Vector Piercer Major Perk Photon Lance fires piercing bolts and beams through multiple enemies. The House (Weapon) Primary Fire Smart pistol with red dot scope. Damage: 35-17.5 Falloff range: 20-35m Rate of fire: 3 shots/s Projectile speed: hitscan Projectile radius: 0.1m Notes: The weapon’s gun play is clicky, clean and controlled, with modest audio and tactile recoil animation, but no actual recoil. “Predictable.”(On crit elimination) “You should have folded.”(On elimination) Bounty Shot – Alt Fire Take aim to release a shot that applies Bounty on hit, healing anyone who damages them. Cooldown: 6s Damage: 60-30, plus 40 over 4s Falloff Range: 30-45m Projectile speed: 125m/s Projectile radius: 0.2m Bounty uptime: 6s Bounty lifesteal rate: 25% Notes: Bounty’s healing charges Max’s ultimate. “Bleed the pot.”(To self/target) “Claim your cuts from them.”(To Allies) Joint Stake (E) Select an ally to echo healing received and partially transfer damage taken, going both ways. Cooldown: 0s Healing echo rate: 33% (generate extra) Damage transfer rate: 33% (deducted from ally) Out of sight uptime: 3s Damage transfer stops when the transfer target is below 33% health. Notes: Echoed healing charges Max’s ultimate. “Our interests aligns.” ”We share the stake now.” False Tell (Shift) Dash and release an identical decoy at the opposite direction. The decoy performs weaker attacks and heals you when it takes damage. Cooldown: 12s Dash distance: 8m Decoy release distance: 8m (opposite direction) Decoy max uptime: 5s Decoy healing rate: 50% of its damage taken Decoy damage output: -75% Notes: Decoy looks identical to Max from enemy POV, using Kiriko’s clone tech in Stadium. Decoy can’t be healed, revived, or targeted by buffs. When decoy is active, ally beams fade when attached to Max, similar to Sombra in stealth.

