Show HN: Eonfall – A new third-person co-op action game built for the web
A new third‑person co‑op action game, Eonfall, aims to deliver a fast‑loading, Unity‑powered multiplayer experience directly in the browser, drawing praise for its visuals, music, and overall polish. Early players report frequent technical issues—crashes, WebGL/WASM errors, poor performance on older or low‑end GPUs, and missing “Play Now” buttons in certain browsers or on mobile—alongside UX friction from cookie consent flows and cosmetic monetization surfacing too early. The creators clarify it’s a desktop‑only test build with global servers, ad‑ and cosmetic‑based revenue, and plans for better onboarding, clearer premium indicators, mobile support, and technical refinements before full release.
Stability and Browser Compatibility
- Many initial reports of crashes on join, often with WASM or shader-related stack traces across Firefox, Chrome, Safari, Arc, and macOS/Windows.
- Developers repeatedly pushed fixes; several users later confirmed crashes were resolved and game became playable.
- Some users stuck in loops like “Connecting to server” / “Unable to Join” or lobby-join loops; later builds reportedly fixed these for some.
- Certain GPUs or older hardware appear incompatible with specific shaders.
Platform and Device Support
- Game is currently desktop-only; multiple mobile users saw only sign-up/trailer and no obvious messaging about desktop requirement.
- Some users on Firefox or with ad blockers didn’t see the “Play now” button at all, only sign-up/login.
- Chromebook support is mixed: one old model worked impressively, others (or low-end GPUs) could not run the game well.
Performance and Controls
- Performance is a major theme: very low FPS on older laptops and integrated GPUs; a Surface Pro slowed down significantly in fullscreen.
- Graphics settings (low/medium/high) sometimes felt ineffective.
- Suggestions included dynamic resolution scaling and higher AFK timeout.
- Some feedback that movement has too much momentum and feels unresponsive compared to mainstream shooters.
- Requests for mouse Y-axis inversion; currently unclear or missing.
Onboarding, UX, and Monetization
- Confusion about needing an account; some users report smooth guest play, others see only sign-up/login.
- New players sometimes immediately hit premium-item purchase prompts, creating a negative first impression.
- Repeated calls for clearer visual distinction of premium vs free cosmetics and better noob tutorial/guidance.
- Cookie/consent banner seen as intrusive and opt-out–heavy; some refused to proceed because of it.
- Store loop issues: selecting premium items as a guest can trap players between “buy items” and “must be logged in.”
Technical Stack and Meta Discussion
- Game built in Unity WebGL, using a networking library over WebSockets.
- Build times for WebGL are described as very slow; discussion of caching Library folders and CI tools.
- Mixed views on technical impressiveness: some argue Unity+WebGL is standard, others emphasize the value of a polished browser-based co-op game.
- Monetization based on ads, rewarded ads, and virtual currency for cosmetics; discussion of ad networks suitable for web games.
General Reception
- Many praise visuals, polish, music, fast load times, and overall fun factor.
- Nostalgic comparisons to older browser MMOs.
- Some users disappointed by instability, performance issues, and friction in trying the game.