Block Wildin' urban neighborhood transitioning from day to night
Block Wildin'
Private investor preview · Early production stage

THE NEXT ICONICSTREET-CULTUREMETROIDVANIA.

A cinematic side-view action adventure shaped by street culture, 1990s cultural memory, neighborhood pressure, and consequence.

Materials shared directly with qualified investors, publishers, and strategic partners.

BLOCK WILDIN’INVESTOR BRIEF / 2026

A culturally specific game world with a globally readable action format, built to turn atmosphere into audience attention.

Development began in October 2025. A playable development build exists with multiple early locations and foundational dialogue, quest, inventory, and related systems. The next objective is to turn that working base into an investor-ready vertical slice with integrated content and polish.

THE PROJECT
IS ALREADY
IN MOTION.

This short recording comes directly from the current playable development build. It is evidence of active production, not a representation of final gameplay quality.

Playable early development buildRecorded July 2026 · Work in progress
October 2025Development started
MultipleEarly locations in the build
Implemented foundationsDialogue, quests, inventory, and related systems
Next proof pointIntegrated investor-ready vertical slice

MULTIPLE
LOCATIONS.
ONE FOUNDATION.

Direct captures from the current development build. These frames document implemented locations and visual tests, not final art quality or final content density.

Work-in-progress desert location with a yellow off-road vehicle, rock formations, wooden road, and cacti01 · Contrasting region

Desert vehicle location

A playable route test combining vehicle movement, large rock formations, layered depth, and a visually distinct region.

Work-in-progress night street with dark brick houses and colored window lighting02 · Environment and lighting

Night neighborhood

A residential street study using warm and cold window light to establish mood, depth, and readable landmarks.

Work-in-progress rooftop route against dark residential buildings and distant structures03 · Traversal study

Rooftop route

An elevated path test focused on vertical layering, residential density, and routes that continue above street level.

Work-in-progress underground location with brick walls, pipes, water reflections, and a wall phone04 · Underground interaction

Phone route

An underground atmosphere and interaction test combining industrial lighting, water, brick, environmental particles, and a phone.

REAL WORK.
REAL PRODUCTION.

Authentic work-in-progress documentation from the current Block Wildin' production environment.

Block Wildin' developer working in Unity across a multi-monitor production setup
01 · Active production

Founder-led development across environment art, implementation, testing, and project planning.

Block Wildin' production workstation showing the investor site, Unity editor, and a playable game view
02 · Integrated workflow

Game production, build review, documentation, and investor materials developed in parallel.

Close view of Block Wildin' city location production inside the Unity editor
03 · Location production

Street geometry, environment composition, lighting, and playable presentation under active iteration.

Unity development tools and a hand-drawn Block Wildin' world map on a tablet
04 · World planning

Digital level work paired with route, district, encounter, and progression planning.

Full Block Wildin' development workstation with Unity, game footage, planning notes, and investor research
05 · Production environment

A working setup connecting game development, research, planning, capture, and presentation work.

This material documents active development. It does not represent final art, final content density, or final gameplay quality.

Block Wildin' 2.5D underground combat concept
WORLD STUDYATMOSPHERE · MOVEMENT · PRESSURE

THE FORMAT
CAN TRAVEL.

Public milestones from notable action-platforming and Metroidvania-adjacent games show how focused worlds can grow from indie launches into durable global properties.

15MHollow Knight copies reported by Bloomberg after interviewing Team Cherry, Aug 21, 2025
7M+Silksong purchases confirmed directly by Team Cherry, Dec 15, 2025

The franchise demonstrates both long-tail discovery and sequel compounding. These are precedents, not a sales forecast for Block Wildin'.

THE TAKEAWAY

Specific art direction creates recognition. Strong play creates retention. Long-tail support compounds value.

IDENTITY + EXECUTION
CAN COMPOUND.

Public milestones are not forecasts for Block Wildin’. They show repeatable patterns worth testing: a legible play promise, a specific world, platform reach, and long-tail support.

Dead Cells official storefront screenshot01

Official studio figure

Dead Cells

11M+ players

A sharply readable combat loop, distinctive motion, and sustained post-launch support helped a focused indie action game travel across PC, console, and mobile.

Block Wildin’ takeawayRecognition starts with a clear play promise; longevity comes from iteration and platform reach.
Hollow Knight official storefront screenshot02

Copies across PC storefronts

Hollow Knight

65K+ first month

Team Cherry reported more than 65,000 copies in under a month. A coherent world, precise exploration, and strong word of mouth became the foundation for a durable property.

