🎮 OWWare - WarioWare Microgaming! [+한국어/中文/国服代码]

YZNNN

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한국어 게시물 中文帖子 国服代码:B5W4M

OWWare - WarioWare Microgaming!

Current Version: v0.07.05-beta

  • Last Updated: 20/07/05
  • 59 microgames & 14 boss stages & 6 special modes are included in this version.
  • This game is currently in development which will receive updates frequently, be sure to always use the latest version for the best experience by using the import code → YZNNN ← !
  • Discussions/Suggestions/Bug Report for this project at
  • https://discord.gg/95AVMPN

OWWare - WarioWare Microgaming!
OWWare is a custom game that emulates the gameplay style of the WarioWare game series on Nintendo consoles.

  • Fast-paced microgames will play.
  • Follow the instructions to win a score!
  • A boss stage will play after every 5 microgames are played.
  • Each boss stage lasts for 30 seconds & awards 3 score if won.
  • A special mode will play after every 2 matches are completed & lasts for the entire match.
  • Most score wins on match end!

Inspired by one of the popular community gamemodes in Team Fortress 2 called TF2Ware.

Multi-Language Support:

  • Supported Languages: English, Korean, Simplified Chinese.
  • All in-game texts are displayed in the language corresponding to game client language of the owner of the custom game upon starting the custom game.
  • More languages cannot be added anymore as it exceed the current limit of the script size.

다국어 지원:

  • 지원되는 언어 : 영어, 한국어, 중국어 간체.
  • 커스텀 게임을 시작한 후, 모든 게임 내 텍스트는 커스텀 게임 호스트의 게임 클라이언트 언어에 해당하는 언어로 표시됩니다.
  • 한국어로 "옵치웨어-와리 오웨어 마이크로 게임에"를 즐기세요!

多语言支持:

  • 支持语言:英语,韩语,简体中文。
  • 启动自定义游戏后,所有游戏内文本均与自定义游戏房主的游戏客户端语言相对应的语言显示。
  • 简体中文显示也可以与具有繁体中文语言设置的游戏客户端通用。
  • 享受中文语言的《守望制造-小游戏合集!》吧!

Microgames:

No. Title Description Other Notes Whose Idea
or Reference
01 Don't move Players must not move at all. from TF2Ware
02 Don't stop running Players must keep moving without slowing down. Bumping to an enemy could lead to fail. from TF2Ware
03 Kill an Enemy Players must kill an enemy. from TF2Ware
04 Don't hurt an Enemy Players must not hurt an enemy. roxyLalonde
05 Simon says: Move Players must move once. from TF2Ware
06 Someone says: Move Part of Simon says. Players must not move at all. from TF2Ware
07 Get on a Platform Only 2 platforms are remained in corner.
Players must go to a platform at the corners and stay on it.
from TF2Ware
08 Get on the Platform Only the center platform is remained.
Players must go to the platform at the center and stay on it.
from TF2Ware
09
Kill an enemy
Players must kill an enemy. All abilities available from TF2Ware
10
Don't hurt an enemy
Players must not hurt an enemy. All abilities available roxyLalonde
11
Touch the Sky
Players must perform jumps by using Concussion Mine to reach the required height. No cooldown for Concussion Mine from TF2Ware
12
Knock off an Enemy
Players must knock off an enemy out of sphere by using Soundwave. Soundwave cooldown: 0.8 sec Airblast from TF2Ware
13
Sumo Wrestling
Players must push an enemy out of sphere by using body. from Mario Party by Phasmite
14
Avoid the Kamikaze(s)
2 Junkrat(s) are spawned and runs towards to a random player.
Players must stay away from the Junkrat(s) to avoid getting killed.
from TF2Ware
15
1 dash 1 kill
Players must kill an enemy by using Swift Strike. Swift Strike cooldown: 1.6 sec (No reset on kill) from Overwatch Community Servers
16 Goomba Stomp 2 Roadhog(s) are spawned and runs around randomly on the map.
Players must jump on a Roadhog's head.
from TF2Ware
17 Emote to Kill Players must emote to kill an enemy within their green ring. Emote to kill by Bonkorn
18 Enter a Door 3 doors (labelled A, B, and C) are appeared on the map.
Players must enter one of the doors hoping it's the correct one to win.
from TF2Ware
19 What is the Color? A text with non-respective text written and text color appears.
4 answer spheres will appear, pressing primary fire on it will answer it.
Players must answer with the color of the text.
Type the Color from TF2Ware
20 What is the Text? A text with non-respective text written and text color appears.
4 answer spheres will appear, pressing primary fire on it will answer it.
Players must answer with the word of the text.
Type the Word from TF2Ware
21 Avoid bombs from Sky Bombs are being dropped from above by Junkrat(s).
Players must avoid getting killed by the bomb.
Avoid the bombs from TF2Ware
22 Reach the End 2 deadly moving beams are obstructing the way to the end.
Players must reach the end through the hazard of beams.
Get to the end from TF2Ware
23
Dogfight
Players start gliding in the sky.
Players must kill an enemy by using Primary Fire, one shot one kill.
Hikamao
24
Bubble Golf
Players must leap and drop the Barrier Projector to the center. Players blocking D.Va's nuke as seen in clips
25
Touch the Star
A star is appeared and placed randomly in the air.
Players must reach the star by by using Booster.
Indirect Reference to Overwatch Animated Short "Shooting Star”
26
Hack to Kill
Players must kill an enemy by by using Hack. All abilities available
No cooldown for Hack
Hack to Kill by TehFoot
27
10 Hooks 1 UFO
A light shaft appears on the center.
Players kill an enemy by hooking them to the light shaft.
Being on the light shaft will send you to death.
Chain Hook cooldown: 1.6 sec 12 Hooks 1 Hole by Block
28 Hit the Ball 2 Wrecking Balls(s) are spawned and runs around randomly on the map.
Players must hit one of the Wrecking Ball(s).
Catch the Cubes from TF2Ware
29
Duplicate the Hero
2 random heroes are spawned and runs around randomly on the map.
Players must find and duplicate the prompted hero.
HyperReaper
30
Rock War
Players must kill an enemy by using Accretion. Accretion cooldown: 0.5 sec HyperReaper
31 Crouch to Kill Players must crouch to kill an enemy within their green ring.
32
Nap Time
Players must put an enemy that is awake to sleep by using Sleep Dart. No cooldown for Sleep Dart HyperReaper
33
Blink to Kill
Players must kill an enemy by using Blink through them. Blink cooldown: 1.2 sec Flash from Overwatch 2 Talents Fight by Bonkorn
34 Avoid the Dragons 2 Hanzo(s) will unleash their Dragonstrike from random directions.
Players must stay away from the Dragonstrike(s).
HyperReaper & Hanzo's Illusory Dragonstrike from Hanamura Dungeon by Pug
35 Russian Roulette 6 spheres appear on center of the map.
Players must stay under one of the spheres.
A random sphere will be selected as death and kill anyone in that sphere.
36
Freeze an Enemy
Players must freeze an enemy that is not frozen by using primary fire. HyperReaper
37 Take Cover A D.Va will self-destruct on the center of the map while a Reinhardt will have his Barrier Shield show up in front of the D.Va's mech that is about to explode.
Players must stay behind the Reinhardt's shield to survive the explosion.
HyperReaper
38
Translocator Golf
Players cannot move and must reach the goal by using Translocator. Translocator cooldown: 1.8 sec HyperReaper
39
Steal a Crown
Each crown will appear on a random location of the map.
The more players in the game, the more crowns are appeared.
Players must touch one of the crowns and it will disappear.
Blink cooldown: 1.2 sec TechnicalPichu & Steal the Crown by KelvaR
40
Skip the Laser
A red laser beam will appear and moves toward the players on a height that cannot be simply jumped over.
Players must jump over the laser with increased jump height by using Helix Rockets.
Helix Rockets cooldown: 1.5 sec reets
41
Fire in the hole
Players must kill an enemy by using Dynamite. Dynamite cooldown: 1.2 sec HyperReaper
42
Shoot the Imposter
All both players and bots are switched to McCree.
Players must shoot the bot and not the player.
HyperReaper
43 Social Distance Players must stay away from each other for 5 meters or more. Coronavirus (COVID-19) Prevention
44 Red Light Players must reach the end but must not move when light turns red.
Red light will occur once randomly within 2 ~ 3.5 seconds of the game for a second.
HyperReaper
45
MUDA MUDA MUDA!
Players' melee attack speed is 10 times faster and must kill an enemy by using Melee. The World from Jojo's Bizarre Adventure
46
Dogfight
Players start hovering upwards in the sky.
Players must kill an enemy by using Primary Fire, one shot one kill.
Hikamao
47
Avoid the Earthshatter
Players start crouching in front of a Reinhardt that is about to use Earthshatter randomly within 2.5 ~ 4 seconds after the game has started. Players must jump high by using Exo Boots to avoid getting hit. However, players cannot jump until the Reinhardt started Earthshatter. Pressing Jump key before Earthshatter started will incur a 500ms delay penalty before Jump becomes available. HyperReaper
48
Not the High Noon
Players must use deflect against the McCree to avoid getting hit by the shots. There won't be a clear hint but a clock display for players to self-explanation, shots are fired at 12:00. Deflect cooldown: 1 sec
Deflect duration: 1.5 sec
HyperReaper
49
Get Healed
8 spheres are appeared on the map, each sphere has a random hero icon on it, up to 2 healer heroes (Soldier: 76 is also a healer). Players must go to a sphere that has healer icon on it to receive healing. HyperReaper & "Genji I Need Healing" Meme
50
Pick a Prize
3 prizes (labelled A, B, and C) are appeared on the map.
Each prize contains a random score between 0 and 2.
Players must enter one of the prizes.
HyperReaper
51
Land on the Platform
Players start gliding in the sky.
Players must land on the moving platform.
HyperReaper
52
The Floor is Lava
Lava rises over time. 2 Mei(s) has their Ice Wall placed somewhere on the map. Players must climb to a Mei's Ice Wall to avoid contact with the lava. HyperReaper & Lava Rising by ScroogeD (Uploaded by mitsiee)
53
Sniper War
Players must kill an enemy by using scoped shots.
54
Offensive Matrix
Players start with fully charged ultimate & must kill an enemy by using Primary Fire, optional damage boost is available from Amplification Matrix.
55
Hammer Down!
Players start with fully charged ultimate & must kill an enemy by using Earthshatter, one strike one kill.
Earthshatter can be used again after 1.5 seconds after using it.
Barrier Field shield optional.
56
Raging Sumo
Players start with ultimate casted & must knock off an enemy out of sphere.
57
竜神の剣を喰らえ!
Players start with ultimate casted & must kill an enemy by using Dragonblade/Swift Strike.
58
World of Tanks
Players start with ultimate casted & must kill an enemy by using primary fire. World of Tanks from Island Party - Heroes Minigames by Jokaes
59 Melting em' down! Players start with ultimate casted & must kill an enemy by using Molten Core.
60 TBA NEXT UPDATE
Pop Quiz
A random question will be shown.
2 answer spheres "Yes" & "No" will be appear.
Players must answer the question correctly.
HyperReaper
61 TBA NEXT UPDATE

