VERTIGO (Multiplayer Steam Game)

VERTIGO (Multiplayer Steam Game)

VERTIGO (Multiplayer Steam Game)

VERTIGO (Multiplayer Steam Game)

Genre:

Multiplayer Platformer, Vertical Runner

Genre:

Multiplayer Platformer, Vertical Runner

Team Size:

2 Unity Developers, Game Designer, Level Designer, Technical Artist, QA Engineer

Team Size:

2 Unity Developers, Game Designer, Level Designer, Technical Artist, QA Engineer

Platforms:

PC (Steam)

Platforms:

PC (Steam)

Development Time:

Ongoing / Live Product

Development Time:

Ongoing / Live Product

Our Contribution:

Gameplay systems, level design, multiplayer features, optimization, QA, release support

Our Contribution:

Gameplay systems, level design, multiplayer features, optimization, QA, release support

Engine:

Unity

Engine:

Unity

Monetization:

Premium (Steam)

Monetization:

Premium (Steam)

Overview

Overview

Overview

Vertigo Rush is a competitive multiplayer vertical platformer where players race upward through a massive obstacle-filled environment. Precision movement, timing, and risk management define the experience — a single mistake can send players falling back down, creating high tension and replayability.

Our team joined the project to strengthen core gameplay systems, refine level design, improve multiplayer stability, optimize performance for PC builds, and polish the overall player experience for release on Steam.

Key Features

Key Features

Key Features

Vertical progression gameplay

Core gameplay revolves around climbing upward through increasingly complex platform sequences that test player skill and precision.

Multiplayer competition

Real-time multiplayer races where players see each other’s progress, falls, and recoveries.

High-risk movement mechanics

Mistakes are heavily punished through fall mechanics, encouraging mastery and careful play.

Physics-based platforming

Movement systems tuned for momentum, jump control, and environmental interaction.

Replayability through skill mastery

Progression is driven by player improvement rather than upgrades or stats.

LEVEL STRUCTURE & GAMEPLAY FLOW

LEVEL STRUCTURE & GAMEPLAY FLOW

Modular vertical level design

  • Levels are built from reusable modular segments, enabling fast iteration and scalable content updates.

Difficulty escalation

  • Obstacle complexity increases gradually with height, mixing timing-based, precision, and spatial challenges.

Visual landmarks

  • Environmental cues help players orient themselves vertically and anticipate upcoming challenges.

LEVEL STRUCTURE & GAMEPLAY FLOW

Modular vertical level design

  • Levels are built from reusable modular segments, enabling fast iteration and scalable content updates.

Difficulty escalation

  • Obstacle complexity increases gradually with height, mixing timing-based, precision, and spatial challenges.

Visual landmarks

  • Environmental cues help players orient themselves vertically and anticipate upcoming challenges.

LEVEL STRUCTURE & GAMEPLAY FLOW

Modular vertical level design

  • Levels are built from reusable modular segments, enabling fast iteration and scalable content updates.

Difficulty escalation

  • Obstacle complexity increases gradually with height, mixing timing-based, precision, and spatial challenges.

Visual landmarks

  • Environmental cues help players orient themselves vertically and anticipate upcoming challenges.

MULTIPLAYER & SYSTEMS ENGINEERING

MULTIPLAYER & SYSTEMS ENGINEERING

  • implementation and refinement of real-time multiplayer synchronization;

    player position, movement, and state syncing;

  • handling edge cases during falls, respawns, and collisions;

  • optimization for stable online sessions;

  • scalable architecture for future content expansion.

MULTIPLAYER & SYSTEMS ENGINEERING

  • implementation and refinement of real-time multiplayer synchronization;

    player position, movement, and state syncing;

  • handling edge cases during falls, respawns, and collisions;

  • optimization for stable online sessions;

  • scalable architecture for future content expansion.

MULTIPLAYER & SYSTEMS ENGINEERING

  • implementation and refinement of real-time multiplayer synchronization;

    player position, movement, and state syncing;

  • handling edge cases during falls, respawns, and collisions;

  • optimization for stable online sessions;

  • scalable architecture for future content expansion.

DESIGN & ART

DESIGN & ART

We focused on clarity and readability over visual noise:

  • clear silhouettes and strong contrast for platforms and hazards;

  • environment composition supporting vertical navigation;

  • camera behavior tuned for upward movement and fall recovery;

  • minimal visual clutter to maintain focus during fast-paced gameplay;

  • visual consistency optimized for streaming and spectator clarity.

