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Gearbound: OdysseyNewsGearbound Development Progress Report Week of June 7–13, 2026
Community

Gearbound Development Progress Report Week of June 7–13, 2026

Gearbound: Odyssey · published 13 Jun 2026, 22:41 UTC

All newsPlayers around this dateRead on Steam

Gearbound Development Progress Report

Week of June 7–13, 2026

Hey everyone! Here is this week’s development progress report for Gearbound: Odyssey.

Weapon System Improvements

A large portion of this week was focused on expanding and improving the modular weapon system.

  • Continued development of the ranged and melee weapon inventory.

  • Added support for weapon-specific animation overrides.

  • Each weapon can now use its own draw, attack, aiming, and movement animations.

  • Melee weapons are also being integrated into the animation override system.

  • Improved weapon switching so the draw animation plays whenever a new weapon is equipped.

  • Continued improving how melee weapons are stowed when the player begins aiming or shooting.

  • Added UI hooks for displaying the currently equipped weapon, its icon, and remaining ammunition.

Player Controller and Input

The player controller and related systems received several important updates.

  • Continued converting gameplay controls to Unity’s New Input System.

  • Updated the player controller, camera controller, and weapon inventory input handling.

  • Improved input blocking for menus, weapon selection, and paused gameplay.

  • Continued improving the third-person aiming and strafing systems.

  • Worked on preventing movement, aiming, and shooting while the game is paused.

  • Improved cursor locking and unlocking behavior.

Animation and Character Systems

Several animation systems were expanded this week.

  • Added support for per-weapon animation sets.

  • Continued improving the transition between ranged and melee combat.

  • Worked on draw, stow, attack, aiming, and locomotion animation handling.

  • Continued improving Animation Rigging integration for the player’s hands and weapon aiming.

  • Worked on making animation events more reliable for footsteps and other character effects.

Footsteps and Ground Detection

The footstep system continued to receive improvements.

  • Added support for separate left and right foot positions.

  • Connected footsteps to the player controller’s grounded state.

  • Continued working on footstep sounds and surface effects.

  • Investigated issues where animation events were not triggering correctly during walking and running.

Health, Death, and UI Systems

Work continued on player health and death-related systems.

  • Added UnityEvents to the health system for damage, healing, and death.

  • Added support for a dedicated health UI.

  • Continued development of ragdoll spawning when a character dies.

  • Started integrating dropped equipment and gear into the death system.

Saving and Loading

The pause-menu saving and loading system was updated.

  • Improved how the currently selected save slot is detected.

  • Updated the system to work with the project’s SpawnManager JSON save system.

  • Continued improving loading-screen transitions when loading a saved game.

  • Added additional safety checks to prevent incorrect save-slot or scene data from being used.

Level and Visual Development

Visual and environmental development also continued this week.

  • Continued working on the tutorial level and its gameplay flow.

  • Improved environment lighting and material definition.

  • Tested higher-quality URP shadow settings.

  • Continued balancing visual quality against performance.

  • Worked on environmental effects and out-of-bounds visuals.

Current Focus

The main development focus moving forward is:

  • Finishing the weapon animation override system.

  • Improving weapon switching and melee transitions.

  • Fixing remaining footstep animation-event issues.

  • Polishing aiming, strafing, and Animation Rigging behavior.

  • Continuing work on the tutorial level.

  • Testing the updated save and load systems.

  • Improving combat responsiveness and overall third-person movement.

A lot of the work this week has been focused on strengthening the underlying gameplay systems. Some of these changes may not immediately look dramatic in screenshots, but they are important for making combat, movement, weapons, and future content easier to expand and maintain.

Thank you to everyone who continues to follow and support the development of Gearbound: Odyssey!

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Community3 Sep 2026Gearbound: Odyssey Is Pulling Out of Steam Next FestHello everyone, I wanted to share an important update regarding Gearbound: Odyssey and this year’s Steam Next Fest . After taking a close look at where the project currently stands, and more importantly where I want the game to go, I’ve made the decision to withdraw Gearbound: Odyssey from Steam Next Fest this year . This wasn’t an easy decision, but I believe it is the right decision for the f…Community11 Aug 2026Gearbound: Odyssey Dev Update - Building the Next Fest DemoHey everyone! It’s been a few weeks since the last development update, and a lot has changed in Gearbound: Odyssey. Most of my development time recently has been focused on getting the Steam Next Fest demo into shape. That means building actual levels, polishing the systems already in the game, fixing problems that show up when those systems are used together, and improving a lot of the behind-…Community21 Jul 2026Gearbound: Odyssey Development ReportHello, everyone! Development on Gearbound: Odyssey continues, and we have been making progress across several areas of the game. This update focuses on the new systems and improvements that have recently been added as we continue building the opening chapter and preparing the Steam demo. Expanded Weapon Handling A large portion of recent development has focused on making weapons feel more respo…