
Development Progress
Development began in October 2025. The project is an active playable prototype, not a concept-only pitch and not yet a polished vertical slice.
Confirmed owner-provided inventory · Current as of July 2026
What Is Already Built
These systems exist at prototype or foundation level. They still require content, integration, final assets, tuning, QA, and production polish.
Traversal & 2.5D Foundation
- Side-view 2.5D camera and constrained 3D movement
- Run, jump, cooldown dash, wall slide, and wall jump
- Movement between depth lanes
- Moving-platform interaction
- Basic character animation system
- Integrated mechanics test scene
Combat Foundation
- Player melee attack
- Health and damage handling
- Ground and flying enemy prototypes
- Enemy damage and death
- Enemy defeats connected to quest objectives
- Basic camera response and a dedicated combat test scene
Dialogue, Quests & World State
- Simple and branching dialogue
- Player response choices and persisted dialogue state
- Dialogue triggers and interface
- Single and multi-stage quests
- Combat, collection, and location objectives
- Quest journal, world flags, one-time events, and gated areas
Items, Economy & Saves
- Currency pickups, inventory, equipment, consumables, and quest items
- Shop interface, vendor, chests, and keys
- Multiple save slots and deletion
- Checkpoints, autosave, scene-transition saves, death respawn
- Partial world-state and destructible-state persistence
Environment & Game Flow
- Moving and floating platforms
- Destructibles, traps, hazards, safe zones, and background audio zones
- Intro, main menu, save selection, level select, pause, HUD, death screen
- Volume settings, music system, audio mixer, and persistent UI
- Cutscene triggers and mini-game return framework
Locations in Development
A modular environment base already supports multiple visual and narrative directions.
Sewer & Underground
Early playable environment and modular industrial kit. Candidate opening sequence for traversal onboarding, hazards, first combat, and the transition into the city.
First City District
Modular rowhouses, streets, storefronts, fire escapes, rooftops, lighting, and urban props designed for faster expansion into additional streets and districts.
Forest & River Study
Early natural environment exploring contrast with the dense city through water, weather, vegetation, and a more open route.
Mexican Desert Episode
Early visual and environmental study for a separate story episode beyond the primary city.
Night Visual System
Working foundation for moonlight, warm and neon local lights, fog, reflections, bloom, color grading, grain, animated windows, flicker, smoke, and atmospheric effects.
Investor-Ready Vertical Slice
The next milestone connects existing technology into one coherent, polished sequence.
01
Intro and save load
02
Sewer opening
03
Traversal onboarding
04
Interactive hazard
05
First polished combat encounter
06
Dialogue or quest acceptance
07
Short objective with a world-state consequence
08
Checkpoint and save validation
09
Cinematic exit into the first city district
Current footage can demonstrate genuine development progress, but it should not be represented as final gameplay quality. New work-in-progress screenshots, office-production photography, and a short build video will be added after owner review.
