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.