Block Wildin’ takeawayA specific world and disciplined scope can create a long tail beyond the launch window.
Blasphemous official storefront screenshot03

Publisher milestone

Blasphemous

1M players

Its religious iconography and Andalusian cultural references gave the project an immediately identifiable visual territory, while post-launch support expanded the audience.

Block Wildin’ takeawayCultural specificity can be commercially legible when the play format remains familiar.
Bloodstained official storefront screenshot04

Development-team announcement

Bloodstained

2M copies

Recognizable genre authorship reduced explanation cost, while the game remained an original property rather than a licensed remake.

Block Wildin’ takeawayFamiliar genre language can open the door; a new world and execution must earn the stay.
ENDER LILIES official storefront screenshot05

Reported worldwide milestone

ENDER LILIES

1M units

A cohesive melancholy tone, music-led presentation, and focused combat identity helped a smaller-scale title build global reach across multiple platforms.

Block Wildin’ takeawayEmotional clarity and production coherence can be as differentiating as feature volume.
Ori and the Will of the Wisps official storefront screenshot06

Xbox Game Studios · Mar 31, 2020

Ori and the Will of the Wisps

4.5M+ Spirit Trials

Within weeks of launch, Xbox reported more than 4.5 million completed Spirit Trials alongside broad activity across quests, abilities, and achievements.

Block Wildin’ takeawayA sequel can widen a focused exploration game when art direction, movement, combat, and accessibility improve together.

PLAY MEMORY OPENS
THE DOOR.

These closer-fit cases show nostalgia working through movement, combat, music, pixel language, and remembered locations. Block Wildin’ is original IP. It is not a remake or licensed IP.

Crash N. Sane Trilogy official storefront screenshot01

Activision milestone · Jun 2024

Crash N. Sane Trilogy

20M units

Three compact platformers were rebuilt as one modern package, preserving recognizable routes and characters while upgrading presentation and controls.

Block Wildin’ takeawayA concentrated package of remembered play can travel far beyond the original hardware generation.
TMNT: Shredder’s Revenge official storefront screenshot02

Dotemu · Jul 13, 2022

TMNT: Shredder’s Revenge

1M in one week

A small-team 2D beat’em up revived the rhythm, co-op energy, animation language, and 1987-cartoon memory of classic Turtles games without copying an old campaign.

Block Wildin’ takeawayNostalgia converts when the remembered fantasy is expressed through a modern, immediately readable combat loop.
Streets of Rage 4 official storefront screenshotStreets of Rage 403

Publisher announcement · Sep 2020

Streets of Rage 4

1.5M downloads

A dormant side-scrolling brawler returned with hand-drawn art, new mechanics, fresh stages, and a strong continuation of its street-fighting and music identity.

Block Wildin’ takeawayA familiar street-level fantasy can feel contemporary when combat responsiveness and art direction are rebuilt together.
Spyro Reignited Trilogy official storefront screenshot05

Activision · 2023

Spyro Reignited Trilogy

10M units

Three exploration-platformers were rebuilt with reimagined characters, animation, environments, lighting, cinematics, and modern controls.

Block Wildin’ takeawayRecognizable traversal and worlds can support a premium rebuild when the visual upgrade is obvious at first glance.
Mega Man 11 official storefront screenshot08

Capcom · Mar 31, 2026

Mega Man 11

2.2M units

A classic 2D action series returned with hand-drawn presentation and a new Double Gear system while retaining its stage-based movement and combat identity.

Block Wildin’ takeawayA revival needs one clearly marketable new mechanic, not only visual modernization.
DuckTales: Remastered official storefront screenshotDuckTales: Remastered09

Capcom · Mar 31, 2026

DuckTales: Remastered

1.8M units

A compact licensed platformer was rebuilt with hand-drawn character art, voice performances, and updated presentation while keeping its recognizable level structure.

Block Wildin’ takeawayEven a concise platformer can create a durable commercial tail when its movement hook and visual memory are unmistakable.
Sonic Mania official storefront screenshotSonic Mania10

SEGA FY2018 milestone

Sonic Mania

1M+ copies

A comparatively focused team built a new game from the physics, speed, pixel language, and remix culture of classic Sonic rather than remaking one title.

Block Wildin’ takeawayThe strongest nostalgia products often preserve player feel while combining remembered spaces with genuinely new routes.

STREETS + COMBAT
+ OWNED IDENTITY.

These references are included for structural and production proximity. Where public sales are unavailable, the card says so explicitly instead of presenting release or review activity as commercial proof.

Cuphead official storefront screenshotCuphead01

Studio MDHR direct milestone

Cuphead

2M+ copies

A small independent team turned a highly specific vintage-animation language into an original run-and-gun property with instant visual recognition.

