Beta
Game

City Champ

Blast ghouls, defend the city, collect reforms, and scan new real-world arenas in this VR MOBA-like.

Description

City Champ was pre-released for single player as an open beta 🚧 in November 2024. The full multiplayer release is scheduled for 2025 Q1. Follow our progress at https://x.com/CityChampXYZ.

Gameplay

In a mirror world 🌏, ghoulish creatures are popping up all over and wreaking havoc💥. It’s up to you to protect the city and reform our world✌️! Blast ghouls, defend the city core, and collect reforms to win🏆. Scan real world locations with your phone 🤳to unlock endless arenas 🗺️.

In City Champ, you choose where to play. Play in real-world environments that others have scanned or create your own arenas by mapping public spaces.

Challenge yourself and others. Place new spawn points for pickups, enemies, and the city core to make every time you play a new experience.

For the lone defender. Launch a single player session to play your own maps on your own time. It's you vs. the ghouls.

(Coming Soon) For the competitive. Launch a public or private multiplayer session to play with friends. Up to 4 teams of 4, each with their own city core. Blast friend and foe on your way to victory!

Demo

Controls

Trigger buttons: press UI buttons and fire blasts💥.

Grip buttons: grab interactable objects.

B / Y buttons: fire additional blasts💥.

A / X buttons: defend with a shield🛡️.

Joysticks: teleport and turn🚶🏻‍♂️.

Joysticks (press in and hold both at the same time): fire a beam⚡.

In-game menu button: leave the current level🔚.

Credits
  • Several XR assets (e.g., camera rig, hands, interactables) utilize the Meta XR Interaction SDK and OpenXR sample Unity projects.
  • Enemy models were drafted by our team and designed in collaboration with Ukraine-based RetroStyle Games. Rigging and animations were done in collaboration with RetroStyle, Asim Mir, and Kamran Khan.
  • The lounge environment and menu button/panel sprites were designed by Vien Nguyen.
  • Capsule art was done in collaboration with Alex Buslovskyi.
  • Ability icons were drafted by our team and designed in collaboration with Sketch Studio.
  • Some VFX, SFX, skyboxes, and developer tools were purchased from the Unity Asset Store.
  • Materials for grass (by Lennart Demes), bark (by Charlotte Baglioni), and leaves (by Katsukagi) used in the city core model are CC0 and sourced from 3dassets.one.
  • Button icons are CC0 from the FontAwesome open-source library.

This event already happened.

Description

City Champ was pre-released for single player as an open beta 🚧 in November 2024. The full multiplayer release is scheduled for 2025 Q1. Follow our progress at https://x.com/CityChampXYZ.

Gameplay

In a mirror world 🌏, ghoulish creatures are popping up all over and wreaking havoc💥. It’s up to you to protect the city and reform our world✌️! Blast ghouls, defend the city core, and collect reforms to win🏆. Scan real world locations with your phone 🤳to unlock endless arenas 🗺️.

In City Champ, you choose where to play. Play in real-world environments that others have scanned or create your own arenas by mapping public spaces.

Challenge yourself and others. Place new spawn points for pickups, enemies, and the city core to make every time you play a new experience.

For the lone defender. Launch a single player session to play your own maps on your own time. It's you vs. the ghouls.

(Coming Soon) For the competitive. Launch a public or private multiplayer session to play with friends. Up to 4 teams of 4, each with their own city core. Blast friend and foe on your way to victory!

Demo

Controls

Trigger buttons: press UI buttons and fire blasts💥.

Grip buttons: grab interactable objects.

B / Y buttons: fire additional blasts💥.

A / X buttons: defend with a shield🛡️.

Joysticks: teleport and turn🚶🏻‍♂️.

Joysticks (press in and hold both at the same time): fire a beam⚡.

In-game menu button: leave the current level🔚.

Credits
  • Several XR assets (e.g., camera rig, hands, interactables) utilize the Meta XR Interaction SDK and OpenXR sample Unity projects.
  • Enemy models were drafted by our team and designed in collaboration with Ukraine-based RetroStyle Games. Rigging and animations were done in collaboration with RetroStyle, Asim Mir, and Kamran Khan.
  • The lounge environment and menu button/panel sprites were designed by Vien Nguyen.
  • Capsule art was done in collaboration with Alex Buslovskyi.
  • Ability icons were drafted by our team and designed in collaboration with Sketch Studio.
  • Some VFX, SFX, skyboxes, and developer tools were purchased from the Unity Asset Store.
  • Materials for grass (by Lennart Demes), bark (by Charlotte Baglioni), and leaves (by Katsukagi) used in the city core model are CC0 and sourced from 3dassets.one.
  • Button icons are CC0 from the FontAwesome open-source library.