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Bomberrage is an open-source Unreal Engine 5 game available on Steam for Windows, macOS and Linux, actively developed since 2019.
See the Getting Started on how to download UE project or get the packaged build.
You might find this project useful if you are interested in examples of using any of the following Unreal Engine systems:
- Modding via Game Feature Plugins (GFP)
- Gameplay Ability System (GAS)
- Mover 2.0 (replaced Character Movement Component)
- Online Sessions (Steam)
- Efficient replication: Push Model, Iris and fast arrays
- State Trees
- Level Sequences (12 000+ frames | ~7 min)
- Primary Data Assets | Data Registries (Data Tables)
- Async Message System (replaced multicast delegates)
- Model-View-ViewModel (MVVM)
- External Data Layers (World Partition)
- Enhanced Input (remapping)
- Localization
- And more...
Despite this project is mostly written in C++, it's extremely blueprint-friendly:
- Data-Driven Design: No hardcoded values. 100% data can be tweaked in editor or via mods (Game Feature Plugins).
- Fully Exposed: Every class, property, and function is exposed to Blueprints allowing for heavy changes with no code.
- Well-Commented: Every class, property and function is well-commented for easy understanding.
- Updated to Unreal Engine 5.7.
- Reduced repo size from ~20 GB to ~100 MB: added Blockout Map with minimal content (full content with Maya Map can be downloaded from Releases)
- Migrated game state management to State Trees for cleaner state transitions
- Added arrow indicator above local player during game start:
- Added sprint speed trail VFX when picked up maximum amount of skate powerups by Kateryna Shchetinina:
- Moved from multicast delegates to global tag-events via Async Message System plugin (aka Lyra's Gameplay Message Router)
- Migrated to Data Assets Loader plugin to feature modding freedom and automatically async load all assets.
- Added mod packaging: one button cooks any Game Feature Plugin separately, so a feature can be distributed and installed as its own standalone, removable mod.
- Rebalanced bots across all difficulty levels: Hard now runs previous AI behavior, Medium is friendlier now, on Easy no longer dodge bombs or steal power-ups
- Rebalanced progression rewards to get more stars by default
- Remapped gamepad controls to a new layout
- Updated to Unreal Engine 5.6.
- Migrated the project to use Gameplay Ability System (GAS) for actions (bombs, damage, powerups) and Mover 2.0 for movement, significantly improving the responsiveness in multiplayer for players with high ping.
- Implemented pick up toast for powerups, which is especially useful during intense gameplay to track easily the number of power-ups:
- Players now have proper death anims when eliminated, animation by Kateryna Shchetinina:
- Updated progression visualization to display player bombs instead of stars by Maksim Shashkov and Valeriy Rotermel
- Optimized level generation with a single-pass algorithm for large level support, reducing 40x40 map creation time from >1000ms to under 1ms, allowing to build massive maps:
- Moved level generation to background thread, reducing main thread time from 60ms to 13ms.
- Updated to Unreal Engine 5.5.
- Uploaded the game to the Steam for public testing: store page.
- Added Steam multiplayer support, so players can invite and join each other via Steam Friends.
- Added Android support (experimental, with some issues).
- Improved performance with up to 300% gain β results.
- Improved networking efficiency by up to 642% with Push Model and Iris replication β results.
- Finished 4 skins for each character by Kateryna Shchetinina, with skins unlock mechanic by Valeriy Rotermel:
- Added
Play Area Surroundermod on medium difficulty surrounding the play area with walls over time by Anton Selivanov
- Added
Bomb Stormmod on hard difficulty massively spawning bombs:
- New Bastet bomb by Maksim Shashkov:
- Progression System has been updated with new star mesh by Kateryna Shchetinina and implementation by Valeriy Rotermel:
- Implemented the Loading Screen on launching the game and joining a multiplayer session:
- Added the Language setting and fully localized the game in 30 languages, including Arabic, Chinese, Korean, and Thai:
- Implemented
Honor Lossgame result rewarding players who perform well despite losing by design from Yevhenii Oksenchuk. - Implemented unique starting attributes for each character (e.g., Bastet starts with 2 speed, Roger with 2 bombs, etc.)