Mama Hong Hero Design | Overwatch Fan Design #4

April 28, 2026 Nix Du 5:00 am Topic: Overwatch Design Studies Fan design of Overwatch’s heroes, levels, events, and balancing. Expand Hero Info “Float like feather, strike like steel.” A reputable landlord and a legendary WuXing metalbender, Mama Hong came out of retirement to protect her land against Talon-affiliated forces. Full Name洪滿山 (Hong Mun Saan) RoleTank SubroleInitiator Health450 health + 175 armor Perk XP1700 (minor) 4400 (major) Passives Subrole: Initiator Passive️ Gain a heal over time by staying airborne. Ult charge stored: up to 25% Concussion Passive️ Quick melee and Primary fire builds Concussion. Concussed enemies are vulnerable to Manslaughter. Duration: 4s Quick melee buildup: ⬤⬤○○ Direct hit buildup:⬤○○○ Splash buildup:⬤○○○ Additional notes Voice Lines Narratively, Mama Hong is a master of the metal Wuxing force. Unlike Anran’s Ignite, tanks don’t have extra consussion resistance. Mama Hong can concuss an enemy instantly with a direct hit + melee combo. Concussion don’t have any effect besides enabling Manslaughter’s detonation. Concussed enemy hears a dull metal sound and sees subtle ripples on the corners of the screen. Weapon Rising Maw ️ Type Weapon (Primary Fire) Effect Type Arcing Projectile Arcing cannonball that builds Concussion. Damage: 40 (Impact) + 20~40 (splash) Splash radius:2.5m Rate of fire:1 round per 0.85s Projectile speed:55m/s Projectile radius:0.325m Ammo:5 Reload time:1.5 seconds Additional notes Voice Lines Has a falling arc between Zarya’s alt fire and Torbjorn’s primary fire. Concussion buildup from splashing is the same regarless of how much the damage is. Elimination: “Crushed under the might.” Elimination: “Daa dou nei saang saai!” (Crushed to pieces!) Abilities Manslaughter ️ Type Ability Cooldown 8 seconds Effect Type Area + Targeted Slam weapon down to make a shockwave, imploding nearby Concussed enemies. Cast time:0.5s Impact radius: 12m Detonation Delay:0.5s Damage:10~60 (shockwave) + 80 (detonation) Launch height:4m Additional notes Voice Lines Shockwave is blocked by environment and barrier. The shockwave launches enemies lower than Wreckingball’s Piledriver, but disrupts enemy movement all the same. Manslaughter. “Reverberate!” “Baau! (Implode!)” “Break!” Toad Pounce Shift️ Type Ability Cooldown 8 seconds Effect Type Movement Leap forward. Land on a wall to take another longer leap. Damage: 1 First leap range:10m (aiming up), 12m (aiming forward) Max duration on wall:3s Second leap range:15m (aiming up), 18m (aiming forward) Additional notes Voice Lines Both leaps are loud on launch and quite on landing. Landing is light and soft, but can be combined with Manslaughter. When landing on a wall, Mama Hong can stick to the wall for up to 3s. Mama Hong can shoot during the leap, but not when on the wall. A subtle shout on jump, and a toad sound on wall-landing. On regular landing: “Featherweight!” Golden Bell E️ Type Ability Cooldown 14 seconds Effect Type – Wield a bell-shaped barrier, increasing Concussion buildup. Barrier size:3.5m (radius) + 9m (height) Barrier health: 450 Barrier duration: 3s Additional notes Voice Lines The barrier moves with Mama Hong, but doesn’t block attacks from within it, unlike Zarya’s