u/Dry-Pirate-8633

[REVSHARE] Seeking Elite Gameplay Programmers & QA Testers for upcoming Arena Shooter

Introduction & Summary

Unity Game Engine Project:

I am the lead developer at Ozmium Game Studio. I am currently a solo developer building Ozmium, a high-performance, networked Arena FPS that prioritizes mechanical depth and fluid movement. I am looking for passionate individuals to join me in refining the core gameplay experience and ensuring our systems are rock-solid.

Available Positions and Job Descriptions

We are currently looking to fill the following remote positions:

  1. Gameplay Mechanics Experts (C# Programmers)
  • Role:

Help build, refine, and optimize complex gameplay systems.

  • Focus:

Weapon mechanics, networking (FishNet), procedural animation (Final IK), and character physics (Quake-style movement).

  • Type:

Long-term collaboration preferred, but open to specialized contractors.

  1. QA Testers (Quality Assurance)
  • Role: Stress-test networked systems, identify edge cases in movement physics, and provide detailed feedback on “feel” and stability.
  • Focus: Client-Side Prediction (CSP) synchronization, weapon hitreg, and UI responsiveness across different network conditions.
  • Type: Project-based or long-term.

What We Are Looking For

Hard Requirements:

  • Programmers: Strong C# / Unity experience. Familiarity with FishNet (v4) or similar networking libraries is a must. Experience with custom physics (non-CharacterController) and procedural animation is a massive plus.
  • Testers: Detailed-oriented, able to write clear reproduction steps, and comfortable testing in lag-simulated environments.
  • Tech Stack Knowledge: Bonus points for familiarity with React/OneJS (for UI)

Soft Requirements:

  • A passion for high-skill-ceiling movement shooters.
  • Self-motivated and able to work autonomously in a remote setting.
  • Strong communication skills.

The Company and the Mission

Ozmium Studios is dedicated to bringing back the “mechanical purity” of classic shooters while utilizing modern, state-of-the-art tech. Our mission is to create a gameplay-first experience where precision, movement, and network stability are the primary pillars. We aren’t just making a game; we’re building a highly-optimized engine for competitive play.

Progress

The project is currently in a “Vertical Slice” phase with a solid technical foundation:

  • Networking:

Fully integrated FishNet V4 with robust Client-Side Prediction and Reconcile logic.

  • Movement:

Custom Quake 3-style physics motor (frictionless Rigidbody) with mathematical air-strafing.

  • Combat:

Procedural weapon sway, networked hitscan systems, and isolated FP viewmodel rendering.

  • UI:

Modern, React/OneJS-based interface with Vuplex 3D WebView integration.

  • Audio:

Custom DSP-driven Ozmium Audio Engine.( Though I'm probably going to switch to steamworks audio engine.)

  • Team:

Currently just me, looking to expand!

Contact:

If you are interested in helping shape the future of Ozmium, please reach out!

Email: OzmiumOfficial@gmail.com

reddit.com
u/Dry-Pirate-8633 — 3 days ago
▲ 0 r/INAT

[REVSHARE] Seeking Elite Gameplay Programmers & QA Testers for upcoming Arena Shooter

Introduction & Summary

Unity Game Engine Project:

I am the lead developer at Ozmium Game Studio. I am currently a solo developer building Ozmium, a high-performance, networked Arena FPS that prioritizes mechanical depth and fluid movement. I am looking for passionate individuals to join me in refining the core gameplay experience and ensuring our systems are rock-solid.

Available Positions and Job Descriptions

We are currently looking to fill the following remote positions:

  1. Gameplay Mechanics Experts (C# Programmers)
  • Role:

Help build, refine, and optimize complex gameplay systems.

  • Focus:

Weapon mechanics, networking (FishNet), procedural animation (Final IK), and character physics (Quake-style movement).

  • Type:

Long-term collaboration preferred, but open to specialized contractors.

  1. QA Testers (Quality Assurance)
  • Role: Stress-test networked systems, identify edge cases in movement physics, and provide detailed feedback on “feel” and stability.
  • Focus: Client-Side Prediction (CSP) synchronization, weapon hitreg, and UI responsiveness across different network conditions.
  • Type: Project-based or long-term.

What We Are Looking For

Hard Requirements:

  • Programmers: Strong C# / Unity experience. Familiarity with FishNet (v4) or similar networking libraries is a must. Experience with custom physics (non-CharacterController) and procedural animation is a massive plus.
  • Testers: Detailed-oriented, able to write clear reproduction steps, and comfortable testing in lag-simulated environments.
  • Tech Stack Knowledge: Bonus points for familiarity with React/OneJS (for UI)

Soft Requirements:

  • A passion for high-skill-ceiling movement shooters.
  • Self-motivated and able to work autonomously in a remote setting.
  • Strong communication skills.

The Company and the Mission

Ozmium Studios is dedicated to bringing back the “mechanical purity” of classic shooters while utilizing modern, state-of-the-art tech. Our mission is to create a gameplay-first experience where precision, movement, and network stability are the primary pillars. We aren’t just making a game; we’re building a highly-optimized engine for competitive play.

Progress

The project is currently in a “Vertical Slice” phase with a solid technical foundation:

  • Networking:

Fully integrated FishNet V4 with robust Client-Side Prediction and Reconcile logic.

  • Movement:

Custom Quake 3-style physics motor (frictionless Rigidbody) with mathematical air-strafing.

  • Combat:

Procedural weapon sway, networked hitscan systems, and isolated FP viewmodel rendering.

  • UI:

Modern, React/OneJS-based interface with Vuplex 3D WebView integration.

  • Audio:

Custom DSP-driven Ozmium Audio Engine.( Though I'm probably going to switch to steamworks audio engine.)

  • Team:

Currently just me, looking to expand!

Contact:

If you are interested in helping shape the future of Ozmium, please reach out!

Email: OzmiumOfficial@gmail.com

reddit.com
u/Dry-Pirate-8633 — 3 days ago

I think K4 uses a knight's move cipher - looking for feedback

Hey everyone, I've been working on K4 independently and found a pattern that matches all 24 known plaintext positions (EAST, NORTHEAST, BERLIN, CLOCK). Wanted to share in case it's new or helpful.

The Setup

K4 is 96 characters. If we arrange it in an 8x12 grid (8 columns, 12 rows), something interesting emerges.

The Pattern

For each position P, the plaintext letter appears to be derived from:

  • plaintext[P] = (ciphertext[P] + ciphertext[knight_target]) mod 26

Where "knight_target" is any position reachable by a chess knight's move from P on the 8x12 grid.

Some positions need double-knight chains (P → K1 → K2) because no single knight produces a valid solution.

Evidence

  1. All 24 known plaintext positions match this formula
  2. Position 63 (BERLIN) and 69 (CLOCK) are connected by a knight's move (1,-2) — likely deliberate
  3. 11 positions use single knight, 13 need double-knight chains

Examples

  • Pos 21: L + T(36) = E (T is knight's move from 21)
  • Pos 63: Y - X(78) = B
  • Pos 69: Z + D(54) = C
  • Pos 33: O + F(16) = T

The Problem

The system is underdetermined — each position has multiple valid knight paths, so I can't uniquely resolve the remaining ~30 unknown plaintext letters without more constraints.

Has this approach been tested before? I haven't found "knight cipher" in the literature, but I could be looking in the wrong places.

Happy to share Python code demonstrating the pattern.

reddit.com
u/Dry-Pirate-8633 — 16 days ago