This week has been a short week of development due to some travel commitments but it’s a week with a lot to show!
Let’s start with a demo;
In this video we can see the HUD coming together, it’s very reminiscent of the original Morbus HUD.

Ammo Counter
As mentioned in the last blog post; we’ve got a “holographic panel” connected to the players weapon that shows ammo. This isn’t actually a HUD element in the traditional sense, it’s actually a “World Panel” which is UI rendered onto a plane in the world.
I made the system to each weapon can define it’s own attachment point, and dimensions of this panel.
We can see in this video that they’re all in a slightly different place. I’m not sure which looks best yet, so we’ll probably move them around as time goes on.
Status Section
This changed a bit from the original Morbus.
Instead the 3 bars being; Battery, Health (and Name), Role, we’ve moved the name to the same role bar. I felt like the bottom bar was being under-utilized and there was no need for the role to be so big. I think this looks slicker.
Without putting the HUD on an actual WorldPanel, which I didn’t want to do (even though i may need to) I tried to emulate the perspective/skew effect that the original Morbus had. It’s not perfect, but it’s okay enough for now.
The HP bar is a bit smaller now too, but I made it so it would show the amount of health you’ve lost because you haven’t completed your need.

This health can’t be healed by medkits, and is essentially a damage to your max health. I think I like this over just plain damage and having the additional warning in your HP bar telling you where this damage is coming from could be helpful to newer players.
Punishing bad Broods
I also had an epiphany on how to leverage this “need damage” to punish Brood Aliens who kill humans with guns. Right now Brood Aliens who shoot at humans with guns have no damage reduction on their gunshots. This makes removes the ability for a cheeky human to say “shoot me to prove you’re an alien” however, if a Brood Alien kills a human with a gun, they suffer Need damage.
This need damage can only be healed by successfully killing humans in alien form. Thus the Brood Alien suffers a reduction in max HP as a penalty for killing a human with guns, though they can redeem themselves by infecting other humans.
Thematically this makes sense to me. A Brood Alien desires to infect humans, if it kills them in a way they cannot spread the infection (guns,) this goes against their desires, and thus causes damage. Whether this damage is mental, psychological, or whatever is up to debate.
The Top
The rest is pretty much the same, we’ve got the need area, the timer, round state, and then notifications. All themed to match.
We might expand upon these later, but they work so why fix what aint broke?
Announcements

We can send announcements to players about important things. This is used for things like victory messages or to tell Brood Aliens they’ve suffered need damage for killing a human with a gun.
Alien Theme

Aliens get a red themed HUD because they’re dangerous.
Nametag sounds
You might have to watch the demo video again to catch this one.
I wanted to add subtle sound cues and effects with the name tags for items, players, and bodies. Just to add a bit more life to things.
I’m not sure how I feel about them, they could still be a bit too loud and obnoxious so we’ll have to see how player feedback goes.
Networking Reworks
I’ve moved even more systems over to be host authoritative. At this point I don’t any core system is client managed. Health, Needs, and Alien Transformation were the last bits and now that they’ve been handled I think we’re doing good.
I’m still very concerned about smoothness, I can test in the editor with a local instance faking 100ms lag, and it’s ~okay~ but I still wish it was better. S&Box just doesn’t give us great built in tools to handle these things for us.
Bonus Content:
This is a silly one but M0ji_l in Discord brought up the Morbus HUD evolution so I figured I’d highlight it here:
June 2011

We can call this the “wow I made my own HUD” era.
I hardly knew how to program at this point, and I still sorta remember putting this HUD together. I thought doing the subtle “lighting” effect on the HP bars was so cool,.
November 2011

This is the HUD that people actually know if nowadays. I can trace it back as early as late 2011 which was a lot earlier than I thought it would be.
This HUD was inspired a lot by the ammo counter, which I didn’t actually make myself but was an addon from garrysmod.org which I repurposed for Morbus. I had taken a class on programming, still knew hardly anything, but managed to hack together this HUD.
What helped was I probably had a much clearer vision of what I wanted, which was holographic, Sci-fi, 3D, visor like.
May 2026

Which takes us to today.
First Playtest
Okay don’t sue me if this doesn’t happen, but i’m tentatively planning for our first playtest to be 6/8/2026, around 5-8pm Pacific Time.
It’s going to be rough, but if you’re interested in trying it out I’d be overjoyed to have you play!
Join the Morbus Discord server here for updates and information on the day of!














