Roblox BLACKOUT

Blackout is a fast-paced multiplayer game built around one idea: visibility matters. Players flash in and out of sight every few seconds, and the second you pull out a weapon or ability, you’re fully visible. That one rule changes how every fight works.

You’re not always visible in Blackout. The game runs on a visibility cycle—every few seconds, players fade in and out. You might be chasing someone and suddenly lose them, or get ambushed by someone you didn’t even know was there. That’s normal here.

On top of that, any time you pull out a weapon, you’re exposed. Doesn’t matter if it’s mid-cycle or not—you’re lit up and everyone can see you. So you have to pick your moments. Fire too early and give away your position. Wait too long and miss your shot.

You get three equipment slots. Could be weapons, abilities, or a mix. There are a bunch of different tools that all work in different ways, but none of them are a free win. You have to actually use them well.

When you die, you respawn instantly. No sitting around. You get a short forcefield so you don’t get spawnkilled, then you’re back in it.

Blackout isn’t really about aim duels or twitch reflexes. It’s more about timing and reading situations. Knowing when people are going to appear. Guessing when someone’s about to pull a weapon. Figuring out if you should wait or go for it.

There’s no radar. No UI showing you where people are. If you don’t see them, you don’t know they’re there. If you do see them, you’ve got a decision to make.

Blackout is a game about pressure. You’re never totally safe, never totally sure where anyone is, and every move you make has a risk. It’s simple at first, but once you learn how all the pieces interact, it gets way deeper.

If that sounds fun, give it a shot.

Feedback is greatly appreciated, please give honest constructive criticism. I’ve recently added a singleplayer option.

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Ok well I lost connection, but what I meant to say is to:

  • fix settings button clipping outside of screen
  • possibly fix avatar headshot of health scaling
  • if you don’t plan on adding more tools than 3 at once, remove the backpack icon on the topbar, it’s covering the red target

Otherwise, good game

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Thanks. Yeah, the UI is fine on mobile and pc, but I didn’t see portrait mode coming. Thank you for your feedback!

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Already at first glance the GFX needs to be improved, doesn’t really show me what the game is about and its way too dark

Disable chat, inventory, (playerlist?) and shift lock in the lobby
The UI could definitely be improved, I feel like having only text-based buttons won’t really work and perhaps need improving


Could definitely do with a loading/transitioning screen(when clicking team deathmatch)

In-game I think the gems are far too bright(especially on max graphics) and there’s an audio volume inbalance between picking up gems and the lightning SFX

Could definitely improve how gems are displayed and I don’t think there’s a need for leaderboard on the top right

Might just be my screen but I feel like the in-game UI is a bit too large and focus should be brought more towards the game itself

My avatar is roblox for some reason :sob:

Might be because I skipped the tutorial but I don’t feel the main objective of the game. For example murder mystery 2 is round-based and you have an objective(Murderer, Sherif and Innocent) - either that or being alone in a lobby feels empty

Sorry if I just sound harsh, haha don’t mean it like that!
But ultimately you’ll need it to succeed :stuck_out_tongue:

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I think the concept is quite unique and has potential. The VFX is also pretty reasonable, especially for the phaser.

The main issue I see with the game is that it’s hard to see where the walls are. Often I’d try to run but find myself hitting a wall I couldn’t see or have to hope when I used the teleport that I was clicking on a wall. The minimap is also very dark, which discouraged me from using that to navigate. I think you can keep the concept of players phasing in and out of visibility but still make the map a bit brighter so that the game is easier to get into.

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Yes, I’m not particularly skilled with designing UI, unfortunately.

I feel like chat and leaderboard should stay in lobby but inventory and shiftlock should go.

Avatars are set to a default avatar because people with small avatars were impossible to hit and dominated the lobby while big avatars were easy targets.

If you’re alone in lobby, you can’t fight anyone so there’s no point. The game is only playable with 2 or more people. 1 person alone cannot play.

Okay so make it so 1 person alone cant play, maybe have a global matchmaking system

and for the default avatars, just force R6 and blocky avatars and have custom R6 anims - it probably would fit the game alot better imo

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I’ve added survival mode, which is singleplayer only and you just fight bots. Can y’all take a look and give feedback?