DESIGN & ART

We focused on clarity and readability over visual noise:

  • clear silhouettes and strong contrast for platforms and hazards;

  • environment composition supporting vertical navigation;

  • camera behavior tuned for upward movement and fall recovery;

  • minimal visual clutter to maintain focus during fast-paced gameplay;

  • visual consistency optimized for streaming and spectator clarity.

DESIGN & ART

We focused on clarity and readability over visual noise:

  • clear silhouettes and strong contrast for platforms and hazards;

  • environment composition supporting vertical navigation;

  • camera behavior tuned for upward movement and fall recovery;

  • minimal visual clutter to maintain focus during fast-paced gameplay;

  • visual consistency optimized for streaming and spectator clarity.

GAME DESIGN

GAME DESIGN

Our game design work centered on skill-based progression:

  • tuned jump physics, air control, and recovery behavior;

  • fall logic balancing punishment and frustration;

  • pacing designed to keep players engaged after failures;

  • multiplayer rules ensuring fairness and consistent outcomes;

  • systems structured to support new levels and game modes.

GAME DESIGN

Our game design work centered on skill-based progression:

  • tuned jump physics, air control, and recovery behavior;

  • fall logic balancing punishment and frustration;

  • pacing designed to keep players engaged after failures;

  • multiplayer rules ensuring fairness and consistent outcomes;

  • systems structured to support new levels and game modes.

GAME DESIGN

Our game design work centered on skill-based progression:

  • tuned jump physics, air control, and recovery behavior;

  • fall logic balancing punishment and frustration;

  • pacing designed to keep players engaged after failures;

  • multiplayer rules ensuring fairness and consistent outcomes;

  • systems structured to support new levels and game modes.

QA & TESTING

QA & TESTING

We ensured stability and competitive fairness through:

  • multiplayer stress testing under unstable network conditions;

  • physics edge-case testing for collision and movement exploits;

  • performance profiling across different PC configurations;

  • bug fixing focused on desyncs, soft-locks, and fall-related issues;

  • iteration based on internal playtests and community feedback.

QA & TESTING

We ensured stability and competitive fairness through:

  • multiplayer stress testing under unstable network conditions;

  • physics edge-case testing for collision and movement exploits;

  • performance profiling across different PC configurations;

  • bug fixing focused on desyncs, soft-locks, and fall-related issues;

  • iteration based on internal playtests and community feedback.

QA & TESTING

We ensured stability and competitive fairness through:

  • multiplayer stress testing under unstable network conditions;

  • physics edge-case testing for collision and movement exploits;

  • performance profiling across different PC configurations;

  • bug fixing focused on desyncs, soft-locks, and fall-related issues;

  • iteration based on internal playtests and community feedback.

OUTCOMES:

OUTCOMES:

  • Delivered a competitive multiplayer vertical platformer ready for Steam

  • Achieved stable multiplayer sessions with consistent physics behavior

  • Improved level readability and difficulty pacing

  • Reduced frustration through refined fall and recovery mechanics

  • Built a scalable foundation for future levels and modes

OUTCOMES:

  • Delivered a competitive multiplayer vertical platformer ready for Steam

  • Achieved stable multiplayer sessions with consistent physics behavior

  • Improved level readability and difficulty pacing

  • Reduced frustration through refined fall and recovery mechanics

  • Built a scalable foundation for future levels and modes

OUTCOMES:

  • Delivered a competitive multiplayer vertical platformer ready for Steam

  • Achieved stable multiplayer sessions with consistent physics behavior

  • Improved level readability and difficulty pacing

  • Reduced frustration through refined fall and recovery mechanics

  • Built a scalable foundation for future levels and modes

Lets Build Your Next Hit product

Whether you're starting from scratch
or scaling an existing product, our team
is ready to help bring your vision to life.

Lets Build Your Next Hit product

Whether you're starting from scratch or scaling an existing product, our team is ready to help bring your vision to life.

Lets Build Your Next Hit product

Whether you're starting from scratch
or scaling an existing product, our team is ready to help bring your vision to life.

@2026 All rights reserved

dreamteam.base@gmail.com

@2026 All rights reserved

dreamteam.base@gmail.com

@2026 All rights reserved

dreamteam.base@gmail.com

dreamteam.base@gmail.com

@2026 All rights reserved

@2026 All rights reserved

dreamteam.base@gmail.com