Skullpunk

Skullpunk is a team-based third-person shooter developed by Pyro Enterprises, inspired by the Splatoon series by Nintendo. Skullpunk's mission statement, according to the developers, is to turn the classic formula of the shooter genre on its head by focusing on unique, cohesive gameplay elements and an unorthodox fantastical setting.
==Gameplay==
Skullpunk is played from a third-person, over-the-shoulder perspective, with a reticle placed in the center of the screen to indicate the player's aim. The camera can be moved with both the right stick of the Onyx controller and with gyroscopic controls, the latter of which is recommended by the game for increased precision. Players can jump with the B button, performing a double jump in midair by pressing it again, and can perform a quick Dash using the X button and moving in any direction. Under most circumstances, a Dash requires a recharge indicated by a slowly filling meter under the user's HP bar, and it also provides immunity frames for the dash's duration. Holding the C button allows the user to enter Scope mode, entering a stationary first-person view to take closer aim at targets.
The player's weapon possesses two firing modes, each activated through the use of the Onyx's triggers. The left trigger is a standard firing mode, where the chosen weapon shoots forward in accordance with the type of weapon it is. Shots from standard fire, if they hit terrain, tend to leave patches of fire that act as deterrence to enemy players, dealing chip damage on contact. A player can also walk into their own fire in order to absorb it, instantly refilling their Dash. Players cannot hold down the standard fire for too long, however, or their gun will overheat and be unable to fire for a short time. Overheating is denoted by the gun glowing red and the player's HP flashing red, and a fully overheated gun is signified by spark effects and an HP bar that begins alternating between red and darker red.
The right trigger activates Vacuum mode, creating a vortex that siphons objects in front of the user. Unlike standard fire, Vacuuming does not overheat weapons, though it also does not drag in players under most circumstances. Instead, its primary use is to suck up enemy fire on the ground, as this will aid in charging the player's Special Attack. Vacuums can also grab certain small objects, including grenade-type subweapons, letting the player shoot them back in any direction. Tapping the trigger causes a Burst instead, a cone of air that blows back enemy players. Burst size increases the more heat a weapon has built up, and aids in venting this heat off. The player can use their equipped subweapon by hitting the left bumper on their controller, and can use their Special Attack via the right bumper.
===Death and Soul Balls===
When a player takes sustained damage and has their HP reduced to 0, their body bursts and they are reduced to a small orb called a Soul Ball. Soul Balls are immovable but solid, and have a circular meter slowly filling up around them that only the dead player can see. This meter can be accelerated by mashing buttons rapidly while dead; when it fills, the player is revived on the spot and temporarily given invincibility.
Soul Balls are very defenseless, however, and can be picked up and launched by an enemy utilizing the Vacuum function of their weapon. Using this, the ball can be launched out of bounds or off the map, which forces a much longer respawn time and a return to the team's base. Conversely, the player's allies may vacuum their Soul Ball up in order to launch them to advantageous positions, or simply to protect them. If an player launches an ally off the stage, they will immediately respawn next to said player, gaining respawn invincibility as well.
==Modes==
The various modes that can be accessed from the Challenger's Plaza in Muertopia. While the plaza offers online play for these modes by default, private sessions can be set up using the Friends tab on the player's menu.
===Gravesites===
Gravesites is a variant on the traditional zone capture mode found in standard shooter games. While in this mode, an odd number of zones are scattered across the map, with large torches being placed on each corner. To capture a zone, a team must use their weapons to light all of the torches; once a zone is captured, it will periodically add points to each team's total at the rate of 1 update per second. As Skullpunk's maps are built around verticality, zones will often be placed in harder to reach locations, awarding more points to the total score than lower, more readily-accessible zones. Gameplay in Gravesites becomes dependent on reaching and fighting over the more lucrative zones, while being sure not to discount the easier-to-access ones. The game ends when time runs out or one team reaches 100 points.
===Superball===
Superball is a mode more reliant on active movement and precision than stage control, and heavily relies on the game's Vacuum function. In this mode, a large hoop-like ring is placed in the air, and a golden Superball is placed immediately under it. Players are tasked with fighting over this Superball, vacuuming it up and shooting it through the hoop in order to score points. Notably, the ball itself has a risk-reward element to it akin to the game of Hot Potato, where the sheen and color of the ball will fade to red and glow brighter the more it is passed between players without touching the ground. If the ball is redder, it will provide more points when passed through the hoop, but if it is passed too much, the ball will explode and return to its spawn position. If the ball passes through the hoop or touches the ground, it will revert to the standard golden color and normal point value. The game ends when time runs out or one team reaches 50 points.
===Scavenger===
Scavenger sees the maps become covered in miniature metal skulls known as Bits. If the player touches or vacuums up a Bit, it will be added to a pack on their back which begins to glow the more Bits are collected. The more Bits a player collects, the brighter their pack will glow and the slower they will become, making them a bigger target to enemy players. Killing an enemy player will cause them to drop all of their Bits- Bits cannot be collected in Soul Ball state. Bursting fires off all of the player's collected Bits in a large ball to allow for faster movement and transferring between other players, but enemies are fully capable of shooting open the ball in order to scatter the Bits within.
The aim of the game in Scavenger mode is to deposit Bits inside a dedicated collection zone somewhere on the map, with the team who deposits more by the end of the match winning- alternatively, a team can win instantly by obtaining a total of 50 Bits. The objective, as a result, becomes determined based on the player's pathfinding abilities and how well you can defend and cover for your teammates. The collection zone's location on the map will periodically rotate, forcing players to strategize and reroute at a moment's notice.
===Head Rush===
Head Rush is a variant on traditional Capture the Flag modes which spawns a pair of Golden Masks near both player spawn points. The objective of the mode is to bring the mask all the way to the enemy's spawn and back, gathering energy from the nearby totems to fully charge their energy before returning to team spawn to win the game.
