Inspiration
Growing up, I was always fascinated by the idea of huge creatures hiding right under our noses in nature, and the thought of battling them was something that stuck with me. With Bugged Out, I wanted to create a game where players could dive into that world, fighting massive, mutated insects in an overrun world in a Tycoon Style format. It kind of my way of mixing my love for giant monsters with a bit of survival action, and I hope others can feel that excitement too.
What it does
Bugged Out is an action-packed game where players fight off massive, mutated insect titans threatening a post-apocalyptic world. You’ll battle through different stages, defeat powerful bosses, and unlock new areas and upgrades as you strive to exterminate the bugged out apocalypse.
How we built it
We built Bugged Out using a combination of creative design and development tools. Taking advantage of Horizon Worlds immersive environments and scripting, I was able to create a dynamic boss fights and a system that scales the difficulty as you progress. It was all about blending my passion for giant monsters and insects with a fun, fast-paced gameplay loop that keeps players engaged and on their toes.
Challenges we ran into
One of the biggest challenges was making sure the game felt balanced. As someone who just recently got into game development, creating bosses that felt powerful but not too overwhelming was tricky, especially when scaling their difficulty for each stage. I also faced some technical challenges, like optimizing the game's performance for both PC and mobile platforms while keeping the visuals dynamic.
Accomplishments that we're proud of
I’m really proud of how the Bugged Out world came together. Designing giant insect titans and having them feel like real threats that grow stronger as players progress was a huge accomplishment. The dynamic scaling of difficulty also worked out well, and I’m happy with the balance between action and strategy in the game.
What we learned
Throughout this project, I learned so much about game development, especially in terms of managing progression and balancing difficulty. I also became more comfortable with using Horizon Worlds tools, learning how to make environments feel immersive and engaging while keeping gameplay smooth. There’s a lot of trial and error involved, and I learned a lot about iteration and feedback.
What's next for Bugged Out Tycoon
For the future of Bugged Out, I’m looking to expand the game with more stages, bosses, and even new environments to explore. There’s also potential to integrate some more tycoon-style elements, where players can build and upgrade their defenses, making it a mix of action and strategy.



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