videowork-in-progress
Current Build Preview
Playable build capture recorded July 2026. Work in progress, not final gameplay quality.



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.
Action-Adventure Metroidvania
Connected Cities & Districts
Playable Early Build
PC First · Vertical Slice
Early environment studies for connected cities, districts, and contrasting regions where streets, buildings, rooftops, and underground spaces become playable routes rather than isolated backdrops.

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

Residential facades, warm windows, worn masonry, and street-level detail.
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.
Cities, districts, rooftops, interiors, tunnels, and contrasting regions form one layered world.
Readable side-view movement, jumps, chases, and environmental routes drive the experience.
New movement and interaction abilities unlock shortcuts, hidden spaces, and previously blocked paths.
Players revisit familiar districts and locations with new tools and discover different ways through the world.

District, route, and progression planning · Work in progress
A transparent snapshot of what exists now and what comes next.
Run, jump, dash, wall movement, depth lanes, and moving-platform interaction are implemented at prototype level.
Dialogue, quests, inventory, saves, world-state, and related systems have functional foundations.
Connecting the sewer and first city district into a representative playable sequence.
Improving animation, hit reactions, enemy behavior, feedback, sound, and encounter quality.
Building modular urban environments and contrasting natural and desert location studies.
Developing the musical direction, location atmosphere, combat sound, and implementation plan.
A downloadable PC build will follow once the core loop and vertical slice are stable.
Direct build footage, work-in-progress locations, and a look at active production.
videowork-in-progress
Playable build capture recorded July 2026. Work in progress, not final gameplay quality.

screenshotwork-in-progress
Lighting and environment pass. Work in progress, not final art.

screenshotwork-in-progress
Playable location study. Work in progress, not final art.

behind the scenesproduction
Unity production, build review, and project planning in progress.
Short updates from the build.
Only major progress, media drops, and launch notes.
No spam.