The mask can only be transported if worn, which automatically forces the player into Soul Ball state and forces them to rely on the form's controls for movement and evasion. In addition, the mask grants players up to four additional midair jumps, denoted by the colorful feathers on the mask itself- these jumps recharge as players roll on the ground. The player can still be vacuumed and fired by enemies and allies alike while wearing the mask, and while it acts as limited armor, the player can still be easily shattered and drop the mask. Firing at an enemy mask will drain it of collected totem energy, but it cannot be moved by Vacuum or Burst.
===Torchbearer===
Torchbearer mode focuses around an artifact called the Torch, a javelin-like pole that spawns in the middle of the stage. The glass orb on top of the Torch begins empty, but once enough flame has been shot into it, it will ignite and can be picked up by a player. Once picked up, whoever grabs the Torch is instructed to bring it to a specialized checkpoint zone based on the team which ignited it and place it within. Once placed, the process begins anew, with the teams fighting over charging the Torch to unlock the checkpoint and continue progress. The ultimate goal is to plant the Torch in a position in front of the enemy team's spawn- if nobody accomplishes this, the winning team is however makes the most progress within the time allotted.
===Liftoff===
In Liftoff mode, players fight over a central platform resembling an oven known as the Rocket Platform, which has room for multiple players to stand on and large holes in the side. Players are tasked with charging the platform by firing into the holes, which charges the central flame; once the platform reaches a certain threshold of charge, it can be launched upwards into the air if a Burst is shot into it, causing an explosion as it rockets into the air and lands elsewhere on the stage. The explosion is colored based on which team fired the most into the platform, and can clear away the enemy team if charged enough. Every time the platform lands, its basic launch height gains a 1.1x multiplier, making every subsequent launch more powerful. Players can also Vacuum the holes to cool the platform down, draining enemy charge in the process.
The ultimate objective of Liftoff mode is to ride the Rocket Platform as it flies upwards and reach the greatest maximum height before the timer ends- the max height is recorded by how high players travel, not the platform itself, so the player is capable of using any tool in their arsenal to gain extra height out of a platform jump. Though the focus of action around the platform makes acting as a Soul Ball dangerous, it can be particularly advantageous to hang around it- not only can Soul Balls sacrifice themselves to offer a massive amount of charge to the platform in their team's favor, but using one's Vacuum and Burst for the purpose of launching an ally upwards at the platform's apex is a fantastic way to obtain ludicrous height bonuses. 
===Warrior Mode===
Warrior Mode is the game's single-player campaign, featuring the player joining forces with the mysterious entity Jackal in an attempt to ascend the mythical Tower of the Dead, escape Muertopia and return to the land of the living. Acting as a hybrid between the Splatoon Hero Mode campaigns and the Super Mario Galaxy titles, Warrior Mode sees the player equipped with an modified loadout, including the unique Relic Shot weapon, as they traverse multiple stages that each feature a multitude of missions, requiring both platforming and shooter skills. Each stage ends by collecting a Relic Gear, and collecting enough of them enables Jackal to unlock more stages, bonus missions, and boss stages required to ascend upwards in the tower. Clearing stages in Warrior Mode unlocks weapons and clothing items for the main multiplayer.
===Spirit Train===
Spirit Train is a more unorthodox gameplay mode, inspired by horde modes akin to Zombies in Call of Duty and Salmon Run in Splatoon 2. Rather than using teams, all 10 players in a match are allied, placed in a bunker in the center of a large map. This bunker is sealed for the first 30 seconds of the match; once the timer begins, one of the 10 players unleashes their disguise as an Alebrije, whose goal is to defeat other players and eat their Soul Balls, thus forcing them to respawn as an additional Alebrije. After the first 30 seconds, the bunker doors open, and the remaining non-transformed players are tasked with making their way to a large ghostly train on the edge of the map. Once a player makes contact with the train, it begins moving along the tracks, with the number of players on board enhancing the speed proportionally based on how many remain. The train will have to periodically stop at three checkpoints on the map in order to progress, creating a space for more intense showdowns between standard players and the Alebrije. If an Alebrije is defeated, they are given a short respawn time in which they may select one of six times of Alebrije to respawn as, each possessing their own unique attributes and abilities.
The human/Fantasma team is declared the winner if the train makes it past all three checkpoints, making their successful escape. The Alebrije team is declared the winner if all players are eaten and transformed.
==Characters==
<tabber>Male=|-|Female=</tabber>Fantasma	Fantasmas are the souls of those who passed on from life peacefully and happily- that happiness causes them to manifest as younger beings, able to let loose their true inner joy. Fantasmas are inherently rambunctious, as wayward spirits and teens alike tend to be, and spend much of their time letting off their energy in the myriad battles that the creators of Muertopia have set up for them to enjoy. They're also very much into fashion, with the ability to express themselves how they could not in life giving them boundless freedom to dress in any way possible.
===Customization===
Skintone 	Skintone 	Skintone 	Skintone 	Skintone 	Skintone
 	 	3 	4 	5 	6
Hairstyles	Hairstyles 	Hairstyles	Hairstyles	Hairstyles	Hairstyles
Hothead 	Smoke Tail 	Mohawt 	Wild Fire 	Embuzzed 	Flaretails
Hot Pomp 	Side Curtain	Lavarows 	Spirit Cut	Samurai 	Twin Sparklers
==Weapons==
The myriad weapons available to players in Skullpunk. Each weapon comes in a set, similar to Splatoon, which indicates that it will have unique subweapons and special attacks.