Block Wildin’ takeawayA focused production can become globally legible when every frame, sound, and mechanic reinforces one clear identity.
River City Girls official storefront screenshot02

Closest structural reference · no public sales claim

River City Girls

2-player city brawler

Two protagonists fight through six connected city regions with shops, side quests, weapons, upgrades, and local co-op in a modernized 16-bit presentation.

Block Wildin’ takeawayThis is a useful reference for connecting street combat, neighborhoods, progression, shops, and character-led presentation.
Young Souls official storefront screenshotYoung Souls03

Creative-fit case · no public sales claim

Young Souls

2 heroes · 2D brawler/RPG

Twin protagonists move between contemporary city life and combat-focused fantasy spaces in a polished 2D brawler and action-RPG hybrid.

Block Wildin’ takeawayThe relevant principle is deeper progression and boss design layered onto readable side-view brawling - not its fantasy setting.
Power Rangers: Rita’s Rewind official storefront screenshotPower Rangers: Rita’s Rewind04

Current publisher signal · no public sales claim

Power Rangers: Rita’s Rewind

6 launch platforms

Digital Eclipse used side-scrolling combat, pixel art, vehicle stages, and familiar television-era moments to build a new retro-styled release across PC and consoles.

Block Wildin’ takeawayPublishers are still commissioning modern games that remix familiar 1990s genre language, but public availability alone is not proof of commercial success.

STYLE DOES NOT
GUARANTEE SCALE.

These are public reception and visibility signals, not verified budgets, sales, or proof of financial failure. Review counts are not sales. The value is in the production and positioning questions they expose.

Souldiers official storefront screenshot01

3,084 Steam reviews checked Jul 27, 2026

Souldiers

Mixed

Public reception is divided despite strong pixel-art presentation. This is a reception warning, not proof of financial failure.

Block Wildin’ takeawayPerformance, clarity, balance, and save-state reliability must pass hard gates before visual ambition scales.
Gleamlight official storefront screenshot02

136 Steam reviews checked Jul 27, 2026

Gleamlight

Mostly Negative

A visually atmospheric proposition did not translate into positive public reception at meaningful volume.

Block Wildin’ takeawayMood cannot substitute for readable controls, feedback, onboarding, and a clearly communicated play loop.
The Knight Witch official storefront screenshot03

Mostly Positive · checked Jul 27, 2026

The Knight Witch

<1K reviews

Positive reception but limited public review scale makes this a discoverability caution, not a failure label.

Block Wildin’ takeawayA hybrid genre pitch needs unusually clear onboarding, positioning, and audience targeting.
Feudal Alloy official storefront screenshot04

Mostly Positive · checked Jul 27, 2026

Feudal Alloy

<1K reviews

A charming visual hook and positive rating did not produce a large visible review footprint.

Block Wildin’ takeawayArt direction aids recognition, but launch discovery still needs a sharp hook, community, and distribution plan.
ITORAH official storefront screenshot05

Mostly Positive · checked Jul 27, 2026

ITORAH

<1K reviews

Strong hand-painted presentation and positive sentiment coexist with a modest public review footprint.

Block Wildin’ takeawayPresentation earns the first look; differentiated systems and measurable retention must carry the investment case.
The Last Case of Benedict Fox official storefront screenshot06

Mostly Positive · checked Jul 27, 2026

The Last Case of Benedict Fox

930 reviews

The Definitive Edition has a positive rating but remains below one thousand public Steam reviews. This is a limited-visibility signal, not verified evidence of financial underperformance.

Block Wildin’ takeawayA distinctive world and strong visual hook still need clear combat, onboarding, launch quality, and sustained discovery.

BUILT TO BE
RECOGNIZABLE.

Not another fantasy backdrop. Not another interchangeable indie silhouette.

01

A distinct street-culture identity

A 1990s-inspired city world shaped by street culture, pressure, music, movement, and consequence.

02

Readable cinematic action

Side-view exploration and combat presented with a 2.5D visual language built for memorable moments.

03

A working foundation to build on

A playable development build, early locations, and foundational quest, dialogue, and inventory systems reduce the project from pure concept to an active production.

INSPIRED BY.
NEVER COPIED.

Block Wildin' is an original IP. These references define abstract principles of place, movement, conflict, and world design. They do not license or transfer protected characters, stories, art, maps, music, dialogue, or distinctive expression.

The Wire reference image01
Way Down in the HoleThe Blind Boys of Alabama
HBO crime drama

The Wire

The primary reference for Block Wildin’s grounded Baltimore-like urban atmosphere: brick neighborhoods, rowhouses, alleys, institutions, street corners, social pressure, and consequences. The city operates as a living system rather than a decorative backdrop.