barrier. Mama Hong builds 1 extra tick of concussion per hit during Golden Bell’s uptime. “Sanctuary!” “Gam Dzung Dzau!” (Golden Bell Shield!) On barrier broken: “Caang m’ zyu laa!” (Can’t hold it anymore!) Lion Roar Q Type Ultimate Ability Cost 2150 pts Effect Type Area + Projectile Beam Continuously pull fontal enemies towards you while inhaling projectiles, then release a linear soundblast with knockdown. Pull range: 20m, 55° cone Pull speed: 9m/s (while applying 50% slow) Inhale range: 6m, 105° cone Inhale/pull duration: 2s~4s Soundblast radius: 1.5m~3m Soundblast length: 10m~20m (length) Knockdown duration: 1s~2s Additional notes Voice Lines Can’t move, attack, or cast abilities during Lion Roar. Only affects frontal enemies/projectiles. The 50% slow applied means enemies are pulled at a speed of 6~12m/s depending on their walking direction. Their speed of escaping when not getting pulled is the normal 5.5~6m/s. Barriers block the pull. Enemies above or below are pulled as well. The cast is instant, making it a viable “parry” move. To enemies/self: “SII…” “HAAU!” To allies: “Lioooon…” “Roar!” On elimination: “M’ sai zang zaat!” (Don’t even try fighting back!” Perks Brute Force Minor Perk Imploding an enemy grants 35 overhealth. Borrowed Force Minor Perk Lion Roar releases all projectiles inhaled. Feather Steps Major Perk Toad Pounce can leap for a third time if the second leap lands on a wall too. Slaughterhouse Major Perk Elimination inside Golden Bell resets Manslaughter cooldown. The House (Weapon) Primary Fire Smart pistol with red dot scope. Damage: 35-17.5 Falloff range: 20-35m Rate of fire: 3 shots/s Projectile speed: hitscan Projectile radius: 0.1m Notes: The weapon’s gun play is clicky, clean and controlled, with modest audio and tactile recoil animation, but no actual recoil. “Predictable.”(On crit elimination) “You should have folded.”(On elimination) Bounty Shot – Alt Fire Take aim to release a shot that applies Bounty on hit, healing anyone who damages them. Cooldown: 6s Damage: 60-30, plus 40 over 4s Falloff Range: 30-45m Projectile speed: 125m/s Projectile radius: 0.2m Bounty uptime: 6s Bounty lifesteal rate: 25% Notes: Bounty’s healing charges Max’s ultimate. “Bleed the pot.”(To self/target) “Claim your cuts from them.”(To Allies) Joint Stake (E) Select an ally to echo healing received and partially transfer damage taken, going both ways. Cooldown: 0s Healing echo rate: 33% (generate extra) Damage transfer rate: 33% (deducted from ally) Out of sight uptime: 3s Damage transfer stops when the transfer target is below 33% health. Notes: Echoed healing charges Max’s ultimate. “Our interests aligns.” ”We share the stake now.” False Tell (Shift) Dash and release an identical decoy at the opposite direction. The decoy performs weaker attacks and heals you when it takes damage. Cooldown: 12s Dash distance: 8m Decoy release distance: 8m (opposite direction) Decoy max uptime: 5s Decoy healing rate: 50% of its damage taken Decoy damage output: -75% Notes: Decoy looks identical to Max from enemy POV, using Kiriko’s clone tech in Stadium. Decoy can’t be healed, revived, or targeted by buffs. When decoy is active, ally beams fade when attached to Max, similar to Sombra in stealth. Healing from decoy doesn’t