PopperPoppers are very basic, well-rounded weapons modeled after cap guns, with a short barrel and cartoonishly large cylinder. Poppers are semi-automatic, firing a shot every time the standard fire button is pressed. This makes them very good for burst fire, spreading fire and taking down foes quickly, but these weapons require more skill with button mashing than most weapons, and mashing too fast can actually lead to overheating faster. 	PopperPoppers are very basic, well-rounded weapons modeled after cap guns, with a short barrel and cartoonishly large cylinder. Poppers are semi-automatic, firing a shot every time the standard fire button is pressed. This makes them very good for burst fire, spreading fire and taking down foes quickly, but these weapons require more skill with button mashing than most weapons, and mashing too fast can actually lead to overheating faster. 	PopperPoppers are very basic, well-rounded weapons modeled after cap guns, with a short barrel and cartoonishly large cylinder. Poppers are semi-automatic, firing a shot every time the standard fire button is pressed. This makes them very good for burst fire, spreading fire and taking down foes quickly, but these weapons require more skill with button mashing than most weapons, and mashing too fast can actually lead to overheating faster. 	PopperPoppers are very basic, well-rounded weapons modeled after cap guns, with a short barrel and cartoonishly large cylinder. Poppers are semi-automatic, firing a shot every time the standard fire button is pressed. This makes them very good for burst fire, spreading fire and taking down foes quickly, but these weapons require more skill with button mashing than most weapons, and mashing too fast can actually lead to overheating faster.
Skull Popper 	A very basic, well-rounded Popper designed for newcomer players. Between the simple yet versatile Flame Grenade, which has a variety of uses depending on the situation, and the wide-ranged Char Bomba Special Attack, the Skull Popper is a decent first weapon for anyone, and at higher-level play, the weapon carves out its own niche by having a multitude of ways to spread fire quickly, giving the user lots of mobility. 	Flame Grenade 	Char Bomba
Sunflare 	A Popper inspired by the classic flare gun with the large muzzle. True to form, the Sunflare has a low fire rate but packs a wallop with large explosive shots with decent range. With the Jawline to get up close or dart around the map and Sauce-Up to increase their overall battle performance, the Sunflare becomes a frontline powerhouse that's capable of making major pushes into enemy territory. 	Jawline 	Sauce-Up
Sparky 	This Popper takes on the visage of a spark plug, and is unique for its automatic "one-two" burst fire that can deal heavy damage if both shots make their mark. Designed more for keeping opponents at bay, the Sparky excels with teammates nearby as backup, with the Ferry Lantern and Heat Wave tools it possesses giving it an edge in regards to aiding the team as a whole. 	Ferry Lantern 	Heat Wave
Classico 	A retro-style Popper based off a classic six-shooter, with a ghostly flame giving it a unique stylish vibe. Possessing the fastest possible fire rate out of any basic Popper, the Classico's shots defy gravity and shoot straight, letting a player with good aim deal incredible damage rapidly. The gun does tend to overheat quickly, however... Both its sub and special give the player strong movement options, emphasizing gameplay based on flanking or pushing forward into enemy territory. 	Zoomstone 	Rad Rider
SpitfireCompared to the Poppers, Spitfire weapons are notable for being fully automatic weapons, often visually comparable to heavy-duty equipment such as engines or motors. Though their range is shorter than Poppers, they tend to have a much higher rate of fire that lets them burn through enemy health and spread fire across the map rather quickly. They also tend to be better at using Vacuum-based techniques than Popper weapons. 	SpitfireCompared to the Poppers, Spitfire weapons are notable for being fully automatic weapons, often visually comparable to heavy-duty equipment such as engines or motors. Though their range is shorter than Poppers, they tend to have a much higher rate of fire that lets them burn through enemy health and spread fire across the map rather quickly. They also tend to be better at using Vacuum-based techniques than Popper weapons. 	SpitfireCompared to the Poppers, Spitfire weapons are notable for being fully automatic weapons, often visually comparable to heavy-duty equipment such as engines or motors. Though their range is shorter than Poppers, they tend to have a much higher rate of fire that lets them burn through enemy health and spread fire across the map rather quickly. They also tend to be better at using Vacuum-based techniques than Popper weapons. 	SpitfireCompared to the Poppers, Spitfire weapons are notable for being fully automatic weapons, often visually comparable to heavy-duty equipment such as engines or motors. Though their range is shorter than Poppers, they tend to have a much higher rate of fire that lets them burn through enemy health and spread fire across the map rather quickly. They also tend to be better at using Vacuum-based techniques than Popper weapons.