King of the Hill
Players must go to the platform at the center and stay on it.
Players may knock away other players by using Soundwave.
Soundwave cooldown: 0.8 sec HyperReaper
62 TBA NEXT UPDATE

Track the Ball
Players must keep aiming at the Wrecking Ball that is moving around randomly. HyperReaper
63 TBA NEXT UPDATE

Bomb Tag
The player with most score will be chosen as the "Bomb Holder" on start.
Timer for bomb before it explodes is shown.
The "Bomb Holder" must hit someone else to pass the bomb.
Players must stay away from the bomb before it explodes.
Combat Roll cooldown: 2 sec HyperReaper
64 TBA NEXT UPDATE

Quick on the Draw
Players start with ultimate casted & kill an enemy by using Deadeye, but must draw at 12:00 otherwise the player will be killed. HyperReaper

Boss Stages:

No. Title Description Other Notes Whose Idea
or Reference
01 Jumping Rope Players start with 5 lives.
Getting hit by the rope will lose a life.
Players must jump over the rope to survive.
Jump the Rope from TF2Ware
02 Avoid the Trains 2 Reinhardt(s) are spawned on random side of the map and charges repeatedly.
Players must avoid getting bumped by the Reinhardt(s) to survive.
Avoid the trains from TF2Ware & Raging Thomas the Train by rangddang
03 Go to the Color 8 colored spheres are appeared on the map.
Players have 3 seconds to go to the prompted color before they gets kills.
Players must keep going to the correct color to survive.
Colour Dance by TehFoot
04
Target Practice
2 Soldier: 76(s) are spawned and runs around randomly on the map.
Players start with 5 lives, losing 1 life every 2 sec.
Players must hit the Soldier: 76(s) to restore a life to survive.
Max ammo for weapon: 4
05
Dropper
Players start gliding in the sky.
Players must avoid the red spheres to survive.
Shiibe
06
Dodgeball
A homing Zenyatta along with colored sphere, together as "The Ball" will spawn and start by target the player with most score.
Speed of the ball increases by 1 each time it gets deflected, up to 5.
The targeted player must avoid the ball by using Swift Strike or Deflect to bounce back the ball to survive.
Players deflected the ball will send the ball to the closest player to their crosshair.
However, players using Swift Strike against the ball will be stunned for a second.
Swift Strike cooldown: 1.6 sec
Deflect cooldown: 0.8 sec
Deflect duration: 0.5 sec
Genji Dodgeball by Mazawrath & Sparta from Island Party - Heroes Minigames by Jokaes
07
Hot Potato
Players start with 5 lives, losing 1 live per second as the "Hot Potato Holder".
The player with most score will be chosen as the "Hot Potato Holder" on start.
The "Hot Potato Holder" must pass the Hot Potato to another player by hitting them to survive.
Combat Roll cooldown: 2 sec McCree's Hot Potato by KevlaR
08
Spleef
Entire floor is covered with blue platforms, players may use their weapon or Whip Shot to turn the platforms to red.
Players standing on red platforms will suffer a serious burn at 150 dmg/s.
Players must avoid standing on red platforms as much as possible to survive.
Whip Shot cooldown: 3 sec
Shield Bash cooldown: 3.5 sec
Spleef in the Chamber by Bonkorn
09 Bowling Blowout Playfield is narrowed into 3 paths, a Wrecking Ball (The Ball) will start rolling from a random path towards the players.
A second ball will appear after 10 seconds following game has started.
Players must avoid getting rolled over by the balls to survive.
HyperReaper
10
Basketbomb
2 Roadhog(s) are spawned and hover around in the air horizontally.
Players start with 5 lives, losing 1 life every 2 sec.
Players must hit the Roadhog(s) to restore a life to survive.
Hikamao
11
Rocket Turret
2 Pharahs(s) are spawned on the center of map and continuously shooting rockets to a random player each time it fires.
Players must avoid getting hit by rockets to survive.
Deflect cooldown: 4 sec HyperReaper
12
Monkey see Monkey do
Players must repeat the same moves as what the Winston in the center did within 2 seconds to survive.
Available Moves: Jump, Crouch, Primary Fire, Melee, Reload.
HyperReaper
13
Space Battle
Players engage in the space with automated Booster & Micro Missles.
Players must avoid getting took down by enemies to survive.
Spaceships Simulator by Excors
14
Exploding Ball
2 Wrecking Ball(s) (Bombs) are spawned on the center of the map.
Players may knock off the bombs by using Soundwave.
Players must stay away from the bomb before it explodes to survive.
Soundwave cooldown: 0.8 sec
15 TBA NEXT UPDATE

Snowball Fight
Players must pick up snowballs (by crouching on it) scattered around the map in order to attack.
Players must avoid getting hit by snowballs to survive.
Cryo-Freeze cooldown: 6 sec HyperReaper
16 TBA NEXT UPDATE

Ice Wall Mayhem
A death layer is set in the air.
Players must avoid getting sent up to the death layer by other players' Ice Wall to survive.
Ice Wall cooldown: 3 sec HyperReaper

Special Modes:

No. Title Description Whose Idea
or Reference
01 Don't Score Players are challenged to not score any points.
The winner will be the player with the least amount of score.
from TF2Ware
02 Single Player Players are invisible from one another. from TF2Ware
03 Third Person Every player is now in third-person view. from TF2Ware
04 Slow Motion Every motion is slowed down by half. SUPERHOT
05 Gotta Go Fast Every player's movement speed increased by 60%. Sonic the Hedgehog
06 Out of my way Players push each other when bump to each other. Microgame: Sumo Wrestling

Host Commands:

As the host of the custom game, you may access the host commands menu interface by holding your [Reload] key in-game.

