
Hey everyone!
Our first Bad Goons devlog is now live, and it gives a proper introduction to what we are building. Bad Goons is a large-scale tactical voxel shooter inspired by World War II battlefields, classic FPS games, and sandbox building/destruction. The idea is simple: what if you could fight in a shooter where the battlefield is not static, but something players can dig through, build on, fortify, and blow apart?
In this first devlog, we talk about the core concept behind the game and show how a match works. Players choose their loadout, deploy onto the battlefield, and fight over a chain of capture points leading toward the enemy base. Teams can defend their own points, attack enemy positions, or reshape the terrain to create new tactical opportunities.
You can dig tunnels, build cover, create sniper positions, fortify objectives, camouflage defenses, and use explosives like grenades, dynamite, and bazookas to break through enemy lines. There are also support tools such as medkits, ammo packs, flares for night maps, and deployable spawn points called garrisons, which allow teams to create new frontline positions.
Our goal is to create a weekend shooter experience that is easy to jump into, fun with friends, and flexible enough for both laid-back and more hardcore playstyles. Bad Goons is already playable, and we have had a lot of fun testing it internally, but we believe the game will really start to shine with larger player counts.
That is why we are hosting open playtest events on: July 9
July 11