
Screenshots

Prego Wars
lukecreator · Published by lukecreator
Last updated 28 Sept 2026
Prego Wars is a ridiculous fast-paced first-person shooter deathmatch featuring eight unique characters with creative abilities, [Insert Here] custom maps, 32 crazy unique match mutators, and a fully-featured map editor/tooling with workshop support.
Explore Prego Wars' diverse roster of characters each with distinct abilities. Engage in intense deathmatches across custom maps, where every round brings new challenges.
About this game
It's about time to get gang locked in. Prego Wars is an over-the-top first-person-shooter deathmatch experience developed by a bunch of idiot people, targeted at other idiot people. I know you're looking for that next game to convince everyone to buy. I see you.
Characters
Choose from eight entirely unique characters designed in our professional studio (discord call); each coming equipped with ridiculous abilities that somehow synergize together to make a wildly dynamic battlefield.
Strategically turn people to gold, blow up your gun, fire music notes, hide in tall grass, fire your own head as a cannonball, summon the troll god to reign havoc on the battlefield; you get the point...
Zipdip, sporting "brick" walls, an explosive head cannon, and an army of robots.
Plasma, who has mastered the art of not caring, fires random garbage from golden portals in the sky.
Salty, armed with nothing but ice cream, a comically large spoon, his fists, and a dream.
Luke, coffee-loving and adept at farming... both plant life, and his enemies.
Onyx, harnessing the power of ear-shattering dubstep and creative tools.
Yucky, bound by the love for his animals, gives him a double-edged sword in battle.
Checken, utilizing the power of Midas, his cat, and a gun that shoots back into himself.
Preston, equipped with pancakes, and uh, that's it. Some syrup too, I guess. Can't forget that.
Mutators
Spice up your matches with 32 unique mutators that can be manually/randomly chosen to change the way the game plays. And these aren't just regular old mutators... Add bounty hunting, flames covering the map, pirates, rocket boots, you name it. Have mutators randomize every round and unlock them with super unique achievements and challenges.
Map Editor
Prego Wars comes fully equipped with the same tools we used to make our official maps, and it has multiplayer support. Use the asset editor to create props and materials, then build your map and publish it to the Steam Workshop. You will literally never run out of places to play on, and if you do... make more!
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Dual-core 2.4GHz
- Memory: 1 GB RAM
- Graphics: Any dedicated
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 300 MB available space
- Additional Notes: Tato
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
MULTIPLAYER.
Hey everyone welcome to the Prego Wars shareholder meetup of September, I'm only... two weeks late! No big deal!WHY SO LATE??Long story short I worked at my actual job for a good portion of this month with a pretty intense deadline to hit. We somehow made it happen, 1AM in the morning and everyone dying inside. Really fun stuff. Anyways I'm back in action now and am ready to work on the game again. HECK yeah brothers.The Big MMultiplayer is now in the game and it now works (mostly). Absolute hell on earth to implement, and looking back I have no idea why I didn't just suck it up and buy/learn a proper networking library, it’dve saved me a ton of time and headache. But now, we've got Steam lobbies, networking, and a good bit of the game sync'ed up! And it's (in theory) really high performance and will work on much slower connections because I actually put some work into making sure packets are nice and TEENY!The hardest part of this whole process was much less getting the gameplay sync'd up, but it was actually getting everyone connected and the match STARTED that was the hardest part. I never thought about how this system would work until now, and it had to be flexible enough to work for both offline and online matches, so training mode and everything else.I think I've got a decent system in place now, though, and it's... decently future proof. We'll see how well that ages a few months down the line LOL.Proof of Fun'nessPlaying the game with real people is a completely different experience than hitting dummies that stand there and don't move or fight back. This game is going to be fun as hell. But it absolutely needs TONS of balance changes. For example, I thought I picked a pretty good melee weapon range for Salty, and it is when they're standing perfectly still, but when the target is strafing all over the place and moving at mach-10 you can BARELY hit them. I'm really glad I did multiplayer sooner than later because it's clear that balancing decisions need to be ...Read full article on Community Announcements (lukecreator)AnnouncementsOfficial
first full month of development