Transferable principle
Build an original American city with Baltimore-inspired density and social texture: distinct neighborhoods, competing institutions, local loyalties, grounded stakes, multiple perspectives, and stories shaped by place.
View source ↗
Marc Ecko's Getting Up reference image02
Survival of the Fittest (Instrumental)Mobb Deep
The Collective / Atari, 2006

Marc Ecko's Getting Up

A reference for combining street art, traversal, music, resistance, and physical confrontation. Graffiti is not only decoration: reaching a surface, choosing the moment, managing pressure, and leaving a visible mark turn the city into an expressive play space.

Transferable principle
Develop original graffiti interactions, route-based traversal, climbing and environmental navigation, readable close-range combat, pursuit pressure, music-led energy, and urban landmarks that players gradually claim and remember.
View source ↗
Crime Life: Gang Wars reference image03
Throw It Up (Instrumental)Crime Life: Gang Wars OST
Hothouse Creations / Konami, 2005

Crime Life: Gang Wars

A period reference for direct street melee, group encounters, territorial conflict, and the pressure of being surrounded. Its combat communicated weight, aggression, crowd threat, and neighborhood tension with a straightforward street-scale camera.

Transferable principle
Use original close-range combat built around readable impact, positioning, counters, crowd control, environmental pressure, and encounters where rival groups behave as a coordinated threat rather than isolated enemies.
View source ↗
Hollow Knight series reference image04
Choral ChambersChristopher Larkin
Team Cherry, 2017-2025

Hollow Knight series

A key reference for an interconnected world where quests, characters, hidden routes, optional encounters, environmental clues, and unusual side objectives overlap. Progress is not limited to a single quest marker: curiosity can reveal secret locations, change how earlier spaces are understood, and connect discoveries made hours apart.

Transferable principle
Build an original urban network of intersecting character stories, neighborhood mysteries, concealed interiors, optional assignments, changing routes, and secrets that reward observation. Backtracking should produce new meaning and opportunity, while combat, traversal, and atmosphere remain immediately readable.
View source ↗

Press Play once, then hover between cards to switch tracks.

Reference imagery remains the property of its respective rights holders and is shown here only for private critical analysis and project positioning.

Block Wildin' stylized 2.5D projects and bridge concept

CITY AS
CHARACTER.

The visual system is designed around places with history: alleys, elevated tracks, brick blocks, storefronts, tunnels, and interiors that carry the story before dialogue begins.

Format
Side-view action adventure
Presentation
Cinematic 2.5D direction
Launch direction
PC first
Current stage
Playable early development build
Next proof point
Investor-ready vertical slice

CITIES. DISTRICTS.
CONNECTED CONSEQUENCES.

Block Wildin' graffiti train depot concept
Vertical traversalGraffiti depot
Block Wildin' Mexican district dialogue concept
Branching neighborhood storiesMexican district

SIX CORE ROLES.
TWO ALREADY ACTIVE.

The project currently has two confirmed contributors and four required production roles. Art and animation may be structured through core hires, retained freelancers, or a hybrid model. Additional specialists are engaged as needed.

01Current

Founder / Creative & Technical Lead

Viacheslav Zhiltsov

Visual direction, story, game design, programming, and overall creative and technical leadership.

02Priority hire

Art Director / Production Artist

Name to be confirmed

Visual language, production art, environment and character consistency, asset creation, and art-pipeline ownership.

03Current

Composer / Music Producer

Ignat Revintskiy (Mr. DarkoBeats)

Original music and sonic direction. Planning scope: 70 works total: 40 genre-driven beats/tracks, 15 boss-fight themes, and 15 location/atmospheric themes. Composer confirmation and an executed agreement remain required.

04Priority hire

Gameplay Animator / Technical Artist

Name to be confirmed

Character animation, combat readability, implementation support, VFX, and the 2.5D art-to-engine pipeline.

05Required role

Level Designer

Name to be confirmed

Connected locations, traversal, encounter flow, secrets, quest spaces, pacing, and production-ready level implementation.

06Required role

Gameplay / Combat Programmer

Name to be confirmed

Combat systems, bosses, animation implementation, interactive objects, encounters, gameplay feedback, and technical polish.

Next scale roles

Producer / Project Manager · Marketing & Community Lead · Additional Environment and Character Art · QA and Localization

PC FIRST.
BUILT TO TRAVEL.

The rollout begins with PC and expands through milestone-based ports. Final platform commitments depend on funding, certification, performance, and partner agreements.

01Launch priority

PC

Primary build, storefront launch, community growth, and performance validation.