Maximilien Hero Design | Overwatch Fan Design #2

January 27, 2026 Nix Du 4:33 am Topic: Overwatch Design Studies Fan design of Overwatch’s heroes, levels, events, and balancing. Expand Hero Info Aside from his position as Talon’s accountant, Maximillen is the figure behind many impactful events. Gambling on the edge of conflicts, he uses wealth and connections to build his own power. RoleSupport SubroleTactician Health150 health + 100 shields Perk XP1750 (minor) 4600 (major) Passives Subrole: Tactician Passive️ Store excess ultimate charge. Ult charge stored: up to 25% Backed Hand Passive️ Give your excess ultimate charge to your Ace. Ult charge given: up to 25% Additional notes Voice Lines Ace is selected with Max’s ultimate “Ace in Play”. Only grants excess charge stored via the Tactician subrole passive. Grants via ult points instead of fixed percentage. The target ally hears a surging sound on activation. Weapon Executive Wristwatch ️ Type Weapon (Primary Fire) Effect Type Hitscan Two-round burst hitscan weapon. Damage: 40 (per round) Headshot: ✓ (x2) Rate of fire:2 rounds per 0.8s Ammo:24 Reload time:1.5 seconds Additional notes Voice Lines Shot radius: 0.12m (same as Illari) Damage falloff range: 25-45m (longer than Ashe, shorter than Illari) Damage falloff rate: 50% Recovery time reduces when alternating between primary and secondary fire. Elimination: “The house always wins.” Breach Laser ️ Type Weapon (Secondary Fire) Effect Type Beam – Hitscan Three short beams with a rotating triangular spread. Damage: 135/s (45 per beam) Headshot: x Range: 13m Spread:3.6 degrees (initial) – 2 degrees (after 0.75s) Additional notes Voice Lines Beam radius: 0.1m (less than Symmetra’s minimum radius) Rotation speed: 180 degrees/s Narratively, Max uses this weapon to cut holes on doors and walls, hence the name and the spinning 3-dots pattern. Elimination: “Think twice before you get close.” Abilities Spade E️ Type Ability Cooldown 8 seconds Effect Type Melee + Projectile Slash and fling a piercing card. Place a Spade on enemies hit, allowing allies to lifesteal from them. Damage: 40 (slash) + 40 (projectile) Headshot: x Slash Range: 4m Projectile Speed:70m/s Projectile Size:0.35m Spade duration:4s Ally Lifesteal Rate:30% (15% on tanks)Stops applying when ally already has more than 40% lifesteal. Additional notes Voice Lines The slash and projectile themselves lifesteals too. The slash’s animation allows enemies at range to react to the following projectile. Enemies with Spade see a overlay effect on their screen. Healing from Spade charges Max’s ultimate ability. To self/target: “Bleed the pot.” To allies: “Claim your cuts from them.” Heart Shift️ Type Ability Cooldown – Effect Type Targeted + Area Heal an ally over time. The ally earns additional area healing on damage dealt and area speed boost on elimination. Selection Range: 25m Solo Healing: 20/s Area Healing: 20/s Area Healing Radius: 12m Area Healing Duration: 3s after dealing damage Speed Boost:30% Speed Duration: 3s afer elimination Additional notes Voice Lines The AOE healing triggers like Brigitte’s Inspire passive, unstackable and lasts for full duration even when allies leave its range. Max cannot place Heart on himself. Heart expires after losing Max’s LOS for 7 seconds. Healing from Heart charges Max’s ultimate ability. “Go earn your healings.” “Make my investment worth it.” “Go, impress me.” On elimination: “Well done.” On elimination: “Stay in motion, agent.” Ace In Play Q Type Ultimate Ability Cost 2400 pts Effect Type Targeted Place an Ace on an ally. During its uptime, the Ace carrier instantly revives on death and places a Spade on their eliminators. Enemies don’t know who carries the Ace until the they get very near. Selection Range: 25m Cast Time: 0.6s Initial Healing: 100 Ace Uptime: 7s Ace Reveal Range: 5m Ace Health On Revive:Up to 350 Additional notes Voice Lines Enemies can hear when Max ults, but can’t see the Ace icon over the ally until they’re up close. All enemies see the Ace icon from the moment when one enemy sees it. Max can give himself the Ace. This enables many mind games such as: Max let his allies play aggressively, tricking enemy backline into thinking they have the Ace, while Max keeps the Ace to survive a brutal dive. The Ace cannot revive from an environmental death. With Max’s passive, he always gives excess ult charge stored to his Ace. This can be used to quickly ready an important ally ult. Ult charged: “I am ready to deploy the Ace.” On deploy, to enemies: “An Ace is on the table. Play wise.” On deploy, to Ace/self: “Fear nothing, my Ace!” On deploy, to allies: “Ace deployed.” On revive, to enemies: “YOU MISPLAYED.” On revive, to Ace: “Now, shall we continue?” Perks Cut for Two Minor Perk Heart’s area healing increases by 50% when you are in its range. No Exceptions Minor Perk You can damage and kill your Ace. This puts a Spade on yourself too. Lethal Conduct Major Perk Your laser beam attack bounces between your Spade carriers. Contingency Major Perk Reset Spade cooldown when your Heart, Spade, or Ace carrier dies. The House (Weapon) Primary Fire Smart pistol with red dot scope. Damage: 35-17.5 Falloff range: 20-35m Rate of fire: 3 shots/s Projectile speed: hitscan Projectile radius: 0.1m Notes: The weapon’s gun play is clicky, clean and controlled, with modest audio and tactile recoil animation, but no actual recoil. “Predictable.”(On crit elimination) “You should have folded.”(On elimination) Bounty Shot – Alt Fire Take aim to release a shot that applies Bounty on hit, healing anyone who damages them. Cooldown: 6s Damage: 60-30, plus 40 over 4s Falloff Range: 30-45m Projectile speed: 125m/s Projectile radius: 0.2m Bounty uptime: 6s Bounty lifesteal rate: 25% Notes: Bounty’s healing charges Max’s ultimate. “Bleed the pot.”(To self/target) “Claim your cuts from them.”(To Allies) Joint Stake (E) Select an ally to echo healing received and partially transfer damage taken, going both ways. Cooldown: 0s Healing echo rate: 33% (generate extra) Damage transfer rate: 33% (deducted from ally) Out of sight uptime: 3s Damage transfer stops when the transfer target is below 33% health. Notes: Echoed healing charges Max’s ultimate. “Our interests aligns.” ”We share the stake