It's only been one month since the last update, but I feel a whole year older. You're probably wondering (or maybe not) how it went. The answer is... uh... I rewrote almost all of the game. This is gonna be a more technical post than my others simply because I spent a ton of my time coding.WHAT? WHY?OK yes I know that sounds like a huge waste of time and one of the CLASSIC pitfalls of every indie dev; but seriously it was 100% necessary. I originally started working on this game back in 2022 (actually late 2021) and didn't plan on releasing the game on Steam, just playing with my friends and other random people (shareware, baby!). So I just blasted through the code as lazily as possible without thinking about the consequences LOL. It was really bad and no way to handle a commercial release.What did I do? (WARNING: nerd stuff on this section)Code wise:The entire base class that manages the whole game. GlobalGameManager now PregoWarsGame that's actually static, has properly exposed APIs, and is overall much more robust.I moved player input handling outside of the character controller, opting instead to drive them with an IInputAdapter interface. I did this because I wanted to use the same character controller for the local player (client), dummies (spawned in training mode), and networked players. Now, I've got an implementation of IInputAdapter for these three uses cases and all the code is nicely organized.Every entity has a Team now and they can't attack others on the same team. This was a pretty big refactoring because it turns out there are a lot of things that do damage in this game. I also moved everything up to have a 64-bit Id rather than the old dinky 32-bit one.I added the IGameMode interface that every game mode in the game will implement. Game-modes can define match parameters that can be changed by the host before the game starts, they can define teams based on those parameters, they can control the match timer, and have a ton of events we can hook into....Read full article on Community Announcements (lukecreator)AnnouncementsOfficial
OK for real this time
Ignore the eldritch abomination in the banner.Looking back at the announcement I made here on... JANUARY OF LAST YEAR??? What??? Yeah, turns out I'm pretty bad at estimating how much I can do while working two jobs. I just escaped one of them, told them "See yall I'm going to work on Prego Wars" and they looked at me weird and said "what?"It's actually time to get this thing done. I'm committing to get it into your hands in 6–12 months, and hopefully not an unfinished mess. It's gonna be a hell of a lot of stressful work but this is all the time I can afford!Watch the Reveal VideoI just dropped the reveal video on my main channel which shows a bunch of stuff about what's in the game right now and what'll be in the game later! Go check it out and drop a like/sub if you dare.I'm gonna be making one of these every single month documenting my progress (along with these announcement posts) during these utterly insane next few months.The PlanDevelopment is gonna hit in two phases:The first six months are going to be dedicated to making the base game. It's going to be intentionally rough with barely any UI design and polish. It's gonna be bare-minimum playable. After this, we'll open up and start doing beta tests with you guys, I'll probably be dropping beta-test keys in the Discord server, so stay on the lookout for that.Then we add in the polish and the content. The guys'll be full steam ahead working on all the official maps, I'll be working on making the UI spicy (or something like that), making the mutators, steam achievements, and of course doing balance changes/polish. I don't know how long this phase will take, so that's why I write 6–12 months in these marketing materials. We're gonna release the game when it's ready, not by some arbitrary deadline. I'm trying to avoid being the average triple-A developer on that front.Sounds pretty serious (yep). The best you all can do right now is join the Discord, drop a wishlist if you're interested, and keep on the lookout! ...Read full article on Community Announcements (lukecreator)AnnouncementsOfficial
so... what's up?
Hey whoah, it's me luke! This is my first post here in the big scary Steam announcements; perhaps I'll get to it more often as we go along. So... the game's been in development for like... what? Three years now? Loads of rewrites, development cycles, artwork redoes, roster changes, etc. but I think we're finally at a point where that's done. The game's always been a deathmatch shooter with wacky abilities, but all the OTHER stuff seems to be locked in now. There's a todo-list somewhere with everything the game needs to be completed, and it's not changing any more. Progress In the name of "transparency," or something, allow me to serenade you with everything I've been working on over the past few months. Character Models Our old models looked horrible. I threw them together using some front/back A-pose images and PIFuHD which just didn't work very well. I've been debating with myself for a long time because of how much work it would take to back up and redo it all over again the proper way. I finally pulled the trigger and hired a 3D artist to do all eight of our characters from scratch. He did a good job, especially for the relatively low amount of money I was able to cough up. before {STEAM_CLAN_IMAGE}/45090878/7016ca7b28690e5f6fa15c4ad7ef3d809a48ea8b.jpg after {STEAM_CLAN_IMAGE}/45090878/107b67d25bca41938b4a397cae53dd2a3732991f.png I feel like there's less personality in there as a result, but they've got proper topology, are rigged properly, and even have modeled peripherals like glasses, shoes, CLOTHING!! etc... As a result... New models, new rigs, great. The only problem with that is that now all the animations I painstakingly did in Unity's crap animation system are gone. So this means I need to redo all of them again from scratch. The real issue is that I can't animate. I suck at it, no ifs or buts. I'm planning on adding IK to all the models in Blender and doing the animation there, but that's a big undertaking regardless. So that's what I'm going to be work...Read full article on Community Announcements (lukecreator)






