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👁️🥅UMeFate Q&A with GF – Preparation for tech demo #61
Hello everyone 🤗 We are excited to let you know, that UMeFate is preparing for another pre-alpha tech demo v0.0.10 release, around the end of April 2026. In today's video and the blog post, me and my GF have recorded Q&A session. We go through some questions and have some chit-chat with each other.
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Core Questions List
Listed questions are slightly different from what is recorded. But generally they follow the same structure.


Section 1 - Lobby (Main Menu)

  • Are you making cozy, or classic life sim?
  • Tell us something about an upcoming update?
  • Looks like the whole UI and the lobby has changed, why?
  • Some games have problems with UI scaling, with different resolutions? How do you address that?
  • What is around the lobby?
Will you be able to play with others and how will people be able to play on the same PC?

Section 2 - Gameplay

  • Why do UMes have hats?
  • Will there be any autonomy in UMeFate?
  • Can you tell us a bit about the audio? Looks new.
  • Let's talk a bit about the artistic direction.
  • Will players be able to mod UMeFate?
  • Is there a map editor?


Q&A


Q: Are you making cozy, or classic life sim?


A: UMeFate is none cozy life sim. One of ideas for UMeFate is, that you as a player will be able to immerse yourself into a 3D living world, where each player and UMe’s action will have a long term impact, on every other UMe townies. UMeFate offers an open world experience, with some planned aspects, which hasn’t been done yet in the 3D life sim genre. 


Q: Tell us something about an upcoming update?


A: Upcoming Pre-Alpha Tech Demo v0.0.10 update brings various core changes: 

  • Generally how UI works and is interacting with a player. UI has moved away from being solely hard coded in the engine, to align with Lua modding. Now the majority of UI is Lua based. That is including split screen support, which was and still is an unique challenge on its own. Some parts of the UI are still on the engine side.

  • There are many improvements to building world tools and related mechanics. 

  • No significant visible changes to the gameplay logic and UMes autonomy. But some initial engine / Lua work and prototypes were already done.

  • Various general bug fixes of various kinds.

  • Still polishing critical bugs before the next update.


All the above, other unexpected technical challenges on the way and more, are things which add a lot to the duration of the development. 

 


Q: Looks like the whole UI and the lobby has changed, why?


A: Last time the game menu was designed by my GF. It was cool.


UMeFate v0.0.7 v2 - New Main Menu

But it was always noted, it is just a temporary placeholder. The general idea of the lobby always was, to be in the form of an immersive starting map with a lobby, as if a game world was launched. Therefore, it should use core mechanics, as if it was a normal game. So the lobby world should be constructed in a similar manner, as any other UMeFate map. There are however some extra aspects related to the Lobby menu, that are unique to the Lobby and may not be present during normal gameplay.

 


Q: Some games have problems with UI scaling, with different resolutions? How do you address that?


A: With UI refactor and core changes, UI scaling was implemented. This is not only helpful for various screen resolutions, but also, when switching between splitscreen 1-4 players and UI may scale down.


Q: What is around the lobby?


A: The goal for menu Lobby is to provide UI to be able set settings and of course start the game. But I also want Lobby to be a bit more than that. It can act  as a tutorial. And generally be an immersive space for a player, to stroll about, before even beginning own Fate.

Important note is, the design is not final. More as an experimental form, and will definitely change over the time. Not all implementations are optimal. Or perhaps it may be even confusing to some players.


Q: Will you be able to play with others and how will people be able to play on the same PC?


A: Naturally. The core goal from day one, was to make a life sim with a splitscreen support. UMeFate supports 1 to 4 players in a splitsceen mode. Each player controls’ can be switched between keyboard + mouse (1 player), shared keyboard (in case of 2 players without gamepads), or gamepads (4 gamepads support). Also, player will be able to play with just one hand, using just a mouse. Naturally some functionality may be harder to control, like lets say for example jumping.


Q: Why do UMes have hats?


A:  Hats are left over after the 2025 winter solstice event, which me and my GF have recorded previously. 


https://antyversum.com/2025/12/21/umefate-celebrating-winter-solstice-in-splitscreen-with-gf-57/


Since hats are only temporary, they actually help identify UMes by having colours and may stay, until other UMe’s identification method will be implemented.


Q: Will there be any autonomy in UMeFate?


A: Naturally. And work on autonomy is planned to start after the next UMeFate update. The mechanics will be rolled in stages. Some prototypes were initiated already. But the expectation should be kept contained, as the process will take progressively many-many months.

https://antyversum.com/2026/03/08/umefate-ai-observable-prototype-technical-59/


I have clear concepts and plans, how to approach various technical challenges, while implementing UMes autonomy. These will be critical aspects of UMeFate, both from an immersive point of view, splitscreen support, but also from the performance (very critical) stand point.


https://antyversum.com/2026/03/08/umefate-ai-observable-prototype-technical-59/


While I have a number of plans and ideas, most of them won’t be disclosed until the right time comes. It is easy to overpromise things. But delivering on promises is a completely different aspect. Also, things may change at any time. So as of now, new features are only revealed, when the time is right.



Q: Can you tell us a bit about the audio? Looks new.


A: UMeFate has few new sounds. Wind, water, birds and waking steps. While some sounds are third party, on the interesting side of things, steps and birds sounds are recorded in the field. I have also recorded water from the stream, but it is not implemented yet. Steps were recorded while we were walking in the mountain on the snow. Well, we have spring now, so this may need to change at some point. And birds singing; sound was recorded this spring at 4:00 in the morning in the forest. There is about 5 min of bird singing. There are many more plans with birds singing in the future.


In one of the previous blogs, I have briefly touched upon audio plans. 


https://antyversum.com/2026/02/12/umefate-ui-lobby-update-and-some-rough-audio-58/


Generally the plans are to make audio much more immersive, than just background audio sounds. While having an expertise on implementing such, currently following the shortest and quickest implementation path. Meaning, to implement quick and dirty. Proper and immersive implementation will require significant commitment and time. And there are other higher priorities such as autonomy atm.



Q: Let's talk a bit about the artistic direction


A: Total art direction has not been defined and will be dictated by technological options, constraints and available resources.  Consider current visuals as placeholders.


But up to date, some of the visual aspects, like many textures, some models and art direction choices come from my lovely GF. Recently we have decided to change wall textures, to be more pleasant to the eye. As well, as my GF made a texture for the door, as she didn’t like that doors doesn’t looks like a door 😄


Models of furniture are also made by my GF, which are in the form of mods. We are aware of various required improvements however.



Q: Will players be able to mod UMeFate?


A: UMeFate is designed in such a way, that players and modders will be able to change various aspects. From models, via mechanics, to UI. 


UMeFate already allows to add and change 3D models (*.glb format). Most of the UI is made with Lua. And some basic behaviour of UMes like spawning, or walking to the destination are defined in Lua. So new features are happening with every next update.



Q: Is there a map editor?


A: Yes. And it was in one other form almost from the early days of the development. All current maps are made with world editor tools, which are available from within UMeFate. Tools are very crude and limited, allowing however to make what we present in the video.


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

Also, UMeFate community made 3 amazing structures by @Tommy_Vercetti_yt

FrankenUMeStein

https://antyversum.com/2025/12/13/umefate-another-fan-made-showcase-frankenumestein-56/

What Next

Currently all effort goes to finalise, polish and to release the next Pre-Alpha Tech Demo v0.0.10 within next few weeks. After that, there will be a period for additional bug fixes and to address previously collected community feedback, before starting a full steam on UMes autonomy. An exciting time 😎


 

Until the next one 👋

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