Skull Spitfire 	A very basic, well-rounded Spitfire weapon. The Skull Spitfire is more focused around Vacuum-based techniques and crowd control than the Poppers, making it good to teach the basics as to how the weapons work. Combined with the air-based Proxi Bomb and Burst Cannon, which clear areas of the map of enemy fire and knock enemies away from advantageous positions, the Skull Spitfire carves out its own niche as a dedicated movement denial weapon. 	Proxi Bomb 	Burst Cannon
Ignis 6K 	Inspired by a plastic lighter, the Ignis 6K is a user-friendly weapon designed for fire coverage and efficiency. Though its rapid-fire shots tend to be inaccurate and don't deal much damage, they are able to spread fire quickly to aid mobility and overheat slowly, letting the player keep up a consistent fire stream. The Sparkle Grenade and Ring of Fire also give the Ignis 6K a dedicated niche in the form of area control. 	Sparkle Grenade 	Ring of Fire
Vacfire 	Based on a handheld vacuum cleaner, the Vacfire sells itself on the extended length and intensity of its Vacuum and Burst ability. A long-range weapon with slow fire rate, the Vacfire relies on all of its wind-based techniques to disorient the opposing team and control their movement, letting them shoot targets down when they're at the perfect range and position. 	Vortex Bomb 	Jetpunk
Solar Flare 	The Solar Flare is a perfect weapon for those who want to keep tabs on the battlefield at all times. Visually based off a retrofuturistic raygun, this Spitfire has low-range, accurate shots that make it ideal for stealth attacks and quick kills. Using both of its space-themed side tools give the user the ability to pinpoint enemy locations around the map, granting them an edge in combat and allowing them to pull off double-edged plays no other kit in the game is capable of. 	Comet Bomb 	Meteor Slam
LancersLancers are slender weapons that are easily identified by their absurdly long barrels and metallic sheen, being inspired by laser pointers and similar technology. They don't possess the best fire rate, but generally have the longest range of any weapon type, capable of firing clean across the map in many instances. Unlike traditional sniper rifles, Lancers are not inherently powerful; however, their shots can be charged up to release large explosions on impact. Charging shots causes the aiming laser on the weapon to become more visible, so if you see a beam fade in, watch out... You've been targeted! 	LancersLancers are slender weapons that are easily identified by their absurdly long barrels and metallic sheen, being inspired by laser pointers and similar technology. They don't possess the best fire rate, but generally have the longest range of any weapon type, capable of firing clean across the map in many instances. Unlike traditional sniper rifles, Lancers are not inherently powerful; however, their shots can be charged up to release large explosions on impact. Charging shots causes the aiming laser on the weapon to become more visible, so if you see a beam fade in, watch out... You've been targeted! 	LancersLancers are slender weapons that are easily identified by their absurdly long barrels and metallic sheen, being inspired by laser pointers and similar technology. They don't possess the best fire rate, but generally have the longest range of any weapon type, capable of firing clean across the map in many instances. Unlike traditional sniper rifles, Lancers are not inherently powerful; however, their shots can be charged up to release large explosions on impact. Charging shots causes the aiming laser on the weapon to become more visible, so if you see a beam fade in, watch out... You've been targeted! 	LancersLancers are slender weapons that are easily identified by their absurdly long barrels and metallic sheen, being inspired by laser pointers and similar technology. They don't possess the best fire rate, but generally have the longest range of any weapon type, capable of firing clean across the map in many instances. Unlike traditional sniper rifles, Lancers are not inherently powerful; however, their shots can be charged up to release large explosions on impact. Charging shots causes the aiming laser on the weapon to become more visible, so if you see a beam fade in, watch out... You've been targeted!
Skull Lancer 	This laser pointer-themed weapon categorizes the entire Lancer weapon class well, having long-ranged charged shots that can decimate an enemy with explosive force on impact. Sparkle Grenades can be used as smokescreens to cover your tracks if you need to escape, while the Phantom Bomber allows you to flush out opponents at long range, driving them directly into your line of fire. Just be aware that fully charged shots aren't the most efficient form of fire coverage out there! 	Sparkle Grenade 	Phantom Bomber
Cutterizer 	An incredibly bulky Lancer based off of a pressure cutter, the Cutterizer is one of the most powerful weapons in Skullpunk. Having the longest charge time of any Lancer, it fires an incredibly long-ranged shot with a massive explosion at the end capable of wiping out a whole cluster of enemies at once. Its kit is built for sitting in one location and picking off any target that wanders into the player's sight; if they get confronted directly, it'll be a tough time fighting at close quarters. 	Jawline 	Heat Vision
Nightstick 	A small Lancer constructed from a bunch of glowsticks. The Nightstick has a very quick charge, but also a very weak and mid-ranged shot, making it one of the worst Lancers at fighting at long range. Coincidentally, however, it's actually one of the best in class at fighting up close, as its charged shot is still commendable as an offensive tool. The Flame Grenade and Dazzler are intended as tools to disorient opponents, as well as grant the Nightstick more long-ranged tools if necessary. 	Flame Grenade 	Dazzler
BoilersA class of weaponry most comparable to gatling guns, having scrappy appearances that resemble various forms of cooking tools and appliances. Boilers are much more reliant on overheating than other classes, having their fire rate increase the more heated the weapon becomes; when they finally do overheat, they release a massive burst of flame that's an amazing offensive tool. They're not the best at Vacuuming, but their ability to overheat quickly gives them amazing Burst capabilities. In short, Boilers are ideal weapons for those who want to push the offensive and act as a bulkhead for the rest of the team.	BoilersA class of weaponry most comparable to gatling guns, having scrappy appearances that resemble various forms of cooking tools and appliances. Boilers are much more reliant on overheating than other classes, having their fire rate increase the more heated the weapon becomes; when they finally do overheat, they release a massive burst of flame that's an amazing offensive tool. They're not the best at Vacuuming, but their ability to overheat quickly gives them amazing Burst capabilities. In short, Boilers are ideal weapons for those who want to push the offensive and act as a bulkhead for the rest of the team.	BoilersA class of weaponry most comparable to gatling guns, having scrappy appearances that resemble various forms of cooking tools and appliances. Boilers are much more reliant on overheating than other classes, having their fire rate increase the more heated the weapon becomes; when they finally do overheat, they release a massive burst of flame that's an amazing offensive tool. They're not the best at Vacuuming, but their ability to overheat quickly gives them amazing Burst capabilities. In short, Boilers are ideal weapons for those who want to push the offensive and act as a bulkhead for the rest of the team.	BoilersA class of weaponry most comparable to gatling guns, having scrappy appearances that resemble various forms of cooking tools and appliances. Boilers are much more reliant on overheating than other classes, having their fire rate increase the more heated the weapon becomes; when they finally do overheat, they release a massive burst of flame that's an amazing offensive tool. They're not the best at Vacuuming, but their ability to overheat quickly gives them amazing Burst capabilities. In short, Boilers are ideal weapons for those who want to push the offensive and act as a bulkhead for the rest of the team.
