DEV UPDATE: Movement Takes Shape

Shinpodo Movement System

August 2025 – Shinpōdō System Progress

Fellow Rifters,

Every great journey begins with learning how to move. This week, we’ve been deep in development on Meta Machina’s movement system—the foundation that will define how you navigate and survive.

Building the Shinpōdō Movement System

We’ve been implementing our core movement mechanics in Unreal Engine 5, focusing on getting the feel exactly right. The Shinpōdō system is coming together nicely, with smooth wall-running mechanics and responsive directional dodges that give you that split-second edge when you need it most.

Current Implementation:

  • Wall-running that feels weighty and believable (approximately 2-3 seconds duration)
  • Directional dodge system with proper invincibility frames
  • Stamina-based movement economy—every action costs energy
  • Refined physics parameters for that perfect balance between control and momentum
  • Double jump and air dodging
  • Ground dodging with gravity restraints

The test environment might be basic geometry right now, but when you chain together a wall-run into a perfectly-timed dodge, you can feel the potential. This isn’t just movement—it’s survival choreography.

The Technical Side

We’ve been fine-tuning:

  • Character controller physics for responsive but realistic and stylized movement
  • Stamina consumption rates that create meaningful choices over spamming
  • I-frame timing that rewards skill without feeling cheap
  • Animation cancelation for customized techniques

Each parameter adjustment brings us closer to that sweet spot where movement feels intuitive yet challenging, powerful yet limited by the harsh reality of resource management.

Why This Matters

In Meta Machina, movement isn’t just transportation—it’s expression. How you choose to traverse the environment tells your story. Do you burn stamina for speed, or conserve it for emergencies? Do you take the high wall-run route or stick to the ground?

These decisions matter because Meta Crystals power everything, including your ability to move at peak performance.

What We’re Working On Next

The movement schools within the Shinpōdō system are our next major milestone. Each school will offer a distinct philosophy and playstyle, but we’re taking the time to ensure each one feels unique and viable—no meta builds, no optimal choices, just different ways to survive.

We’re also beginning to prototype how movement integrates with other systems, ensuring everything flows together naturally.

Movement system additions:
Crouching, Parkour, Power Slides will be the final base line movement structures completed for Shinpodo before moving on to the next phase of MVP development.

Progress Feels Good

Watching the movement system come together has been incredibly satisfying. There’s something special about nailing that game feel, when the keyboard disappears and you’re just moving. We’re getting there, one iteration at a time.

The foundation is solid. The vision is clear. And the journey forward is exciting.

Keep moving. Keep surviving.

—Patrick Breaux
Creative Director, Meta Machina


P.S. – For those asking about hands-on time: patience. We want your first experience with Meta Machina to be memorable, not middling.

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