Inspiration

We wanted to create a fast-paced, hilarious, and chaotic game where literally anything could be used as a weapon. The idea started as a joke—“what if a rubber duck could shoot lasers?”—but quickly evolved into a full-blown multiplayer experience. Inspired by the absurdity of games like Goat Simulator and the weapon diversity of Fortnite, we aimed to build a game that doesn't take itself too seriously while offering deep progression, strategy, and community competitiveness.

What it does

Everything Is a Weapon is a mobile-first, multiplayer action game where every object—from pizza slices to beach balls—is a weapon. Here’s what’s inside:

Weaponize Anything: Fight with unconventional tools like a toaster, rubber duck, or a literal shark.

Progressive Unlock System: Earn Player Coins to unlock new, wild weapons as you win fights.

Boss Fights: Battle chaotic bosses like a giant skeleton, a job application, and even the Sun.

Elemental Upgrades: Add elemental effects (Fire, Water, Lightning, Wind) to customize your attacks.

New Summer Update: Features a beach battleground, beach-themed weapons, leaderboard integration, and a visual overhaul.

How we built it

Built entirely in Meta Horizon Worlds using scripting blocks, custom UI systems, and avatar animations.

We designed the weapons with a low-poly art style, ensuring performance on mobile while keeping the look cohesive and funny.

Challenges we ran into

Creating weapon interactions that felt both absurd and balanced was tricky—we had to constantly test for OP combos.

Designing a combat loop that feels rewarding without being overwhelming on mobile took iteration.

Making boss battles feel dynamic with limited scripting options in Horizon Worlds required creative problem-solving.

Network syncing for multiplayer progression across boss fights and leaderboard data presented technical hurdles.

Accomplishments that we're proud of

Designed over 10 unique weapons, each with their own effects, animations, and ridiculous personalities.

Created three fully functional bosses with loot drop mechanics, health bars, and unique attack patterns.

Balanced a full progression and upgrade system that works seamlessly in a party-game format.

Built an immersive battleground that feels alive, fast, and fun—all on mobile.

What we learned

How to create fast-paced gameplay loops that work well on mobile without overwhelming players.

How to work within Meta Horizon Worlds' limitations to create a full-fledged game experience.

The importance of modular design when building expandable games—especially with user-generated content and seasonal updates.

That yes, a job application can be a boss. And yes, fighting the Sun is funnier than it sounds.

What's next for Everything Is a Weapon

More Weapons: We’re adding new weapon classes like throwable weapons, traps, and combo-based tools.

New Bosses: Expect seasonal bosses like the Pumpkin King for Halloween and the Tax Collector in April.

Multiplayer Events: Limited-time events where players compete globally for exclusive loot and leaderboard glory.

Player Customization: Skins, emotes, and themed gear to bring more personality to your chaotic arsenal.

Weapon Crafting System: Fuse weapons together for bizarre, more powerful results (yes, Pizza Shark is coming).

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