Skull Boiler 	TBA 	Heater 	Char Bomba
Terrorcotta Boiler 	TBA 	Skyrocket 	Rad Rider
Ferrum Boiler 	TBA 	Vortex Bomb 	Extinguisher
SnakeshotsComparable to grenade launchers, Snakeshots are large spring-loaded weapons that resemble a mechanical snake coiled around a barrel of some sort, with a large lever on the side that the user pulls back in order to increase tension. Shots fired from a Snakeshot fire in an arc, letting them launch over cover and act as aerial surprise attacks, but they tend to have a slow rate of fire. To contrast this, Snakeshots can be charged, often creating large explosions on impact when they reach max charge. In general, Snakeshots are best suited for crowd control. 	SnakeshotsComparable to grenade launchers, Snakeshots are large spring-loaded weapons that resemble a mechanical snake coiled around a barrel of some sort, with a large lever on the side that the user pulls back in order to increase tension. Shots fired from a Snakeshot fire in an arc, letting them launch over cover and act as aerial surprise attacks, but they tend to have a slow rate of fire. To contrast this, Snakeshots can be charged, often creating large explosions on impact when they reach max charge. In general, Snakeshots are best suited for crowd control. 	SnakeshotsComparable to grenade launchers, Snakeshots are large spring-loaded weapons that resemble a mechanical snake coiled around a barrel of some sort, with a large lever on the side that the user pulls back in order to increase tension. Shots fired from a Snakeshot fire in an arc, letting them launch over cover and act as aerial surprise attacks, but they tend to have a slow rate of fire. To contrast this, Snakeshots can be charged, often creating large explosions on impact when they reach max charge. In general, Snakeshots are best suited for crowd control. 	SnakeshotsComparable to grenade launchers, Snakeshots are large spring-loaded weapons that resemble a mechanical snake coiled around a barrel of some sort, with a large lever on the side that the user pulls back in order to increase tension. Shots fired from a Snakeshot fire in an arc, letting them launch over cover and act as aerial surprise attacks, but they tend to have a slow rate of fire. To contrast this, Snakeshots can be charged, often creating large explosions on impact when they reach max charge. In general, Snakeshots are best suited for crowd control.
Skull Snakeshot 	TBA 	Superball 	Burst Cannon
M6 Charybdis 	TBA 	Comet Bomb 	Phantom Bomber
Rattler 	TBA 	Proxi Bomb 	Dazzler
Ouroblaster 	TBA 	Ferry Lantern 	Pursuer
BladesBlades are a unique subset of melee weapon based on the sword-like weapon known as the macuahuitl, with variants tweaking it with various attributes. Rather than shooting flame, the Blade creates waves of flame as it swings, which gives it impressive close-range offensive skill. Rather than Vacuuming or Bursting, Blades have a Parry ability which allows it to knock back projectiles and Soul Balls at high velocity. A much more unorthodox way to play the game, ideal for running interference or flanking. 	BladesBlades are a unique subset of melee weapon based on the sword-like weapon known as the macuahuitl, with variants tweaking it with various attributes. Rather than shooting flame, the Blade creates waves of flame as it swings, which gives it impressive close-range offensive skill. Rather than Vacuuming or Bursting, Blades have a Parry ability which allows it to knock back projectiles and Soul Balls at high velocity. A much more unorthodox way to play the game, ideal for running interference or flanking. 	BladesBlades are a unique subset of melee weapon based on the sword-like weapon known as the macuahuitl, with variants tweaking it with various attributes. Rather than shooting flame, the Blade creates waves of flame as it swings, which gives it impressive close-range offensive skill. Rather than Vacuuming or Bursting, Blades have a Parry ability which allows it to knock back projectiles and Soul Balls at high velocity. A much more unorthodox way to play the game, ideal for running interference or flanking. 	BladesBlades are a unique subset of melee weapon based on the sword-like weapon known as the macuahuitl, with variants tweaking it with various attributes. Rather than shooting flame, the Blade creates waves of flame as it swings, which gives it impressive close-range offensive skill. Rather than Vacuuming or Bursting, Blades have a Parry ability which allows it to knock back projectiles and Soul Balls at high velocity. A much more unorthodox way to play the game, ideal for running interference or flanking.
Skullblade 	TBA 	Flame Grenade 	Jetpunk
Odette 	TBA 	Comet Bomb 	Rad Rider
Oni Blade 	TBA 	Heater 	Meteor Slam
LaunchersLaunchers are handheld weapons often themed around fireworks, which can be loaded by holding down the fire button. Each shot travels fast and deals good damage, but is rather small and bad at spreading flame- in addition, Launchers often suffer in regards to Vacuuming. Launchers excel in quick attacks- while tapping the button normally merely launches one loaded shot, dashing and shooting fires all of them in a rapid barrage. 	LaunchersLaunchers are handheld weapons often themed around fireworks, which can be loaded by holding down the fire button. Each shot travels fast and deals good damage, but is rather small and bad at spreading flame- in addition, Launchers often suffer in regards to Vacuuming. Launchers excel in quick attacks- while tapping the button normally merely launches one loaded shot, dashing and shooting fires all of them in a rapid barrage. 	LaunchersLaunchers are handheld weapons often themed around fireworks, which can be loaded by holding down the fire button. Each shot travels fast and deals good damage, but is rather small and bad at spreading flame- in addition, Launchers often suffer in regards to Vacuuming. Launchers excel in quick attacks- while tapping the button normally merely launches one loaded shot, dashing and shooting fires all of them in a rapid barrage. 	LaunchersLaunchers are handheld weapons often themed around fireworks, which can be loaded by holding down the fire button. Each shot travels fast and deals good damage, but is rather small and bad at spreading flame- in addition, Launchers often suffer in regards to Vacuuming. Launchers excel in quick attacks- while tapping the button normally merely launches one loaded shot, dashing and shooting fires all of them in a rapid barrage.