Doomfist and Vendetta Rework | Overwatch Fan Design #3

January 13, 2026 Nix Du 1:25 am Topic: Overwatch Design Studies Fan design of Overwatch’s heroes, levels, events, and balancing. Expand Vendetta Problem Compared to her (imperfect) predecessor – DPS Doomfist, Vendetta has improved her error tolerance, poking, telegraphing, and, of course, the frustration to fight against her. However, she still has the problems below: Over reliance on snowballing Pre-fight poking harms mid-fight sustain  Busy VFX and audio Changes The two changes below gives Vendetta a unique resource management system. She needs to alternate between Projectiles and Block to maintain a balance, improving her poking ability under ranged fire and penalizing perma-blocking. When flanking/spawncamping, Vendetta also needs to decide: Should I strike with a half-full meter, or should I throw a projectile to drain it first, at the cost of being heard? Warding Stance Energy meter is now divided into 5 equal sections and refills only up to to 40% Mitigating damage now fills energy meter instead Vendetta loses Warding Stance, Projected Edge, and Onslaught for 3 seconds when energy reaches 100% Projected Edge Cost reduced from 30% to 20% (1 section) Damage reduced from 70 to 60 Palatine Fang (Weapon) Each strike’s audio signaling volume doesn’t reflect their impacts accurately enough. Normal swings now makes less sound Overhead slash now makes a wind-up sound, similar to Junker Queen’s Carnage Minor Perk “Relentless” – Removed Already over-reliant on snowballed brawling, Vendetta needs an option to deal with longer maps and slower fights. Minor Perk “Bottomless Malice” – New This perk offers the option of more range and less block when a fight begins. “Energy meter automatically refills up to 80% instead of 40%.” Major Perk “Swift Vengeance” – Removed This perk is very situational, and Vendetta has little control over how it works. Minor Perk “Gut Punch” – New Vendetta’s Quick Melee attacks can be weaved into her swings smoothly, but so far there’s little reason to do so.   “Quick Melee after Palatine Fang’s side swing deals 60 damage over 5 seconds.” This perk unlocks new combos, hitting/approaching key health thresholds: swing+melee+dash (215 total) swing+swing+melee+dash (260 total) swing+swing+melee+overhead (260 upfront, 320 total) Doomfist Problem Doomfist is a unique tank hero with high skill expression, great carry potential, and a loyal core playerbase who enjoys his mobility and versatility. As of January 2026, Doomfist has the highest tank win rate in Bronze, and steadily gets less and less win rate as ranks go up; he has become a noob stomper, one reason why DPS Doomfist was so despised in Overwatch 1. This is largely due to: Slam engagement is weak post universal health buff Disrupt playstyle is unviable due to long downtime Over-reliance on empowered punch and Power Matrix Low error tolerance compared to other dive tanks Goals Lower skill floor and raise skill ceiling Reduce frustration against empowered punch Re-enable slam engage and disrupt playstyle Introduce a reliable Power Matrix alternative Improve consistency against more heroes Changes Rocket Punch Doomfist’s empowered punch is currently his main play-maker and is frustrating to play against. Informing enemies of its threat creates an alarming expectation and reduces frustration. Empowered punch now makes distinct sounds on acquiring, casting, and hitting Empowered punch now displays a decay countdown timer Meteor Strike Doomfist’s ultimate removes himself from the battle, which works against a tank’s purpose. This QoL change gives Doomfist’s team indirect shotcalling value during ult. Inner circle indicator is now visible to allies. Movement speed boost increased from 400% to 600% under alternate camera angle (RMB). Minor perk “Survival of the fittest” – Removed The perk rewards a winning fight more than a losing one. Already a momentum-demanding tank, Doomfist needs a minor perk that offers subtle but real value in various situations, including the unfavorable ones. Major perk “Aftershock” – Moved to minor Aftershock as a major perk was hard to balance between “unfun to use” and “unfun to play against”, and performs unnecessarily well against a few heroes. On the other hand, Slam hasn’t been a good hard-engage ability since the universal health increase, for its damage is still 50.This change increases Doom’s perfect combo damage from 235 to 247.5, encouraging players to Slam precisely and consciously. Seismic Slam crits on targets within 5 meters, dealing 25% more damage and applying 25% slow for 2 seconds. Major perk Idea 1: “Successor’s Momentum” Instead of buffing his default strategy, this new perk revitalizes his alternative disruptor playstyle, encouraging players to chain abilities not for damage dump, but for better angles, advanced punches, and hybrid movements. Cancelling an ability with another one reduces both cooldowns by 20%. Idea 2: “Freeform Uppercut” Yes, I know, but hear me out.It’s very hard for a perk to compete with Power Matrix. It’s not just a CC protection, but also responsive toy to play with.Uppercut is reworked to a dodge ability instead of a killing move. It feels different and enables more movement varieties. “Press reload to punch enemies upwards, dealing 40 damage.” Cooldown: 10 seconds Damage reduced from 50 to 40 AOE range reduced from 5 to 4 meters Travel distance reduced from 10 to 8 meters Knockback distance reduced from 10 to 8 meters No longer freezes horizontal movement Now interits a part of Doomfist’s current horizontal momentum January 13, 2026 Nix Du 1:25 am Recent Posts Lastest Elementor #6315 OW2 Fan Patch 2 – Maximilien Hero Design OW2 Fan Patch 1 – Vendetta/Doomfist rework