No. Title Description
01 Force Microgame Force a specified microgame for next round.
02 Force Boss Stage Force a specified boss stage for next round.
03 Force Special Mode Force a specified special mode for next match.
04 Set Match Timer to 0 This will cause a new match to happen on round end.
05 Skip Boss Stage Set the timer of boss stage/tiebreaker to 0.
06 Save Replay End the entire game, causing a match replay will be saved.

3 Comments

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mafiacat

I love the Genji healing idea

TechnoMaster#11323

I can't import the code, Is it too big for the workshop? I get disconnected many times trying to import it halfway. Server issues? On Americas Region.

Bonkorn#1122 creator

There shouldn't even be any issues when importing any workshop code, it had nothing to do with network connection or your hardware, therefore it's a smooth process with zero interfere.

You may find out if your region is being affected by the network connection issues here:
https://downdetector.com/status/overwatch/map/

Update Log

0.07.05-beta
YZNNN

General:

  • Fixed Tiebreaker participants that scored lesser than the highest ones are still able to score.
  • Major: Increased match time from 3 minutes to 4 minutes.
0.07.04-beta
YZNNN

General:

  • Fixed players do not get respawned for next round when joined within last 0.3 sec before round end.
  • Fixed boss stages do not award 3 score to players survived the entire round.
  • Fixed the baskets stuck in the middle when "Slow Motion" is running during "Junkrat: Basketbomb".
0.07.03-beta
YZNNN

General:

  • Fixed new joined players could earn a score when joined last 0.3 sec before the round end.
  • Players are now Soldier: 76 & has ability to sprint during "Avoid the Kamikaze(s)".
  • Warning icon will now only shown after Hanzo(s) has fired their Dragonstrike(s) during "Avoid the Dragons".
  • "Single Player" is now disabled in "McCree: Shoot the Imposter".
  • Charging speed is now up by one after each charge instead of up by one every 5 seconds during "Avoid the Trains".
  • "Slow Motion" is no longer disabled in "Go to the Color".
  • Major: Match time is now always 3 minutes instead of based on custom games settings.

Balancings:

  • Increased explosion radius for Kamikaze(s) from 5 meters to 8 meters during "Soldier: 76: Avoid the Kamikaze".
  • Kamikaze(s) now has faster turning speed during "Soldier: 76: Avoid the Kamikaze".
  • Reduced spread of the bombs during "Avoid bombs from sky".
  • Increased shrinking rate for playfield from 0.4 m/s to 0.5 m/s during "Echo: Dropper".
  • Increased time before red spheres start disappearing from 1.5 sec to 2 sec after "Echo: Dropper" has started.
  • Increased each rolling speed with +10% during "Bowling Blowout".
  • Reduced playfield radius from 16 meters to 14 meters during "Lucio: Exploding Ball".

Quality of Life:

  • Players now automatically spectate other players instead of always the bots when dead, however may not work all the time.
  • The color/text & answer spheres are now placed higher during "What is the Color?" and "What is the Text?".
  • Replaced timer in colored HUD with big colored box in HUD and the timer bottom instead during "Go to the Color".
  • "You are the target!" HUD is now smaller during "Genji: Dodgeball".
  • Players will now continuously face against the balls for a bit after "Bowling Blowout" has started.
  • Rename of "World of Tanks" in Korean translation.
  • Correction of game introduction & description of 2 games in Chinese translation.
  • Font & Width for in-game display texts now look more clear & the same in any text language of game client in Chinese translation.
  • Major: Each game now has its own duration/time left displayed right the title has the game has started. In boss stages & tiebreaker, timer that is displayed bottom the title is now replaced by this.
0.06.27-beta
YZNNN

Boss Stages Rework:

No. Title What's New
02 Avoid the Trains Reduced initial charging speed from 60% to 40% & now has 5 charging speeds; up by one every 5 seconds (40% -> 55% -> 70% -> 85% -> 100%)
03 Go to the Color Increased initial safe period from 3 sec to 4.5 sec & now has 5 decrements in safe period; down by one each time the color switches (4.5 sec -> 3.5 sec -> 3 sec -> 2.75 sec -> 2.5 sec)
05
Dropper
The playfield now shrinks over time at rate of 0.4 meter radius per second.
09 Bowling Blowout Now starts as 2 "bowling balls" & now has 5 rolling speeds; up by one every 5 seconds (5 m/s -> 8 m/s -> 11 m/s -> 14 m/s -> 17 m/s)
10
Basketbomb
"The Basket" now uses a different mobility system & now has 5 basket moving speeds; up by one every 5 seconds (3.5 m/s -> 5 m/s -> 6.5 m/s -> 7 m/s -> 9.5 m/s)

Microgames Replaced:

No. Title Description Other Notes Whose Idea
or Reference
58 (Before)
Fire in the Hole!
Players start with ultimate casted & must kill an enemy by using RIP-Tire.
58 (After)
World of Tanks
Players start with ultimate casted & must kill an enemy by using primary fire. World of Tanks from Island Party - Heroes Minigames by Jokaes

General:

  • Fixed sometimes players could not enter the door during "Enter a Door" and "Pick a Prize".
  • Fixed players outside the goal are not killed after "Red Light" has completed.
  • Fixed players stuck in crouching when everyone died during "Baptiste: Avoid the Earthshatter".
  • Fixed sometimes players did not took damage during "Genji: Get Healed".
  • Fixed second Ice Wall is not created during "Genji: The Floor is Lava".
  • Fixed the player bumped to an enemy by using Booster is not killed during "D.Va: Space Battle".
  • The player bumping to an enemy regardless of movement speed will now be killed or both if facing at each other during "Don't stop running".

Balancings:

  • Reduced spread rate of bombs by 40% during "Avoid bombs from sky".
  • Reduced microgame duration from 8 sec to 7 sec for "Mei: Freeze an Enemy".
  • Increased microgame duration from 5 sec to 7 sec for "Sombra: Hack to Kill".
  • Increased size of the platform from 1.5 meters to 1.8 meters during "Echo: Land on the Platform".
  • Reduced spread rate of lava during "Genji: The Floor is Lava".

Quality of Life:

  • Added a timer below the question to indicate how long until players are killed for not answering the question during "What is the Color?" and "What is the Text?".
  • Renamed "Baptiste: Vide bal sou yo!" to "Baptiste: Offensive Matrix".
  • Correction of title "Melting em' down!" and description of "Widowmaker: Kill an Enemy" in Korean translation.
  • Rename of "Baptiste: Offensive Matrix", "Winston: Raging Sumo", "Genji: 竜神の剣を喰らえ!", "Junkrat: Fire in the Hole!" in Chinese translation.
  • Added description "One shot one kill!" description for "D.Va: Space Battle".
0.06.24-beta
YZNNN

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
53
Kill an Enemy
Players must kill an enemy by using scoped shots.
54
Vide bal sou yo!
Players start with fully charged ultimate & must kill an enemy by using Primary Fire with optional damage boost from Amplification Matrix.
55
Hammer Down!
Players start with fully charged ultimate & must kill an enemy by using Earthshatter, one strike one kill.
Earthshatter can be used again after 1.5 seconds after using it.
Barrier Field shield optional.
56
Raging Sumo
Players start with ultimate casted & must knock off an enemy out of sphere.
57
竜神の剣を喰らえ!
Players start with ultimate casted & must kill an enemy by using Dragonblade/Swift Strike.
58
Fire in the Hole!
Players start with ultimate casted & must kill an enemy by using RIP-Tire.
59 Melting em' down! Players start with ultimate casted & must kill an enemy by using Molten Core.

General:

  • Fixed players do not go pass other players during "Jumping Rope".
  • Fixed the bots deploy turret & killing everyone after "Avoid the Trains" has completed.
  • Fixed players are killed even not on the red sphere during "Echo: Dropper".
  • Fixed sometimes Wrecking Ball(s) are 2 in 1 during "Bowling Blowout".
  • Hero is now preloaded even more early for players and bots to load the presence more faster & most likely no more red light.
  • Major: Each microgame now has its own duration, from 2 seconds to 8 seconds.
  • Major: Round end will now occur when everyone died during a microgame.