Skull Launcher 	TBA 	Skyrocket 	Dazzler
Festivizer 	TBA 	Heater 	Sauce-Up
Springomatic 	TBA 	Kaboomerang 	Jetpunk
HalosYoyo-themed weapons inspired by angelic halos, this weapon class excels in defense and mobility. Tapping the button has the player flick the yoyo outward, dealing heavy damage on contact and spraying light and flame in front of it, but holding down the button lets you perform an around-the-world trick that surrounds your body in a protective satellite until released. If you vacuum while the Halo is flung forward, you can draw yourself towards it quickly, giving you incredible mobility if combined with properly timed dashes. 	HalosYoyo-themed weapons inspired by angelic halos, this weapon class excels in defense and mobility. Tapping the button has the player flick the yoyo outward, dealing heavy damage on contact and spraying light and flame in front of it, but holding down the button lets you perform an around-the-world trick that surrounds your body in a protective satellite until released. If you vacuum while the Halo is flung forward, you can draw yourself towards it quickly, giving you incredible mobility if combined with properly timed dashes. 	HalosYoyo-themed weapons inspired by angelic halos, this weapon class excels in defense and mobility. Tapping the button has the player flick the yoyo outward, dealing heavy damage on contact and spraying light and flame in front of it, but holding down the button lets you perform an around-the-world trick that surrounds your body in a protective satellite until released. If you vacuum while the Halo is flung forward, you can draw yourself towards it quickly, giving you incredible mobility if combined with properly timed dashes. 	HalosYoyo-themed weapons inspired by angelic halos, this weapon class excels in defense and mobility. Tapping the button has the player flick the yoyo outward, dealing heavy damage on contact and spraying light and flame in front of it, but holding down the button lets you perform an around-the-world trick that surrounds your body in a protective satellite until released. If you vacuum while the Halo is flung forward, you can draw yourself towards it quickly, giving you incredible mobility if combined with properly timed dashes.
Skull Halo 	TBA 	Ferry Lantern 	Burst Cannon
Heavy Halo 	TBA 	Vortex Bomb 	Char Bomba
Retro Halo 	TBA 	Proxi Bomb 	Fire Arrows
DicersWhat's cooler than a red-hot knife? Two of them? Dicers are ideal for taking the offensive, having a wide range of abilities for close-up combat such as rapid slashing, dagger throwing, blades of wind in place of a traditional Burst, and even a unique dashing slash that cuts through anything it touches! Be wary, however, as attacking too quickly can lead to rapid overheating, and while this augments the size of the flame generated by a Dicer slash, it also leaves you vulnerable rather quickly. 	DicersWhat's cooler than a red-hot knife? Two of them? Dicers are ideal for taking the offensive, having a wide range of abilities for close-up combat such as rapid slashing, dagger throwing, blades of wind in place of a traditional Burst, and even a unique dashing slash that cuts through anything it touches! Be wary, however, as attacking too quickly can lead to rapid overheating, and while this augments the size of the flame generated by a Dicer slash, it also leaves you vulnerable rather quickly. 	DicersWhat's cooler than a red-hot knife? Two of them? Dicers are ideal for taking the offensive, having a wide range of abilities for close-up combat such as rapid slashing, dagger throwing, blades of wind in place of a traditional Burst, and even a unique dashing slash that cuts through anything it touches! Be wary, however, as attacking too quickly can lead to rapid overheating, and while this augments the size of the flame generated by a Dicer slash, it also leaves you vulnerable rather quickly. 	DicersWhat's cooler than a red-hot knife? Two of them? Dicers are ideal for taking the offensive, having a wide range of abilities for close-up combat such as rapid slashing, dagger throwing, blades of wind in place of a traditional Burst, and even a unique dashing slash that cuts through anything it touches! Be wary, however, as attacking too quickly can lead to rapid overheating, and while this augments the size of the flame generated by a Dicer slash, it also leaves you vulnerable rather quickly.
Skull Dicers 	TBA 	Flame Grenade 	Ring of Fire
Thermo Dicers 	TBA 	Proxi Bomb 	Phantom Bomber
Cleevas 	TBA 	Zoomstone 	Extinguisher
SmokerHardcore engine-themed weapons that act as backline anchors, taking on the role of Skullpunk's equivalent of a rocket launcher. They have incredibly low fire rates and movement speed, but fire incredibly large swirling projectiles of flame that are ideal for offensive assault or chasing off enemies. One of their biggest strengths is their enhanced Vacuum and Burst, which cover a radius around the user rather than just in front of them. Smokers are incredibly heavy duty weapons, so be sure to use them well. 	SmokerHardcore engine-themed weapons that act as backline anchors, taking on the role of Skullpunk's equivalent of a rocket launcher. They have incredibly low fire rates and movement speed, but fire incredibly large swirling projectiles of flame that are ideal for offensive assault or chasing off enemies. One of their biggest strengths is their enhanced Vacuum and Burst, which cover a radius around the user rather than just in front of them. Smokers are incredibly heavy duty weapons, so be sure to use them well. 	SmokerHardcore engine-themed weapons that act as backline anchors, taking on the role of Skullpunk's equivalent of a rocket launcher. They have incredibly low fire rates and movement speed, but fire incredibly large swirling projectiles of flame that are ideal for offensive assault or chasing off enemies. One of their biggest strengths is their enhanced Vacuum and Burst, which cover a radius around the user rather than just in front of them. Smokers are incredibly heavy duty weapons, so be sure to use them well. 	SmokerHardcore engine-themed weapons that act as backline anchors, taking on the role of Skullpunk's equivalent of a rocket launcher. They have incredibly low fire rates and movement speed, but fire incredibly large swirling projectiles of flame that are ideal for offensive assault or chasing off enemies. One of their biggest strengths is their enhanced Vacuum and Burst, which cover a radius around the user rather than just in front of them. Smokers are incredibly heavy duty weapons, so be sure to use them well.