- Improved nicknames display in the Main Menu and in-game UI.
- Updated to Unreal Engine 5.4.
- Added Linux support (tested on Ubuntu 22.04 LTS)
- Introduced In-Game User Interface with completely new look, utilizing the Model-View-ViewModel (MVVM) pattern:
- Added cinematic for the Roger character on the Maya level by Kateryna Shchetinina:
- Added cinematic for the Bastet character on the Maya level by Kateryna Shchetinina:
- Implemented Switch Camera Transitions between characters in Main Menu:
- Unique Bomb VFX for each character:
- Implemented Progression System by Valeriy Rotermel that unlocks new playable characters as you progress in the game:
- New Box and Wall meshes for the Maya level by Maksim Shashkov:
- Implemented Credits screen by Yevhenii Oksenchuk:
- New Splash by Maksim Shashkov:
- Converted the Maya level to the World Partition to benefit from automatic streaming and External Data Layers.
- Updated to Unreal Engine 5.3.
- New Main Menu with completely different UI and complex cinematics for Hugo and Fori characters on starting the game:
- New Bomb meshes for each character (shown from left to right: Bastet, Hugo, Fori, Roger) by Maksim Shashkov:
- Updated to Unreal Engine 5.2.
- Added MacOS support.
- Added Ultra-wide resolutions support.
- Extracted logic into plugins, so other developers can benefit from it in their projects
- Added Foot Trails for the Maya level by Anton Selivanov:
- New power-ups meshes for the Maya level (shown from left to right: move speed, bomb length, bomb quantity) by Maksim Shashkov:
- Added new cheats such as:
Bomber.Level.SetSize 9x7(find more on the Bomber cheats page) - Updated Main-Menu background music.
- Added initial multiplayer support for 4 players (without Steam now, use 'Open' command to connect to each other).
- Created the Pool Manager for the generated level to avoid spawning and destroying actors on each level reconstruction.
- Added new SteelMan character for AI players with 3 different skins by Kateryna Shchetinina:
- The game migrated to the Unreal Engine 5.
- Added sounds (background music, UI, in-game sounds) and sliders to tweak volumes in Settings Audio tab (Master, Music and SFX).
- Added Controls tab in Settings to allow player remap input keys.
- Added the Maya level by Maksim Shashkov:
- Implemented
Settingsscreen:
- Updated to Unreal Engine 4.26.
- Added the Bastet (Sphynx cat) and Roger (Pirate) characters by Kateryna Shchetinina:
- Fori and Hugo characters got additional second skins by Kateryna Shchetinina:
- Updated to Unreal Engine 4.25.
- Added the Hugo and Fori characters by Kateryna Shchetinina:
- Uploaded first game-ready build on Unreal Engine 4.23: download from GDrive
- The level camera that moves and zooms lens depending on the distance between players:
- First UI displaying the items (at the left side of the playerβs avatar), the timer (that is placed under) and the number of alive players (at the right side):
- Symmetrical Procedural generation for each new game:
- Dynamic scaling in the editor:
- Dynamic placement of the actors on the level:
- Free location and rotation of the level map in the editor:
- Smart AI surviving through any explosions:
- Yevhenii Selivanov - Programming - LinkedIn, Discord
- Maksim Shashkov - Level Design & Level Art - Artstation
- Kateryna Shchetinina - Characters & Animations - Artstation
- Yevhenii Oksenchuk - Game Design (Audio, UI, and Cinematics) - LinkedIn
- Valeriy Rotermel - Progression System - GitHub
- Anton Selivanov - Foot Trails | Play Area Surrounder - GitHub
Feedback and contributions from the community are highly appreciated!
- Tasks: Check our Trello - unassigned tasks and bugs are open for contribution.
- Report & Suggest: Found a bug or have a feature idea? Open an issue.
- Fork & Pull: Fork the project, make your changes, and submit a pull request to the
developbranch. - Standards: Adhere to the Unreal Engine Coding Standards and Naming Standards when contributing.
- Blueprints & Assets: If contributing blueprint logic or assets, attach screenshots to show what has changed.










