Balancings:

  • Platform size no longer changed during "Get on a Platform" and "Get on the Platform".
  • Removed countdown before the color/text appears during "What is the Color?" and "What is the Text?".
  • Removed cooldown entirely for Jump Pack during "Winston: Bubble Golf".
  • Removed cooldown entirely for Booster during "D.Va: Touch the Star".
  • Reduced spawn randomizer radius for the goal from within 18x0x18 to 14x0x14 during "Sombra: Translocator Golf".
  • Reduced spawn randomizer radius for the Mei(s)' Ice Wall from within 20x0x20 to 16x0x16 during "Genji: The Floor is Lava".
  • Reduced time before explosion from 5 sec to 4 sec during "Lucio: Exploding Ball".

Quality of Life:

  • Fixed outside platforms are not hidden during "Jumping Rope".
  • Fixed Wrecking Ball(s) continue to burn after reset during "Lucio: Exploding Ball" when "Slow Motion" is active.
  • Following HUDs are now smaller to avoid obstructing players' crosshair: Boss Timer, Lives Left, Some other in-game info, Special Mode.
  • Reduced height of top-left HUD to be visible to players while in queue.
  • Correction of description of microgame in Korean translation: "핵에" -> "해킹에".
  • Rename of "Spleef" in Korean & Chinese translations: "바닥 깨기" -> "스플리프", "速拆地板" -> "掘一死战".
  • Symbol correction in Chinese translations: "。。。" -> "…".
  • Removed "Each microgame lasts for 5 seconds." in introduction as each microgame now has its own duration.
0.06.18-beta
YZNNN

New Boss Stages:

No. Title Description Other Notes Whose Idea
or Reference
13
Space Battle
Players engage in the space with zero-cooldown equipments.
Players must avoid getting hit by enemies' Micro Missiles to survive.
Crashing an enemy by using Booster will result in both players to die.
No cooldown for all abilities Spaceships Simulator by Excors
14
Exploding Ball
2 Wrecking Ball(s) (Bombs) are spawned on the center of the map.
Players may knock off the bombs by using Soundwave.
Players must stay away from the bomb before it explodes to survive.

General:

  • Fixed the game on next round becomes broken after "Genji: Dodgeball" has completed.
  • Fixed Deflect is not given the cooldown time supposed to be after using it during "Genji: Not the High Noon", "Genji: Dodgeball" and "Genji: Rocket Turret".
  • Improved the maneuver of hovering during "Pharah: Dogfight".
  • Major: Reduced time for randomizing games or special modes from 5 sec to 4 sec.
  • Major: Reduced time for round end before next round from 3 sec to 2 sec.

Balancings:

  • Reduced size of platforms from 1.6 meters to 1.5 meters during "Get on a Platform" and "Get on the Platform".
  • Increased size of the platform from 1.2 meters to 1.3 meters during "Land on the Platform".
  • Reduced height of players' initial position from 21.5 meters to 18 meters during "Echo: Land on the Platform".
  • Reduced wait before Mei(s) place their Ice Wall from 1.5 sec to 0.8 sec after "Genji: The Floor is Lava" has started.

Quality of Life:

  • Fixed the selected special mode shown incorrect in the message after host executed force special mode command.
  • Fixed platforms remain smaller after "Get on a Platform" or "Get on the Platform" has completed.
  • Redesign of game info HUDs.
  • Removed description for following microgames that could be easily understood: "Lucio: Knock off an Enemy", "Roadhog: Sumo Wrestling", "Avoid the Kamikaze", "Genji: 1 dash 1 kill", "D.Va: Touch the Star", "Hit the Ball", "Echo: Duplicate the Hero", "Crouch to Kill", "Tracer: Blink to Kill", "Avoid the Dragons" and "Ashe: Fire in the Hole".
0.06.15-beta
YZNNN

New Discord Invite Link:
https://discord.gg/95AVMPN

0.06.15-beta
YZNNN

Multi-Language Support Introduction:

  • Supported Languages: English, Korean, Simplified Chinese.
  • All in-game texts are displayed in the language corresponding to game client language of the owner of the custom game upon starting the custom game.
  • More languages cannot be added anymore as it exceed the current limit of the script size.

다국어 지원 소개:

  • 지원되는 언어 : 영어, 한국어, 중국어 간체.
  • 커스텀 게임을 시작한 후, 모든 게임 내 텍스트는 커스텀 게임 호스트의 게임 클라이언트 언어에 해당하는 언어로 표시됩니다.
  • 한국어로 "옵치웨어-와리 오웨어 마이크로 게임에"를 즐기세요!

多语言支持介绍:

  • 支持语言:英语,韩语,简体中文。
  • 启动自定义游戏后,所有游戏内文本均与自定义游戏房主的游戏客户端语言相对应的语言显示。
  • 简体中文显示也可以与具有繁体中文语言设置的游戏客户端通用。
  • 享受中文语言的《守望先锋制造-小型游戏合集!》吧!

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
50
Pick a Prize
3 prizes (labelled A, B, and C) are appeared on the map.
Each prize contains a random score between 0 and 2.
Players must enter one of the prizes.
HyperReaper
51
Land on the Platform
Players start gliding in the sky.
Players must land on the moving platform.
HyperReaper
52
The Floor is Lava
Lava rises over time. 2 Mei(s) has their Ice Wall placed somewhere on the map. Players must climb to a Mei's Ice Wall to avoid contact with the lava. HyperReaper & Lava Rising by ScroogeD (Uploaded by mitsiee)

General:

  • Fixed match timer is running fast during games that disabled "Slow Motion" when was active.
  • Fixed players are killed if even entered the correct door during "Enter a Door".
  • Fixed players could pass after leaping over center when Barrier Projector was placed outside of center during "Winston: Bubble Golf".
  • Fixed Wrecking Ball(s) always stopping in the center during "Hit a Ball".
  • Fixed sometimes players automatically stole a crown without reaching them right after "Tracer: Steal a Crown" has started.
  • Fixed players are not able to use Duplicate when pressing primary fire key when "Duplicate requires target confirmation" on in their hero settings during "Echo: Duplicate the Hero".
  • Fixed the last player is killed when everyone else are dead during "Social Distance".
  • Removed "Showcasing Mode" as it was redundant.
  • Players now technically hover in the same altitude instead of straight hover upwards to fix rockets are fired under the weapon during "Pharah: Dogfight".
  • Players no longer use Combat Roll automatically & will now only reload when not in the new potato holder's field of view after passing the potato during "McCree: Hot Potato".

Balancings:

  • Increased spawn randomizer radius for the goal from within 10x0x10 to 18x0x18 during "Sombra: Translocator Golf".
  • Reduced red light duration from 1 sec to 0.8 sec during "Red Light".
  • Increased healing per second from 200 to 400 during "Genji: Get Healed".
  • Increased amount of healers from 2 to 3 during "Genji: Get Healed".
  • Reduced time before red spheres start disappearing from 2.75 sec to 1.25 sec after "Echo: Dropper" has started.
  • Increased the difficulty of avoiding rockets during "Genji: Rocket Turret".

Quality of Life:

  • Lowered the height of hero icons during "Genji: Get Healed".
  • Replaced the color name corresponding to the prompted color with a single square with color fill in instead in the prompted color HUD as the color is always the first seen before text & lesser obfuscation during "Go to the Color".

Special Modes Removed:

  • Following special modes are removed as they doesn't seem to be appealing to most players:
  • Minus on Lose
  • Lucky Ones
0.06.08-beta
YZNNN

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
49
Get Healed
8 spheres are appeared on the map, each sphere has a random hero icon on it, up to 2 healer heroes (Soldier: 76 is also a healer). Players must go to a sphere that has healer icon on it to receive healing. HyperReaper & "Genji I Need Healing" Meme

New Special Modes:

No. Title Description Whose Idea
or Reference
08 Lucky Ones Each player has 33% chance of earning a score on round end. Zesty

General:

  • Fixed players could push bots away when "Out of my way" is active.
  • Fixed players are killed when moving when "Red Light" is shown in the game randomizer.
  • Fixed new players could join the game during "What is the Color?" and "What is the Text?".
  • Fixed players could kill others by using Primary Fire during "Ashe: Fire in the hole".
  • Fixed sometimes players are killed on round end after "Go to the Color" or "Winston: Monkey see Monkey do" is completed.
  • Fixed players could avoid getting killed by the balls all the time by crossing the border during "Bowling Blowout".
  • Host commands are now revamped and simplified into all in one host commands menu interface and requires only holding Reload key for 0.5 second to bring it up.
  • Force microgame & boss stage & special mode host commands will now have the selected ones to go to the last ones if trying to go previous on first ones, the first ones if trying to go next on last ones.
  • Count of microgames played to activate boss stage is now reset on new match.
  • Landing headshot will now grant 1 more score additionally during Tiebreaker.
  • Players will now be only be checked on round end (not in the position by round end will cause the player to lose) instead of checked once player is in the position & marked as passed (not in the position but has the passed mark by round end will cause the player to win) during "Reach the End", "Sombra: Translocator Golf" and "Red Light".
  • Added a 3 seconds safe period before players are killed for not staying away from each other during "Social Distance".
  • Players' feet position is now also checked instead of only eye position for star touched during "D.Va: Touch a Star".
  • Players now gets bounced back when crossing the center during "Genji: Rocket Turret".

