What’s in this build
This build includes two main playable areas.
Training Zone
A place to learn the rules of the world without guessing “what works and how”. Expect:
- Lasers & reflections — mirrors and beams as obstacles and puzzle elements.
- Security system — access cards and control panels.
- Environmental interactions — pushing objects, pressure/weight buttons.
- Movement & traversal — ladders, moving platforms, an elevator, and low‑gravity anomaly zones.
- Real hazards — including radiation with clear warnings.
- Readable guidance — messages that lead you through the key mechanics.
It’s not an “empty map”, but a proving ground that prepares you for the real game.
First Stage
The first slice of the campaign focused on atmosphere and pacing:
- Platforming & exploration with vertical routes and blocked paths.
- Combat encounters with room to test fight flow and dynamics.
- Loot & rewards — coins as a resource.
- Healing for currency — a simple but meaningful choice: save yourself now or play more carefully.
- Atmosphere — layered backgrounds and parallax to sell a large, abandoned complex.
Key gameplay pillars
- Core loop: platforming + shooting + fast interactions with the world.
- Prototype arsenal: several weapon variants to tune tempo, feel and combat readability.
- Inventory/backpack: the foundation for progression and key item collection.
- A world that sets conditions: security, obstacles, hazards and environmental puzzles.
Project status
This is Pre-Alpha: the content is playable, but balance, pacing and some behaviors will be steadily refined in upcoming builds.