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Nighttime 1990s-inspired urban block with brick rowhouses, apartment towers, streetlights, and wet pavement

A cinematic 2.5D action-adventure metroidvania spanning fictional cities and districts shaped by 1990s street culture.

Explore connected streets, rooftops, interiors, underground routes, and contrasting regions as new abilities open paths through the world.

Current development build
Short build preview · Work in progress

Action-Adventure Metroidvania

Connected Cities & Districts

Playable Early Build

PC First · Vertical Slice

Districts With Routes to Revisit

Early environment studies for connected cities, districts, and contrasting regions where streets, buildings, rooftops, and underground spaces become playable routes rather than isolated backdrops.

Wide nighttime street location beneath elevated train tracks with brick row houses

Street width, layered depth, and the elevated railway silhouette.

Nighttime brick row houses with stoops, street lamps, graffiti, and an elevated train

Residential facades, warm windows, worn masonry, and street-level detail.

A World Built Like a Metroidvania

Block Wildin' combines cinematic 2.5D action-adventure with connected cities, districts, and contrasting regions designed around exploration, ability-gated progression, and returning to earlier routes with new options.

Connected Places

Cities, districts, rooftops, interiors, tunnels, and contrasting regions form one layered world.

Traversal First

Readable side-view movement, jumps, chases, and environmental routes drive the experience.

Ability-Gated Progression

New movement and interaction abilities unlock shortcuts, hidden spaces, and previously blocked paths.

Return and Re-route

Players revisit familiar districts and locations with new tools and discover different ways through the world.

Block Wildin world-planning session showing a playable Unity location and a mapped network of districts and routes

District, route, and progression planning · Work in progress

Development Status

A transparent snapshot of what exists now and what comes next.

Devlog

Traversal

Working

Run, jump, dash, wall movement, depth lanes, and moving-platform interaction are implemented at prototype level.

Game systems

Working

Dialogue, quests, inventory, saves, world-state, and related systems have functional foundations.

Vertical slice

In Progress

Connecting the sewer and first city district into a representative playable sequence.

Combat

In Progress

Improving animation, hit reactions, enemy behavior, feedback, sound, and encounter quality.

World art

In Progress

Building modular urban environments and contrasting natural and desert location studies.

Sound

In Progress

Developing the musical direction, location atmosphere, combat sound, and implementation plan.

Public demo

Later

A downloadable PC build will follow once the core loop and vertical slice are stable.

Current Project Media

Direct build footage, work-in-progress locations, and a look at active production.

Open Media Library

Get Updates

Only major progress, media drops, and launch notes.

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