Balancings:

  • Reduced radius of platforms from 2.5 meters to 1.6 meters during "Get on a Platform" and "Get on the Platform".
  • Reduced radius of Sphere from 3 meters to 2.5 meters during "Sombra: Translocator Golf".
  • Reduced height of the laser from 2 meters to 1.6 meters during "Soldier: 76: Skip the Laser".
  • Reduced radius of Sphere from 2.5 meters to 2 meters during "Go to the Color".

Quality of Life:

  • Replaced text "Current Game:" with small sized text "Microgame" and no longer shown when microgame randomizer or a microgame is not running.
  • Replaced text "Current Game [Worth 3 Score]:" with smaller sized text "(Fire) Boss Stage (Fire)".
  • Replaced text "Special Mode:" with smaller sized text "(Bolt) Special Mode (Bolt)".
  • Shrinked text size of "(Skull) Tiebreaker (Skull)".
  • Fixed facing direction jitters against the center for a bit after "Get on the Platform" has started.
  • Fixed display on timer for before the ball approaches on first round is incorrect on 2 seconds mark during "Genji: Dodgeball".
  • Fixed sometimes the Zenyatta in the ball uses melee when not approached yet during "Genji: Dodgeball".
  • Removed description for "Someone says: Move" as it seems long to be read in 1 second and meant to be self-explanatory.
  • Removed being marked as passed after entering the correct door as it was redundant during "Enter a Door".
  • Players that stole a crown will now have Halo icon instead of Sphere effect on their head during "Tracer: Steal a Crown".
  • Players now see how much time left before the delay penalty is over if incured delay penalty during "Baptiste: Avoid the Earthshatter".
  • Added description "Read the Clock!" for "Genji: Not the High Noon".
  • Updated description grammatically for some special modes.
0.06.05-beta
YZNNN

General:

  • Fixed sometimes new players that joined are killed on round end.
  • Fixed players are killed on round end when boss stage is ended before the timer has reached below 25 seconds.
  • Absolute duration for microgames has been adjusted from 5.05 sec to 5.005 sec. This was initially used to fix certain bugs during early stage of the game development and now the game is optimized for a lower number.
  • Added "Disable special mode for next match" as an option for force special mode host command.
  • "Single Player" is now disabled to fix McCree couldn't target invisible players during "Genji: Not the High Noon".
  • Landing headshot will now restore 1 more life additionally during "Ashe: Target Practice".

Balancings:

  • Helix Rockets no longer has a cooldown during "Soldier: 76: Skip the Laser".

Quality of Life:

  • Fixed sometimes facing direction when intended to switch is incorrect as well as turn speed is now instant.
  • Reduced bounce back force after crossing the border from 0.5 meter to 0.1 meter and no longer affects the height in movement.
  • Removed flash effects for the last round as it only intended to indicate colors are being switched during "Go to the Color".

Microgames Rework:

No. Title Description Other Notes Whose Idea
or Reference
02 (Before) Don't stop moving Players must keep moving. from TF2Ware
02 (After) Don't stop running Players must keep moving without slowing down. Bumping to an enemy could lead to fail. from TF2Ware
0.06.04-beta
YZNNN

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
47
Avoid the Earthshatter
Players start crouching in front of a Reinhardt that is about to use Earthshatter randomly within 2.5 ~ 4 seconds after the game has started. Players must jump high by using Exo Boots to avoid getting hit. However, players cannot jump until the Reinhardt started Earthshatter. Pressing Jump key before Earthshatter started will incur a 500ms delay penalty before Jump becomes available. HyperReaper
48
Not the High Noon
Players must use deflect against the McCree to avoid getting hit by the shots. There won't be a clear hint but a clock display for players to self-explanation, shots are fired at 12:00. Deflect cooldown: 1 sec
Deflect duration: 1 sec
HyperReaper

General:

  • Fixed new match occurs & players' score being carried over to the new match after Tiebreaker occured.
  • Re-enabled use of respawn timer as workaround to disable respawn entirely to fix sometimes players could still respawn during boss stages.
  • Players no longer kill themselves immediately from their own Dynamite during "Ashe: Fire in the hole".
  • Players no longer damage themselves from their own rockets during "Pharah: Dogfight".
  • Center Winston(s)'s moves are now affected by "Slow Motion"; therefore takes 4 real-time seconds per move during "Winston: Monkey see Monkey do".
  • Major: Removed Assemble Heroes phase entirely and replaced by 20 seconds in-game countdown before first match starts instead, players may read the introduction on the right side in-game in the meantime.

Balancings:

  • Reduced Booster cooldown from 1.2 sec to 0.6 sec during "D.Va: Touch the Star".
  • Reduced wait period before the ball re-engages from 2 seconds to 1 second during "Genji: Dodgeball".
0.06.03-beta
YZNNN

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
46
Dogfight
Players start hovering upwards in the sky.
Players must kill an enemy by using Primary Fire, one shot one kill.
Hikamao

General:

  • Added "Don't Score do not apply here." as a HUD for Tiebreaker participants to double clarify when "Don't Score" and Tiebreaker are running.
  • Now allows Secondary Fire key to be used when answering during "What is the Color?" and "What is the Text?", description is simplified as well from "Use Primary Fire on the sphere to answer!" to "Click the sphere to answer!".
  • Major: Discontinued use of import code [QDCRY], please use [YZNNN] instead. Because it sounds more simplified & easy to memorize for a long-term use.
  • Major: Removed countdown for next round entirely.
  • Major: Introducing "Showcasing Mode", this hide HUDs of Version Number on top-right & "This game is currently in development." on top-right & Match Winners on top-left & Host Commands List on right side. Useful for a showcase video. Hold Ultimate key for 3 seconds to toggle.

Quality of Life:

  • Removed the respawn timer display on top-right when dead.
  • Players stole a crown will have have an effect shown on their head to indicate they stole one during "Tracer: Steal a Crown".
  • Aura effect on players that died no longer persists during "Doomfist: MUDA MUDA MUDA!".
0.06.02-beta
QDCRY

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
45
MUDA MUDA MUDA!
Players' melee attack speed is 10 times faster and must kill an enemy by using Melee. Star Platinum from Jojo's Bizarre Adventure

General:

  • Fixed sometimes new players joined when a game is running is not killed.
  • Fixed sometimes the prompted color HUD does not disappear after "Go to the color" has completed.
  • Renamed "-1 lose on lose" to "Minus on Lose".
  • Most microgames & boss stages now also uses teleport player to individually-fixed position around the center instead of a random platform or not teleported at all.
  • Players now automatically face against the center instead of facing not changed after "Get on a Platform" has started.
  • Players now automatically face opposite the center instead of facing not changed after "Get on the Platform" has started.
  • Players now have movement restricted for a bit to prevent accidental running to death after "Roadhog: 10 hooks 1 UFO" has started.
  • Movement checking when red light is now accumulative (checking continues when moving, pauses when not moving) instead of resettable (resets checking duration when not moving) during "Red Light".
  • Increased prepare period by 500ms non-explictly since the last round isn't completed anyway during "Winston: Monkey see Monkey do".

Balancings:

  • Crouch is now spammable (checks once press crouch) instead of checks only when fully crouched during "Crouch to Kill".
  • Changed occurrence range from 2 sec ~ 3.5 sec to within 1.5 sec ~ 2.5 sec during "Red Light".
  • Increased safe period from 500ms to 600ms when moving in red light during "Red Light".
  • Increased Deflect cooldown from 3 sec to 4 sec during "Genji: Rocket Turret".
0.06.01-beta
QDCRY

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
44 Red Light Players must reach the end but must not move when light turns red.
Red light will occur once randomly within 2 ~ 3.5 seconds of the game for a second.
HyperReaper

General:

  • Fixed microgames or boss stages that supposed to be played with 2 or more players being chosen when the only one player not spawned when randomizer is running.
  • "Tracer: Steal a Crown", "Ashe: Fire in the hole", "McCree: Shoot the Imposter", "Social Distance" are now excluded from being chosen when less than 2 players in the game.
  • "Single Player" is now disabled during "McCree: Shoot the Imposter".
  • Center Winston(s)' moves are no longer affected by "Slow Motion" during Winston: Monkey see Monkey do".

