Note: Also maintaining the devlog at tigsource
NEO Impossible Bosses is a party-based boss rush MOBA whereby you pick a combination of heroes to take down the IMPOSSIBLE BOSSES! Inspired by the Warcraft 3 mod "Impossible Bosses" by Psyris, each boss is a unique challenge and has their own signature abilities.
Announcement: Buy/Wishlist NEO Impossible Bosses on Steam!
Itch.io store page
Release date: 14 February 2018
Launch trailer
Updates (newest-oldest):
NEO Impossible Bosses is RELEASED! Go Get it on Steam now, and leave a review if you liked it!
Launch Trailer is up!
Update #18: Changelog 0.08, Banks are up!
Update #17: Changelog 0.07, Hard mode
Update #16: Changelog 0.04 to 0.06, Normal difficulty is more or less done!
Article: Finding a system for Hitpoint Balancing with many gameplay variables involved
Update #15: Closed beta build 0.03 changelog
Update #14: An apology, Patch Notes for closed beta 0.02, some gifs
Update #13: Steam store page is up! Wishlist the game now! Also, Land destruction improv, reworked Extinguish ability, Demon boss work, + gifs!
Update #12: GREENLIT! Steamworks networking, leaderboards coupled with replays and a rant on how steamworks does it's callbacks, plus an updated hub area
Update#11: 2 new gifs featuring the dragon's roar and a new introduction for Count Winkus! And some comments on having to teach Multiple Unit Controls to new players.
Update#10: Indie Prize Finalist Nomination and a bunch of updates and comments on performance
Update#9: Greenlight update, Robo WIP walking animation
Update#8: Making the game's greenlight trailer on an i5/gtx650/8gbram with a $0 budget
Update#7: NEO Impossible Bosses is on GREENLIGHT!
Update#6: Mother Oak Soul Blast Ability! And why I've repositioned the inworld health/mana/cast bars
Update#5: Priestess and Ranger Gifs!
Update#4: The Twin Frost Elementals
Update#3: Playtest session #1
Update#2: Gravenous the Brute using his Barrage ability
Update#1: Oak Tree boss environment shot
First, some informative screenshots with captions!
X heroes versus 1 boss on his home turf
Count Winkus unleashes his ultimate, Lightning destruction! Our heroes have to activate their shields to not take damage.
Part of the hub area, where you buy items and do other stuff..
Some development history..
Hi, I've been working on this game for about 2 years now, it's in what I consider pre-alpha, missing a good amount of content. I've always been inspired by Blizzard's rts games and it's community-made derivatives; Psyris's warcraft 3 map "Impossible Bosses" heavily inspired me to make an improved, more 'friendly' version of the original, since it had it's limitations in requiring a band of experienced players online to even complete the game.
The development of this game hasn't been exactly fast, but I'm more than satisfied with what I've learnt throughout this endeavor. I had some good game industry experience as a programmer going in, and it's been a blast doing things in a non-conventional manner.
Technical stuff
- Custom c/c++ engine
Because I had one already, and like to learn how stuff actually works, which I think is essential in coding my first rts-like game. Using existing engines and working around them to get what I want would deter me from learning what I would consider an essential piece of knowledge.
- Navmesh
One of my technical goals when starting on this project, the navmesh is based on similar tech to what the Starcraft 2 engine uses. It works even after sections of the navmesh is 'reclaimed' or 'destroyed'. If I have time, I'll explain in a devlog.
Art stuff
- I do not like your art.
Yup, much of the art was mashed together by programmer hands from premade stuff. Amazing visuals isn't the focus point of this game, but I'll take any tips on how to improve it.
In the meantime, why not feast your eyes on this delicious piece of early concept art by Jason Wang?
Gameplay stuff
- Why not derive from some action, twitch based, David-vs-Goliath boss game like SOTC, TitanSouls?
Niche game, I guess? In any case, I find raid organization and raid bosses in MMOs to be far more interesting in concept to me. And, I try to avoid needing twitch reactions from the player, something that I find people appreciate as they grow older.
- Controls?
Similar to what you have in RTS/MOBA games. Smartcast is available. Pause and issue commands if you feel like it.
Links
Website | Twitter
---------
Anyway, thanks for taking the time to read this first post! I'll be updating the devlog as time goes on.
---------
Also great thanks for asset contributions from:
NFWar, PeeKay, Mr. Goblin
The Panda, KelThuzad, CRAZYRUSSIAN,
Stanakin, Apheraz Lucent, 4eNNightmare,
JollyD, Coinblin, D.ee, mortal,
kola, zbc, ~Nightmare, 67chrome,
WILL THE ALMIGHTY