Skull Smoker 	TBA 	Sparkle Grenade 	Heat Vision
Chain Smoker 	TBA 	Jawline 	Pursuer
Jetrazor 	TBA 	Superball 	Fire Arrows
BoardsOne of the most unorthodox weapon types in all of Muertopia, Boards straddle the line between defense and mobility. Taking on the form of various types of skateboards, the player can shake a Board to fire off a shotgun-like spray of sparks, but also have the ability to hold it up as a defensive barrier or ride on it like a normal skateboard, leaving trails of flame behind it as you shred. You can even pull off tricks to toss fire wildly around your location. Boards aren't the best at offense, and can overheat quickly, but they're one of the most versatile weapon types. 	BoardsOne of the most unorthodox weapon types in all of Muertopia, Boards straddle the line between defense and mobility. Taking on the form of various types of skateboards, the player can shake a Board to fire off a shotgun-like spray of sparks, but also have the ability to hold it up as a defensive barrier or ride on it like a normal skateboard, leaving trails of flame behind it as you shred. You can even pull off tricks to toss fire wildly around your location. Boards aren't the best at offense, and can overheat quickly, but they're one of the most versatile weapon types. 	BoardsOne of the most unorthodox weapon types in all of Muertopia, Boards straddle the line between defense and mobility. Taking on the form of various types of skateboards, the player can shake a Board to fire off a shotgun-like spray of sparks, but also have the ability to hold it up as a defensive barrier or ride on it like a normal skateboard, leaving trails of flame behind it as you shred. You can even pull off tricks to toss fire wildly around your location. Boards aren't the best at offense, and can overheat quickly, but they're one of the most versatile weapon types. 	BoardsOne of the most unorthodox weapon types in all of Muertopia, Boards straddle the line between defense and mobility. Taking on the form of various types of skateboards, the player can shake a Board to fire off a shotgun-like spray of sparks, but also have the ability to hold it up as a defensive barrier or ride on it like a normal skateboard, leaving trails of flame behind it as you shred. You can even pull off tricks to toss fire wildly around your location. Boards aren't the best at offense, and can overheat quickly, but they're one of the most versatile weapon types.
Skullboard 	TBA 	Kaboomerang 	Phantom Bomber
Coverboard 	TBA 	Volcano Mine 	Heat Wave
Shredderator 	TBA 	Flame Grenade 	Meteor Slam
===Subweapons===
Flame Grenade 	A little ball wrapped in tape, resembling a bang snap firework. When thrown, it bounces across terrain for a short time before detonating, releasing a cluster of flames. Can be held in the user's hand to "cook" the ball, causing it to instead burst open on impact; this is shown via a bright glow.
Proxi Bomb 	A flat device resembling a mix between a bundle of C4 and an industrial fan. When thrown, it sticks to terrain that it lands on before arming. If an enemy player walks nearby, it explodes, creating a large gust of wind in the immediate area. This gust of wind puts out nearby fire as well as knocking away all enemy players, but it only deals 1 damage.
Sparkle Grenade	A canister-shaped bomb resembling a roman candle firework. The Sparkle Grenade releases a trail of sparks immediately upon being thrown, and creates an additional burst upon detonating a few seconds later. Contact with these sparks, which last for a few seconds, will drain health at a faster rate than standing in enemy flames. Good for cornering opponents or blocking off routes.
Skyrocket 	The Skyrocket is a small toy rocket with a tiny skull on the tip, its eyes glowing the color of the user's team. The user is able to throw it a short distance from themselves, at which point it will charge up and fly a decent height into the air. Upon reaching its maximum height, the rocket will spin in place before flashing and targeting a nearby enemy, flying directly toward them and exploding with a burst of fire. Only seeks out enemies underneath it, not above.
Ferry Lantern 	Resembling a traditional Chinese paper lantern with a skull marking on it, the Ferry Lantern begins slowly floating up into the air when it hits the ground. If the user or an ally hits it with attacks from their standard fire, they will be instantly drawn to its location before being dropped from it, making good for swift team transport. Players on both teams can use their Vacuum and Burst abilities to move the floating lanterns around. After some time, the lantern poofs out of existence.
Jawline 	A metal skull with spiked teeth attached to a long rope. The Jawline can be thrown out in order to grab enemy players or Soul Balls in order to reel them in, or can be thrown at walls to quickly leap towards them. The player drops down upon hitting a wall, unless they hit a ledge, in which case they quickly vault upwards.
Zoomstone 	A plastic tombstone that pops in front of the user when used, acting as a defensive barrier against enemy fire. If shot enough by the player or an ally, or if dashed into by the same, the Zoomstone will rocket forward, leaving behind a trail of flames and damaging enemies on contact. Good for pushing forward.
Heater 	A space heater that activates when it lands on a surface, projecting a radius of warm air around it. Enemies that walk through this zone take slow damage over time that stacks with flame damage, but also causes their weapons to overheat incredibly quickly. Ideal for cutting off routes or covering large areas effectively.
Vortex Bomb 	A grenade resembling a pinwheel, which begins vacuuming air towards it in a radius once it latches onto an object. After a short time, or if an enemy player contacts it, the bomb explodes in a small but powerful burst of flame. Good area control weapon.
Comet Bomb 	A miniature flaming comet with flame-painted fins on it. Hold the subweapon button to aim and highlight a target, then release to throw the comet through the air, letting it home in on the target as it attempts to collide with them. Good for surprise attacks and finishing off opponents that have left your range.
Kaboomerang 	A boomerang tipped with miniature thrusters for extra radical style. Throwing the Kaboomerang has it fly in a loop in front of the player, leaving behind fire at the perfect distance to chain dashes together. If caught, the subweapon refunds some of its heat. If the boomerang hits an enemy, it explodes and does decent damage.
Superball 	A uniquely classic-looking fireball that is thrown out of the hand in a bouncing arc. Not only does the Superball bounce repeatedly off the ground until it reaches the end of its range, but it will also bounce off of walls at a mirrored angle if it hits them. Deals decent damage on hit. Good for surprise flanking attacks or for disorienting opponents.