Balancings:

  • Increased prepare period from 3 seconds to 5 seconds during "Winston: Monkey see Monkey do".

Quality of Life:

  • Shrinked the look of top-right information HUDs.
  • Added a Ring effect in the center for more awareness during "Winston: Monkey see Monkey do".
  • Re-arranged description of available moves during "Winston: Monkey see Monkey do".
0.05.31-beta
QDCRY

New Boss Stages:

No. Title Description Other Notes Whose Idea
or Reference
12
Monkey see Monkey do
Players must repeat the same moves as what the Winston in the center did within 2 seconds to survive.
Available Moves: Jump, Crouch, Primary Fire, Melee, Reload.
HyperReaper

General:

  • Fixed sometimes a player health drops down to only 10 during "Brigitte: Spleef".
  • New players that joined during game is now killed when game is in "ready" (the moment color of game title turns green) state instead of "started" (1 sec after the moment color of game title turns green) state to prevent certain glitches from happening.
  • Players now teleported to around the center & is fixed individually instead of to a random platform during "Roadhog: 10 hooks 1 UFO".

Balancings:

  • Increased fire rate for Pharah(s) from 500ms to 400ms during "Genji: Rocket Turret".
  • Reduced projectile speed for Pharah(s) from 100% to 75% during "Genji: Rocket Turret".
  • Pharah(s) now fires infinitely without reloading during "Genji: Rocket Turret".

Quality of Life:

  • Added a white sphere effect on the center to indicate where the rockets come from during "Genji: Rocket Turret".
0.05.29-beta
QDCRY

New Boss Stages:

No. Title Description Other Notes Whose Idea
or Reference
11
Rocket Turret
2 Pharahs(s) are spawned on the center of map and continuously shooting rockets to a random player each time it fires.
Players must avoid getting hit by rockets to survive.
Deflect cooldown: 3 sec HyperReaper

General:

  • Fixed boss stages are not playing when more than 5 microgames are played by using the force microgame host command.
  • Fixed sometimes a player dies after "Brigitte: Spleef" during round end.
  • Fixed sometimes the other player doesn't die during "Social Distance".
  • Fixed a Reinhardt charges towards a diagonal direction instead of straight direction during "Avoid the Trains".
  • Initial position of crowns will no longer be anywhere near a player during "Tracer: Steal a Crown".

Balancings:

  • Sleep Dart no longer has a cooldown during "Ana: Nap Time".
QDCRY
0.05.28-beta
QDCRY

General:

  • Fixed sometimes players that late joined the game dies during round end.
  • Fixed sometimes crown do not get stolen during "Tracer: Steal a Crown".
  • Fixed sometimes victim do not have pass-through effect enabled after getting hit by Sleep Dart during "Ana: Nap Time".
  • Fixed sometimes one player do not die when there's another player within the kill radius during "Social Distance".

Quality of Life:

  • Players greeted by the welcome messages will no longer be greeted by the welcome messages again for the next time they join the game again.
  • Players dismissed the introduction message will no longer have the introduction message shown again for the next time they join the game again.
  • Reduced size of sphere to correct respective size during "Avoid bombs from sky" and "D.Va: Touch the Star".
  • Now shows who killed each other on the kill feed during "Social Distance".
0.05.23-beta
QDCRY

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
43 Social Distance Players must stay away from each other for 5 meters or more.

General:

  • Fixed some non-tiebreaker participants could still earn a score during round end when Tiebreaker is running.

Quality of Life:

  • Replaced Bad Aura effect with Burning status effect on Hot Potato Holder for more awareness & shrinked the display of "You have the Potato!" for lesser visual obstruction & now sound effect only able to be heard by the potato holder during "McCree: Hot Potato".
0.05.22-beta
QDCRY

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
41
Fire in the hole
Players must kill an enemy by using Dynamite. Dynamite cooldown: 1.2 sec HyperReaper
42
Shoot the Imposter
All both players and bots are switched to McCree.
Players must shoot the bot and not the player.
HyperReaper

General:

  • Fixed "Slow Motion" causes players to die for some microgames after round end.
  • Fixed blinking through the crown to steal it only works when the blink is used for the first time during "Tracer: Steal a Crown".
  • The hero that is about to switched to is now also preloaded for the bots to cause their presence load faster.
  • Players now uses Combat Roll automatically if the ability is available after passing the potato during "McCree: Hot Potato".

Balancings:

  • Reduced safe period from 250ms to 100ms when under the shaft during "Roadhog: 10 hooks 1 UFO".
  • Reduced movement speed for the Reinhardt from 100% to 80% during "Take Cover".
  • Reduced cooldown for Translocator from 1.8 sec to 1.2 sec during "Sombra: Translocator Golf".
  • Increased amount of crowns spawned scaling based on from 50% to 60% total available players (6 crowns spawned when 10 players) during "Tracer: Steal a Crown".

Quality of Life:

  • Players no longer gets stunned after "Emote to Kill" is completed when was emoting.
  • Changed effect type from Light Shaft to Sphere for easier distance judging during "Sombra: Translocator Golf".
0.05.19-beta
QDCRY

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
31 Crouch to Kill Players must crouch to kill an enemy within their green ring.
32
Nap Time
Players must put an enemy that is awake to sleep by using Sleep Dart. Sleep Dart cooldown: 1.2 sec HyperReaper
33
Blink to Kill
Players must kill an enemy by using Blink through them. Blink cooldown: 1.2 sec Flash from Overwatch 2 Talents Fight by Bonkorn
34 Avoid the Dragons 2 Hanzo(s) will unleash their Dragonstrike from random directions.
Players must stay away from the Dragonstrike(s).
HyperReaper
35 Russian Roulette 6 spheres appear on center of the map.
Players must stay under one of the spheres.
A random sphere will be selected as death and kill anyone in that sphere.
36
Freeze an Enemy
Players must freeze an enemy that is not frozen by using primary fire. HyperReaper
37 Take Cover A D.Va will self-destruct on the center of the map while a Reinhardt will have his Barrier Shield show up in front of the D.Va's mech that is about to explode.
Players must stay behind the Reinhardt's shield to survive the explosion.
HyperReaper
38
Translocator Golf
Players cannot move and must reach the goal by using Translocator. Translocator cooldown: 1.8 sec HyperReaper
39
Steal the Crown
Each crown will appear on a random location of the map.
The more players in the game, the more crowns are appeared.
Players must touch one of the crowns and it will disappear.
Blink cooldown: 1.2 sec TechnicalPichu
40
Skip the Laser
A red laser beam will appear and moves toward the players on a height that cannot be simply jumped over.
Players must jump over the laser with increased jump height by using Helix Rockets.
Helix Rockets cooldown: 1.5 sec reets

New Boss Stages:

No. Title Description Other Notes Whose Idea
or Reference
06
Dodgeball
A homing Zenyatta along with colored sphere, together as "The Ball" will spawn and start by target the player with most score.
Speed of the ball increases by 1 each time it gets deflected, up to 5.
The targeted player must avoid the ball by using Swift Strike or Deflect to bounce back the ball to survive.
Players deflected the ball will send the ball to the closest player to their crosshair.
However, players using Swift Strike against the ball will be stunned for a second.
Swift Strike cooldown: 1.6 sec
Deflect cooldown: 0.8 sec
Deflect duration: 0.5 sec
Genji Dodgeball by Mazawrath & Sparta from Island Party - Heroes Minigames by Jokaes
07
Hot Potato
Players start with 5 lives, losing 1 live per second as the "Hot Potato Holder".
The player with most score will be chosen as the "Hot Potato Holder" on start.
The "Hot Potato Holder" must pass the Hot Potato to another player by hitting them to survive.
Combat Roll cooldown: 2 sec McCree's Hot Potato by KevlaR
08
Spleef
Entire floor is covered with blue platforms, players may use their weapon or Whip Shot to turn the platforms to red.
Players standing on red platforms will suffer a serious burn at 150 dmg/s.
Players must avoid standing on red platforms as much as possible to survive.
Whip Shot cooldown: 3 sec
Shield Bash cooldown: 3.5 sec
Spleef in the Chamber by Bonkorn
09 Bowling Blowout Playfield is narrowed into 3 paths, a Wrecking Ball (The Ball) will start rolling from a random path towards the players.
A second ball will appear after 10 seconds following game has started.
Players must avoid getting rolled over by the balls to survive.
HyperReaper
10
Basketbomb
2 Roadhog(s) are spawned and hover around in the air horizontally.
Players start with 5 lives, losing 1 life every 2 sec.
Players must hit the Roadhog(s) to restore a life to survive.
Hikamao