NEO Impossible Bosses is a party-based boss rush MOBA whereby you pick a combination of heroes to take down the IMPOSSIBLE BOSSES! Inspired by the Warcraft 3 mod "Impossible Bosses" by Psyris, each boss is a unique challenge and has their own signature abilities.
Announcement: Buy/Wishlist NEO Impossible Bosses on Steam!
Itch.io store page
Release date: 14 February 2018
Launch trailer
Updates (newest-oldest):
NEO Impossible Bosses is RELEASED! Go Get it on Steam now, and leave a review if you liked it!
Launch Trailer is up!
Update #18: Changelog 0.08, Banks are up!
Update #17: Changelog 0.07, Hard mode
Update #16: Changelog 0.04 to 0.06, Normal difficulty is more or less done!
Article: Finding a system for Hitpoint Balancing with many gameplay variables involved
Update #15: Closed beta build 0.03 changelog
Update #14: An apology, Patch Notes for closed beta 0.02, some gifs
Update #13: Steam store page is up! Wishlist the game now! Also, Land destruction improv, reworked Extinguish ability, Demon boss work, + gifs!
Update #12: GREENLIT! Steamworks networking, leaderboards coupled with replays and a rant on how steamworks does it's callbacks, plus an updated hub area
Update#11: 2 new gifs featuring the dragon's roar and a new introduction for Count Winkus! And some comments on having to teach Multiple Unit Controls to new players.
Update#10: Indie Prize Finalist Nomination and a bunch of updates and comments on performance
Update#9: Greenlight update, Robo WIP walking animation
Update#8: Making the game's greenlight trailer on an i5/gtx650/8gbram with a $0 budget
Update#7: NEO Impossible Bosses is on GREENLIGHT!
Update#6: Mother Oak Soul Blast Ability! And why I've repositioned the inworld health/mana/cast bars
Update#5: Priestess and Ranger Gifs!
Update#4: The Twin Frost Elementals
Update#3: Playtest session #1
Update#2: Gravenous the Brute using his Barrage ability
Update#1: Oak Tree boss environment shot
First, some informative screenshots with captions!

X heroes versus 1 boss on his home turf

Count Winkus unleashes his ultimate, Lightning destruction! Our heroes have to activate their shields to not take damage.

Part of the hub area, where you buy items and do other stuff..
Some development history..
Hi, I've been working on this game for about 2 years now, it's in what I consider pre-alpha, missing a good amount of content. I've always been inspired by Blizzard's rts games and it's community-made derivatives; Psyris's warcraft 3 map "Impossible Bosses" heavily inspired me to make an improved, more 'friendly' version of the original, since it had it's limitations in requiring a band of experienced players online to even complete the game.
The development of this game hasn't been exactly fast, but I'm more than satisfied with what I've learnt throughout this endeavor. I had some good game industry experience as a programmer going in, and it's been a blast doing things in a non-conventional manner.
Technical stuff
- Custom c/c++ engine
Because I had one already, and like to learn how stuff actually works, which I think is essential in coding my first rts-like game. Using existing engines and working around them to get what I want would deter me from learning what I would consider an essential piece of knowledge.
- Navmesh
One of my technical goals when starting on this project, the navmesh is based on similar tech to what the Starcraft 2 engine uses. It works even after sections of the navmesh is 'reclaimed' or 'destroyed'. If I have time, I'll explain in a devlog.
Art stuff
- I do not like your art.
Yup, much of the art was mashed together by programmer hands from premade stuff. Amazing visuals isn't the focus point of this game, but I'll take any tips on how to improve it.
In the meantime, why not feast your eyes on this delicious piece of early concept art by Jason Wang?

Gameplay stuff
- Why not derive from some action, twitch based, David-vs-Goliath boss game like SOTC, TitanSouls?
Niche game, I guess? In any case, I find raid organization and raid bosses in MMOs to be far more interesting in concept to me. And, I try to avoid needing twitch reactions from the player, something that I find people appreciate as they grow older.
- Controls?
Similar to what you have in RTS/MOBA games. Smartcast is available. Pause and issue commands if you feel like it.
Links
Website | Twitter
---------
Anyway, thanks for taking the time to read this first post! I'll be updating the devlog as time goes on.
---------
Also great thanks for asset contributions from:
NFWar, PeeKay, Mr. Goblin
The Panda, KelThuzad, CRAZYRUSSIAN,
Stanakin, Apheraz Lucent, 4eNNightmare,
JollyD, Coinblin, D.ee, mortal,
kola, zbc, ~Nightmare, 67chrome,
WILL THE ALMIGHTY
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