02Planned

macOS

Targeted after PC compatibility, input, and performance requirements are validated.

03Planned console

PlayStation 5

A core console target, subject to funding, certification, and production scheduling.

04Performance dependent

PlayStation 4

Included in the platform plan if the final performance profile supports a strong release.

05Planned console

Xbox Series X|S

A core console target, subject to funding, certification, and production scheduling.

06Planned console

Nintendo Switch 2

Targeted as part of the broader console rollout and porting plan.

07Optimization dependent

Nintendo Switch

A potential release if the game can meet the required visual and performance standard.

08Verified target

Steam Deck

Target Steam Deck compatibility through the PC build, Proton testing, full controller support, readable UI, and handheld performance optimization.

Distribution opportunities

Storefront and subscription opportunities, including PlayStation Plus and Xbox Game Pass, are targets for future platform or publisher discussions. Steam Deck is treated as a compatibility target for the Steam PC build rather than a separately promised native build. No placement, compatibility rating, or platform agreement is currently confirmed.

BUILD THE PROOF.
FINISH THE GAME.

01

Months 1-3

Production reset, staffing, pipeline hardening, and vertical-slice scope lock

02

Months 4-6

Investor-ready vertical slice with combat, traversal, quests, atmosphere, and measurable acceptance gates

03

Months 7-11

Full production across locations, encounters, characters, quests, art, animation, and audio

04

Months 12-14

Alpha and feature complete: full-game integration, performance work, and structured testing

05

Months 15-16

Beta and content lock: balancing, localization, accessibility, QA, and port readiness

06

Months 17-18

Certification, launch assets, release operations, and platform rollout preparation

CAPITAL WITH
A CLEAR JOB.

Two planning cases show the production trade-off clearly. The $700K lean case prioritizes a PC-first release with phased staffing; the $1.2M full case preserves broader production capacity, release support, and contingency. Neither case is a sales forecast or a promise of investment returns.

01$60K

Demo / proof package

Working 3-4 month case

02$200K

Four-month milestone tranche

Working near-term case

03$700K

Lean production case

PC-first, phased staffing

04$1.2M

Full production case

Broader scope and release reserve

0518

Months to planned release readiness

Milestone-based schedule

06$39.99

Working launch list price

Pricing assumption, not final

0739.5K

Lean break-even paid copies

Base case, no publisher share

0867.7K

Full break-even paid copies

Base case, no publisher share

Base model

At a $39.99 working list price, the base model estimates $17.72 in studio receipts per paid copy after assumed price realization, refunds, indirect taxes, a 30% store fee, and other variable costs, but before fixed project costs, corporate tax, financing, and any negotiated publisher waterfall.

Lean production case$700K

39.5K base paid copies

PC-first release scope, phased specialist hiring, reduced content breadth, selective outsourcing, $70K go-to-market budget, and console expansion deferred or partner-funded.

Full production case$1.2M

67.7K base paid copies

Broader simultaneous production capacity, the full $120K marketing plan, deeper QA and localization support, console-port preparation, and a larger contingency reserve.

EVERY DOLLAR
HAS A MILESTONE.

The detailed allocation below is the $1.2M full-production case. The $700K lean case is a different PC-first scope, not the same plan with arbitrary cuts. Hiring rates, start months, vendor quotes, and final contracts remain subject to validation.

01

Core production team

$657K54.8%
02

Marketing and go-to-market

$120K10.0%
03

Freelance production support

$75K6.3%
04

Ports and certification support

$70K5.8%
05

QA, localization, accessibility

$55K4.6%
06

Legal, tools, hardware, infrastructure

$55K4.6%
07

Contingency

$168K14.0%
Total full-release planning case$1,200,000
Urban location reference under elevated tracks

FUND THE PROOF.
THEN SHIP.

Capital is planned around verifiable production milestones rather than an abstract promise: an investor-ready vertical slice, full production, alpha, beta, certification, and release readiness.

  • 01 Investor-ready vertical slice
  • 02 Core team and specialist production
  • 03 Full-game content, testing, and ports
  • 04 Marketing, launch readiness, and contingency
Detailed assumptions, scenario model, and owner-input register are available in the Investor Hub.

START THE
CONVERSATION.

Request the private package for the current project overview, production roadmap, milestone budget, risk framework, and next-step conversation.

Request investor deck Open detailed Investor Hub
Pitch deckOne-pagerFinancial modelRoadmapRisk registerData room index

THE COMPLETE
INVESTMENT VIEW.

Continue to one structured page covering development completed since October 2025, the 18-month execution plan, four funding paths, use of funds, unit economics, and break-even assumptions.