General:

  • Behind the scenes code optimization.
  • A permanent import code is now displayed on top-right for players to use the code to get the latest version automatically (thanks to Patch 1.48).
  • Force microgame and force boss stage host commands no longer force the selected ones to play immediately when game randomizer is running.
  • Fixed selected microgame or boss stage to be forced does not get selected on next round when the host command was executed during game randomizer.
  • Fixed ID of selected boss stage to be forced can go more than available count of boss stages if rapidly switched.
  • Microgames and boss stages that require at least 2 players in order to work or for effectiveness no longer gets chosen when there is only 1 player in the game.
  • The hero that is about switched to is now preloaded for all players to cause the presence of players load faster.
  • Beams' starting direction is now random instead of always same during "Reach the End".
  • Players lost boss will still be awarded 1 score if they survived more than 20 seconds, 2 score if more than 10 seconds. However, "-1 score on lose" will still deduct 1 score from it.
  • Winner system is now reworked to have Tiebreaker; if more than 1 player with the highest score (lowest score if "Don't Score") found, players with the score will partcipate in the Tiebreaker, landing the most hits to the target will win, current available boss stages for this Tiebreaker are: "Ashe: Target Practice" and "Junkrat: Basketbomb".

Balancings:

  • Slightly reduced the travel speed of beam by 10% during "Reach the End".
  • Reduced safe period from 4 sec to 3 sec, therefore 2 more rounds is available during "Go to the Color".

Quality of Life:

  • Default map is now set to "Workshop Island (Night)" for better visibility on in-game effects.
  • Ability icon & hero names addition in descriptions for microgames & boss stages.
  • Title of Special Mode being selected will now appear White when randomizing, Yellow when decided.
  • Selected ones now display in full title (thanks to Patch 1.48). rather than "ID" for force microgame, force boss stage and force special mode host commands.
  • Players' score now shown as a big number above their head during round end.
  • Which door that was correct now shown to players during "Enter a Door" after round end.
0.05.13-beta
G0C32
  • "-1 score on lose" wasn't actually added and now it's added.
0.05.13-beta
TZSD6

General:

  • Fixed color of the HUDs of jumping rope speed does not follow up when "Slow Motion" is enabled during "Jumping Rope".
  • Repositioned and resized the temporary special message on the sky.

Microgames Rework:

  • "Don't kill an enemy" has been changed to "Don't hurt an enemy". (Idea: roxyLalonde)
  • "McCree: Don't kill an enemy" has been changed to "McCree: Don't hurt an enemy". (Idea: roxyLalonde)

Special Mode Added:

  • 7) 1 score on lose (Players will lose a score when losing the game.) (Idea: HyperReaper)
0.05.12-beta
8CMQK

General:

  • Version scheme is now defined as v0.mm.dd-beta instead of DEV Version dd/mm/yy during development.
  • Fixed players do not get respawned sometimes when died right when round end happens.
  • Fixed players joined the game during round end could still get score.
  • Fixed match timer running quick after "Slow Motion" is completed.
  • Host command "Skip Boss Stage" now changes the timer to 0 instead of killing everyone.
  • Changed key for host command "Set match timer to 0" from Ability 1 to Melee.
  • Players now immediately return to spawn when outside of border during round end.
  • Added description "This is part of "Simon says" game." to clarify "Someone says: Move".
  • Fixed there could be either only "C" door is non-fatal or sometimes all doors fatal during "Enter a Door".
  • Players will now always be in front of the question in case somehow got pushed out during "What is the Color?" and "What is the Text?".
  • Players will now always face in front of the question in case somehow faced the other directions during "What is the Color?" and "What is the Text?".
  • Players no longer gets pushed out 1 second early before round end during "What is the Color?" and "What is the Text?".
  • Players are now allowed to use Jump Pack again at 1.8 sec cooldown during "Winston: Bubble Golf".
  • Players are now allowed to use Booster again at 1.2 sec cooldown during "D.Va: Touch the star".
  • The 2nd random hero will no longer be same as 1st random hero during "Echo: Duplicate the Hero".
  • Players no longer gets damaged by their own rock during "Sigma: Dodgeball".
  • A Special Message has added temporarily on the sky.

Balancings:

  • Reduced bounce strength for borders from 1 meter to 0.5 meter.
  • Reduced spawn randomizer radius for players from within 12x0x12 to 10x0x10 during "Lucio: Knock off an Enemy" and "Roadhog: Sumo Wrestling".
  • Checking between players and the Roadhog(s) is now more forgiving during "Goomba Stomp".
  • Reduced movement speed of Roadhog(s) from 50% to 25% during "Goomba Stomp".
  • Reduced spawn randomizer radius for the star from within 32x10x32 to 24x8x24 during "D.Va: Touch the Star".
  • Reduced movement speed of Wrecking Ball(s) from 100% to 75% during "Hit the Ball".
  • Increase in jumping rope speed delay no longer affected by "Slow Motion" during "Jumping Rope".

Quality of Life:

  • Selected force microgame, force boss stage, force special mode will now automatically switches rapidly if the control is held for 0.5 sec.
  • Added an effect for players to tell if they are close to the border during "Avoid bombs from sky".
  • Added arrow sign above Soldier: 76(s)' head during "Ashe: Target Practice".
dev
0MGEN
dev
GMBYW

General:

  • Players no longer sees the HUD of a microgame, boss stage or special mode being forced by host.
  • Removed "123" HUD spam that was used for debugging when "Out of my way" is running.
  • Fixed players cannot push each other during "Roadhog: Sumo Wrestling".
  • "Out of my way" is now disabled during "What is the color?" and "What is the text?".
dev
F5JSD

General:

  • Behind the scenes code optimization.
  • Built-in match timer now pauses until the match starts by countdown.
  • When a new match starts, the countdown is now 10 sec instead of 5 sec.
  • Reduced round end countdown from 5 sec to 3 sec.
  • When a microgame is played, the boss stage will no longer be available until after other 20 microgames are played, instead of all microgames becomes available again every 2 matches.
  • When a boss stage is played, the boss stage will no longer be available until after other 3 boss stages are played.
  • When a special mode is played, the special mode will no longer be available until after other 3 special modes are played (requires 6 matches).
  • Changed the keys for host commands, as well as simplified display on the right side.
  • 3 host commands added: Force specified microgame on next round, force specified boss stage on next round and force specified special mode on next match.
  • Fixed round end removes the additional movement speed during "Gotta Go Fast".
  • Improved the checkings between the players and the Roadhog(s) during "Goomba Stomp".
  • Bombing behavior is now 1 bombing seperately every 250ms instead of 2 bombings at once every 500ms during "Avoid bombs from sky".
  • Pressing primary fire will now trigger quick melee during microgames that requires quick melee.
  • Improved the checkings between the players and the star during "D.Va: Touch the star".
  • "Single Player" is now disabled during "Sombra: Hack to Kill".

Balancings:

  • Lowered the height of spawn of star from 12 meters to 10 meters during "D.Va: Touch the star".
  • Reduced Chain Hook cooldown from 1.6 sec to 1.2 sec during "Roadhog: 10 hooks 1 UFO".
  • Increased radius of the UFO from 6 meters to 6.5 meters during "Roadhog: 10 hooks 1 UFO".
  • Reduced maximum jumping rope speed count (or gearbox) from 7 to 5 during "Jumping Rope".
  • Increased delay for increase in jumping rope speed from every 3 sec to every 5 sec during "Jumping Rope".
  • Reduced ammo from 6 to 4 during "Ashe: Target Practice".