Tale of Time is at GDC Playbooth!

This is crazy. We got a playbooth at GDC 2025 and managed to showcase Tale of Time to game devs, gamers, non-gamers, and even some people I look up to. The playtest results are surprisingly positive — over 80% of players finished the 15-minute demo, and everyone who was stuck at the final level stuck around until they figured out the solution. This means our tutorial and diff ramping is great. Granted we only showcased the game for 2 days, but still a lot of valuable feedbacks are collected. Most popular feedbacks: The first level didn’t communicate the exact functionality of the portals well enough Boundaries of portals and reflectors isn’t defined well enough Need to highlight the reflectors with a hologram even when it’s hidden in another layer Add a remote control option to the beam emitter (lantern) RMB on portals (combining portals) is kind of useless with only 2 portals around the player

Tale of Time – V0.0.4

We are picking back up Tale of Bagua! It’s renamed to Tale of Time to fit the theme better. It’s also due to the fact that most of our players don’t even know what Bagua is. The game is getting a complete overhaul since Mar 2025. Here are what’s different: Complete level rework, 5 new levels Puzzle mechanic rework, introduces light beams, reflectors, weed grass, and destructible walls. Narrative revamp, added NPC and dialogue system. Visual rework, the game looks like runescape now. (In a good way, I hope.) Complete playable loop, including level selection and debug tool Go to the “Game Details” page to see the new look. Steam is not updated yet, but you can download the build from Itch.io. Have fun!  Ps. more is on the way!! New Trailer!

Tale of Bagua is on Chinese American Game Dev Summit!

The three devs of Tale of Bagua, Alex Wang, Cecil Boey and I, had the honor of speaking at the Chinese & American Game Dev Summit in Los Angeles. We briefly talked about the inspirations of the project, how the demo was developed in 48 hours, and how we overcame restrictions of Unity 3D engine. We also shared the next step of the game — yes, we are picking this project back up! Tale of Bagua will get a new name soon, as well as 5-6 extra demo levels, a visual rework, mechanic rework, narrative revamp, and more. Stay tuned!!!!!!

Tale of Bagua – V0.0.2

Part Changes? Status Length   1 Chapter, 5 levels Mechanics Added QOL feature Core + QOL Visuals Improved Acceptable UI Improved Acceptable Narratives   lacking Audio   lacking Playable loop   Yes, basic Previous Next

Tale of Bagua – V0.0.1

Part Changes? Status Length 1 Chapter, 5 levels Mechanics Core Visuals Greatly Improved Acceptable UI Improved lacking Narratives lacking Audio Reduced lacking Playable loop Yes, basic