Volcano Mine 	An invisible beacon planted in the ground that projects a beam of light only visible to teammates. If an enemy steps near it, the mine erupts, spewing hot magma in the area around it. Placing another mine automatically detonates the first one, and enemies nearby the mine are highlighted to the enemy team as if they had been hit with Heat Vision.
===Superweapon===
Char Bomba 	The Char Bomba is an absolutely massive explosive, resembling a cartoon bomb with a crudely-spraypainted demon face on the side. When activated, the player pulls out the bomb with both hands, and is given a prompt to mash the standard fire button in order to cause the bomb to inflate. Eventually, the user will throw the bomb in the direction they are facing, causing a massive explosion on impact and leaving behind a large pool of flame. Charging the bomb creates a bigger explosion.
Ring of Fire 	The user drops a wide ring of sparkling skulls around them, which soon erupts into a large pillar of flames. The pillar slowly expands and spirals outward, covering the ground in flames and dealing extremely high damage on contact. Good for protection and for controlling space.
Rad Rider 	The user summons a bulky flaming motorcycle and rides atop it, darting forward at high speeds. The bike is able to climb up walls, leaving flame in its wake, and retains the ability to Dash for a speed boost; unlike normal players, the Rad Rider's boost can be jumped out of for an extended jump. Contact with the bike deals heavy damage and knockback, and it creates a large explosion after 6 seconds or if the player holds down the Vacuum button, leaving behind a large fire patch.
Jetpunk 	This Special Attack temporarily gives the user an Aztec-themed jetpack, which provides them with infinite flight as long as the jump button is held. While simple, it can be used to fly straight to advantageous positions, rain down attacks from above, or avoid enemy fire, giving it a lot of practical uses. The Jetpunk deactivates after 6 seconds, returning the user to the ground and exploding. While flying the user generates a field of wind on the ground below them, and their weapon is replaced with a rapid-fire tool that fires off piercing bolts of wind with unusually high knockback.
Burst Cannon 	A humongous cannon decorated with a spiral pattern at the tip. When pulled out, the user is given a short amount of time to aim the cannon; upon firing, the weapon shoots a large burst of wind that travels through walls and extends infinitely. Acts as a far more powerful Burst, capable of knocking enemies clear off the map and extinguishing large fire-covered areas.
Phantom Bomber	A hang glider resembling a spectral terror swooping across the night sky. Upon pulling out the Phantom Bomber, users have a limited amount of time to aim and throw it in a direction of their choosing. The Bomber will then fly in the chosen direction across the skies, raining missiles down below it which leave behind patches of fire. The Bomber can be shot down, and the height at which it flies is determined by the height of the thrower, so it's important to find the perfect position to let it loose.
Sauce-Up 	The user downs a comically large bottle of hot sauce which grants them an intense glow for a short period. During this state, their movement speed increase dramatically, their primary weapon and subweapon receive heavy buffs, and they can dash nearly infinitely. Practical in nearly any situation.
Heat Vision 	This Superweapon releases a burst of heat across the map, letting the player and their team see the silhouettes of the enemy team through walls as well as granting them minor movement speed debuffs. Ideal for hunting down and disposing of attempts to flank or stopping a fleeing opponent, but also useful to gain advantage in the heat of combat.
Meteor Slam 	The user enters a targeting mode in which they can highlight the enemy team and lock onto one of their positions. Upon confirming, the user will perform a massive jump to the targeted enemy's location and crash down with a large fiery explosion, potentially killing the target and anyone nearby. Very good for mobility and getting back into the fray, as well as a tactical surprise attack or escape tool.
Pursuer 	The user releases a large object resembling a trompo top with swirling jets and a mechanical eye, which locks onto an enemy player with a large targeting beam and begins pursuing them. The top leaves a trail of fire in its wake and does impressive damage on contact, but stalls when it bounces off walls and can be slowed down by shooting at it. When it kills its initial target, or if there is a closer enemy in proximity when it bounces off the wall, it will switch targets and pursue them instead. The top eventually will break in a small explosion of flame. Pursuers are best utilized as a distraction, throwing players off and away from the objective, but can also be used to multitask and fight on two fronts at once.
Heat Wave 	This Superweapon takes the form of a small hand fan, which can be swiped to unleash a large wave of heat in a circular formation forward. While inside the pillar, players are protected from enemy shots and slowly regain HP, making the safe haven provided by this pulse ideal for regrouping or pulling off surprise attacks. The hot wind cools off after 5 seconds, bursting into a puff of flame and pushing away enemies nearby.
Extinguisher 	The user unleashes a wave of shockingly cold energy as they and their teammates become surrounded with icy armor. This armor acts as a temporary barrier that increases their defense and prevents their weapons from overheating. Note that the armor merely locks overheating at its current position rather than refunding it, meaning that it will remain in the same place when the armor breaks after a short period.
Dazzler 	The user pulls out a hastily made weapon constructed from a box of fireworks and aims forward. Holding down the button locks the player in place as they fire off homing rockets which act similar to the Comet Bomb, but accelerate faster and lock on automatically to anyone in range. The rockets explode on contact with a player or surface, dealing heavy damage and leaving behind sparkling areas which deal chip damage afterwards. Ideal for use as an anchor weapon or for keeping foes at bay, holding down a centralized position.
Fire Arrows 	The user pulls out a large compound bow and flaming arrows, replacing their main weapon for a short time. Hold down on the fire button to pull back on the bow and release to fire, with the arrow's arc tightening the longer the move is charged until it flies straight. Arrows lodge inside surfaces before eventually exploding. Good for commanding space and zoning out enemies.
==Stages==
Category:Pyro Enterprizes
Category:Shooter Games
Category:Third Person Shooter Games
Category:Original Games
Category:Original Articles
Category:Onyx Games
Category:Skullpunk
Category:Multiplayer Games