Quality of Life:

  • Added "X" sign on the front and back of "Wait for next round!" for players joined in middle of game.
  • Added "Fire" sign on the front and back of "Boss time! [Worth 3 score]" for players won the match.
  • Added "Bolt" sign on the front and back of "Special Mode: (SpecialModeBeingPlayed)!" for players joined during a special mode is active.
  • Added "Diamond" sign on the front and back of "(Player) won the match!" for players won the match.
  • Added "Arrow" sign above the bots to increase awareness for players during "Goomba Stomp' and "Hit the ball".
  • Added "Question Mark" sign above the question during "What is the color?" and "What is the text?".
  • Lowered the height of the beams (they are emitted by Zarya bots) to make it thicker to increase awareness during "Reach the end".
  • Changed the color of "Arrow" sign from Yellow to Green during "D.Va Touch the star".
  • Added description to help players understand for "Jumping Rope" and "Avoid the trains".
  • Players are now splited up and the rope now look smoother during rotation & starts from further angle to increase awareness during "Jumping Rope".
  • Small messages when color switches are removed since the HUD is already most likely being seen during "Go to the color".
  • Increased the opacity of the color spheres during "Go to the color".
  • Fixed typo "every 1.5 sec", should be written as "every 2 sec" during "Ashe: Target Practice".

Microgames Replaced:

  • 12) Brigitte: Knock off an enemy replaced with Lucio: Knock off an enemy (Knock off an enemy out of the sphere using Soundwave. Soundwave cooldown: 0.8 sec)
  • 23) Mercy: One Punch replaced with Echo: Dogfight (Players start gliding in the sky. Players must kill an enemy using Primary Fire, one shot one kill.)

Microgames Added:

  • 29) Echo: Duplicate the hero (2 random heroes are spawned and runs around randomly on the map. Players must find and duplicate the prompted hero.)
  • 30) Sigma: Dodgeball (Players must kill an enemy using Accretion. Accertion cooldown: 0.5 sec)

Boss Stage Added:

  • 5) Echo: Dropper (Players start gliding in the sky. Players must avoid the red spheres to survive.)

Special Modes Added:

  • 6) Out of my way (Players push each other when bump to each other.)
dev
W6TBV

General:

  • Fixed only "Slow Motion" is available in the special mode randomizer.
dev
0TCTQ

General:

  • After microgames are excluded from being selected, the microgames will now be brought back again after 2 matches instead of 1 match.
  • "Slow Motion" is now disabled during "Go to the color".
  • Life decay time during "Ashe: Target Practice" is now unaffected by "Slow Motion".
  • Increased the color switch/safe period delay by 140ms non-explicitly to fill up the 30 seconds boss timer instead of 8th round was started but wasn't completed during "Go to the colors".

Balancings:

  • Increased life decay time from 1.5 sec to 2 sec during "Ashe: Target Practice".

Quality of Life:

  • Header type HUDs are now thickened to look better(?).
  • Grammatical changes in description for some games.
  • Big messages (pops up on top middle) are now small messages (pops up on bottom middle).
  • Renamed "3 scores if win" to "worth 3 scores".
  • Disabled being pushed by the border during "Genji: 1 dash 1 kill".
  • Players now automatically look at the sky to increase awareness after "Avoid bombs from sky" has started.

Microgames Rework:

  • 14) Avoid the Kamikaze (No longer PvP and renamed to Avoid the Kamikaze(s). Players must stay away from the Kamikaze(s) (Junkrat bots) to avoid getting killed.)
  • 16) Goomba Stomp (No longer PvP. Players must jump on a Roadhog bot's head.)
dev
0NNB4

General:

  • Fixed no one wins the match when timer reaches zero right after round ends.
  • Fixed Soldier: 76(s) are not changing their facing directions randomly during "Ashe: Target Practice".
  • Wrecking Ball(s) now rolls pass through players & players cannot hit other players during "Hit the ball".

Balancings:

  • Reduced ammo from 10 to 6 during "Ashe: Target Practice".

Quality of Life:

  • Changed text "Left-click the sphere to answer" to "Use Primary fire on the sphere to answer" during question microgames.
dev
HXJD8

General:

  • Disabled infinite ammo during "Ashe: Target Practice", it was enabled during behind the scenes when trigger discipline was enabled (-1 life if miss).

Balancings:

  • Reduced the distance between player and the shaft before being pulled during "Roadhog: 10 hooks 1 UFO".
  • Reduced ammo from 15 to 10 during "Ashe: Target Practice".

Quality of Life:

  • Players are now invisible to be able see the goal during "Winston: Bubble Golf".
  • Third-person view is now disabled during "Ashe: Target Practice".
dev
FSHMS

Microgames Added:
26) Sombra: Hack to kill (Hack someone to their death. No hack cooldown)
27) Roadhog: 10 hooks 1 UFO (Hook an enemy under the light shaft to send them to death. Ability cooldown: 1.6 sec)
28) Hit the ball (2 Wrecking Ball bots are rolling around, hit one of them to score.)

dev
A6XGGF
dev
A6XGGF

Quality of Life:

  • Strengthen the look of the platforms.
  • Platforms and border lines now immediately recovered after a game is completed.
  • "Match Winners:" header is now changed to "Matches Won by Players:" text.
  • Added stands for each corner to not prove border lines are floating.
  • Changed the look of HUDs during boss stages.
  • Enlarged the flashing effect for indicating colors are switched during "Go to the color".
  • A sound effect is now played as well to indicate colors are switched "Go to the color".
  • Reinhardt bots now immediately disappear after "Avoid the trains" is completed.
  • A sound effect is now played to players who got injured during "Jumping Rope".

Microgames Added:
24) Winston: Bubble Golf (Leap and drop your Barrier Projector to the center)
25) D.Va: Touch the star (A star is placed randomly in the air, touch it by using Booster)

Boss Stage Added:
4) Ashe: Target Practice (You lose 1 life every 1.5 sec, hit the target to restore a life)

dev
4XPS2

Balancings:

  • Increased safe period from 3 sec to 4 sec during "Go to the color".

Quality of Life:

  • A flashing effect is now played to indicate colors are switched during "Go to the color".
dev
WQFJM

Quality of Life:

  • Fixed part of introduction message did not get removed after dismissing.
dev
FPHXN

General:

  • Fixed ultimate is not granted during "Mercy: One Punch" sometimes.
dev
HD6SC

Quality of Life:

  • Actually fixed "Special Mode:" header is placed under the selected mode for others sometimes.
dev
XGW3R

General:

  • Fixed boss stages does not actually award 3 scores if win.

Balancings:

  • Reduced charging speed of Reinhardt bots during "Avoid the trains" from 75% to 60%.

Boss Stage Added:
3) Go to the color (Go to the described color in 3 seconds)

dev
MR4XY

General:

  • Enlarged playfield for "Brigitte: Knock off an enemy" and "Roadhog: Sumo Wrestling".

Balancings:

  • Changed the ability cooldown from 0.6 sec to none during "Brigitte: Knock off an enemy".
  • Increased the pushing force and movement speed to 160% during "Roadhog: Sumo Wrestling".
dev
DV9MN

General:

  • Fixed players dies automatically during "Don't kill an enemy".
dev
RBK1W

Fix Attempt:

  • Players does not return to Torbjorn after a other hero microgame is completed rarely sometimes.

General:

  • Special modes now occur from 2nd match completed onwards, instead of 1st match.
  • Players are now greeted with few welcome & version messages on bottom-middle when they joined the game.
  • Changed how the right-side messages look like, also added "Latest code at https://workshop.codes/owwarez".

Balancings:

  • Changed the ability cooldown from 2 sec to 1.6 sec during "Genji: 1 Dash 1 Kill".
  • Significantly reduced the spread and travel speed of bombs during "Avoid bombs from sky".
  • Reduced the frequency of bombing during "Avoid bombs from sky" from 400ms to 500ms.

Quality of Life:

  • During "Slow Motion", all time mechanics including match timer, game randomizer, next round countdown, boss timer except for in-game microgames are now unaffected.
  • Improved reevaluation (response speed between your answer and the server) when answering during question microgames, green spheres that appears when you looking at it are removed since it's redundant & saves space as well.
  • Fixed "Special Mode:" header is placed under the selected mode for others sometimes.
  • Hero of the stomper during "Goomba stomp" has been changed to Roadhog with a jump boost rather than Genji with optional double jump, hoping it will be easier to stomp on someone.
  • Reinhardt bots no longer charge each other when facing the same corner during "Avoid the trains".

Microgame Added:
23) Mercy: One Punch (Punch someone with the blessed movement speed and Valkyrie-optional.)

dev
KXNFE

General:

  • Fixed beam does not kill players instantly during "Reach the end".
  • Players' third-person view are now cancelled during question microgames to be able see the answer spheres properly.
dev
OWWARE

Not a code but for "sharing URL".

dev
C1R6J

General:

  • Fixed round end removes the additional movement speed given by "Gotta Go Fast".
dev
G8DRW
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