Mohamed
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@solanagaming @TaitikoOfficial Taitiko never stopped building 👏🔥
Bullish on $TTG
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Mohamed retweetledi

Latest update from @TaitikoOfficial ⚡
Mobile gaming on Solana is next level
Who's jumping into the Arena?
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Mohamed retweetledi

Taitiko Development Update 🎮🧟♂️
In this gameplay, you’re already seeing one of our new skins: a monkey with a cap, created from a collaboration we did years ago with another crypto project.
We’re currently implementing new skins and improving core gameplay systems step by step.
What’s already in the game (as shown in the gameplay):
1⃣ A basic AI helper that assists by attacking zombies (early version, but working)
2⃣ Explosive bombs that create collateral damage with 6 additional smaller explosions
3⃣ Ninja stars that help protect your nearby zone from zombie impacts and close-range approaches
What’s coming next:
🔜 Laser shots are already added to the game, and we’ll show them soon in a future gameplay preview (for now, our focus has been making sure the mechanics work properly and feel stable).
Closed beta feedback (and what we’re working on):
From the closed beta, the main feedback has been very clear:
🔧Matches should feel a bit faster
🔧Player movement should be faster
🔧There should be more zombies on screen
🔧More things should be happening at the same time (more action, more pressure)
We agree with this direction, and it’s something we’ll keep improving in upcoming iterations.
We’re not trying to overpromise — just building, testing, listening, and improving.
Thanks to everyone in the closed beta for the feedback. It’s helping us shape the game the right way.
Taitiko Team 💛
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Mohamed retweetledi

We’re currently running Alpha V3 (our third alpha build) and actively testing several major updates. This version introduces new power-up modes, including a three-shot burst and lightning/ray attacks.
We’ve also implemented a companion robot designed to function like a personal “pet,” helping you eliminate enemies—though it’s intentionally time-limited, so using it strategically matters.
In parallel, we’re testing a new map with a darker, dungeon-inspired atmosphere (vampires, crypt vibes, and more), alongside a range of visual improvements.
We’ve also reworked zombie movement and behavior, addressing prior performance issues and reducing the lag that caused gameplay instability.
Next, we’re considering expanding the testing phase to more users, and we’re also evaluating a key gameplay decision: slightly increasing the overall pace to make the experience feel faster and more dynamic.
With this gameplay clip in mind, what do you think—should we speed it up a bit?
$TTG 💛
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