AntyVersum

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🥚🖥️🖥️🥚UMeFate Pre-Alpha: Happy Easter Egg Splitscreen Party #47
Hello dear UMes. 👋 We are approaching Easter period and our UMes want to share with everyone UMe Easter Egg party and selfie 🥚🖥️🖥️🥚. Also for everyone who is celebrating Easter, we want to wish you a Happy Easter holiday. 🤗
Want to help? Whishlist us on Steam (With Pre-Alpha Experimental Playtest Demo)

In today’s showcase, our 4 most brave UMes are partying in the splitscreen mode, on one of our older map. 


In the previous blog post, we have discussed map editor and the splitscreen mode for 2 players


https://antyversum.com/2025/04/11/umefate-map-editor-splitscreen-timelapse-46/

This time together with my GF, while having only 2 pairs of hands, we tried to play on two gamepads, keyboard + mouse and the other half of the keyboard, while switching in between during the gameplay and recording. It is very exciting, to finally see live UMes in the splitscreen, even tho, other UMes are still quite braindead.🧠

With an Easter around the corner, we also wanted to bring a bit of Easter flavour, by adding some decorated eggs here and there 😎🥚


Interesting Notes About Splitscreen From The Community:

UMeFate has collected some interesting feedback.


While splitscreen mode is primarily designed to allow 1 to 4 players, sharing the same experience and having fun with friends, or family, while sitting next to each other, some of potential interesting use cases have been brought in by UMeFate community.


One is to use splitscreen in the map editor, even playing solo. Secondary camera view of the splitscreen mode, would allow an overview on the whole map, while on the first camera, the player could focus on detailed map editing, like landscaping and texturing.


Another thought was regarding splitscreen in the play mode, while also playing solo. Solo player could play as two separate families, or two family members. This is an interesting take. While not intended by the design of UMeFate, if players want to play as such, let them enjoy their own way.


Last though was regarding splitscreen and secondary display monitor. This is something which has been looked at briefly before. But since feature complexity is unclear at the moment and current focus is on delivering the roadmap, this feature is something to be potentially looked at in more detail in the future.


Currently Working On:


We are currently working on bringing split screen mechanics as part of core gameplay and finalising UI refactoring. A lot of playtesting happening internally, to improve gameplay experience. Also reducing the number of bugs when possible. Some bugs have been resolved, which have been highlighted in a previous blog post. Some are still unresolved.


Constantly receiving a lot of feedback from my GF on the controls, especially with gamepads. Still more work to be done yet to improve the quality of life. But progress is there.


There are still a few bits not ported from before UI refactoring. So here is the current focus.



Whats Next:


This time we have some improvements from the last update, so slowly moving forward.


- Finish UI redesign and refactor, supporting split screen and gameplay functionality.

- Ensure that saving loading works for constructions on land plots. I think something broke, while some things have been fixed.

- Be able to load constructions with characters UMes in a play mode (not in map editor).

- Fix furniture placing.

- Fix ingame and the main menu feedback system. 

- A bit of polish but mainly stabilise the game for this phase of UMeFate build and prepare the demo update.


- After all that, BIG Start on character interactions and autonomy (classic AI). 



Happy Easter and until next one 👋

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