Histera

Genre:

 First Person Shooter


Engine:

 Unity


Summary:

Histera is an adrenaline-fueled, free-to-play multiplayer shooter where the battlefield itself is in a constant state of flux. Chunks of the arena transform in real-time, transporting you through different eras – from the distant past to the far-off future




Histera is a fast-paced, free-to-play, 8 v 8 multiplayer arena shooter where the battle takes place inside a dynamic, time-glitching arena. Squad up, fight for your life and watch as the battlefield morphs in real-time beneath your feet!


Key features

- Meet the Glitch: Master different battlegrounds from the past, present and future, and push yourself to the limit as you rush to adapt and gain (or keep!) the advantage every time the Glitch occurs. The team that can best adapt to Histera's unpredictable, time-distorting mosh pit will claim victory!
- High replayability: with the Glitch mechanic transforming the map in the midst of the action, no two rounds of Histera will play out the same.
- Mix it up: battle through prehistoric caves, a WW2 city under siege and the neon bathed streets of a dystopian metropolis wielding anything from spears to machine guns as time periods collide.
- Choose your weapon: use a wide variety of weapons to withstand the chaos wrought by the Glitch ‐ will you stay in the shadows with a prehistoric hunting bow, or get up close with The Matchstick, a futuristic shotgun that can be loaded with incendiary rounds?
- Versatile first-person gameplay: perfect for easy-going fans of the shooter genre looking for something different as well as hardcore gamers seeking their latest challenge


My contribution to this project

While working on Histera I was in charge of various project parts.

Firstly, I was part of the team that developed a full online CRM from scratch. The tool was a web app built using Blazor for the client part. For the server end, we used the .Net framework to manage the server's logic and requests. This server received requests from the CRM and sent them to the in-game shop to manage the items, prices, sales, and everything related to the game market. All this data was stored in an SQL database which I co-designed and managed the scripts to access the information. I also created a Unity in-editor tool to upload the game's content to the content server for the shop. This tool was related to the CRM so every newly uploaded item was shown in the CRM so they could be sold in the store.

Finally, I also implemented the in-game payment system using the API from Steam.


Gameplay video

All My Work