Playable prototype
The game has an existing Godot prototype. A public review build is not linked on this site yet.

An existing prototype, an established art direction and a five-level vertical slice in preparation.
PROJECT STATUS
IN DEVELOPMENTThe game has an existing Godot prototype. A public review build is not linked on this site yet.
Wax & Ink is the selected style. Character studies, environment references and modular asset planning support the next production stage.
The next milestone brings five distinct environments into a coherent, polished playable slice. These levels are not presented as complete.
PC and mid-range Android devices are the targets. Device testing and measured performance are still required; no final specifications are announced.
THE VERTICAL SLICE
Explore the planned scope. Each environment shares the core mechanics and production language.
STONE / TIMBER / ASH
Timber, stone and the traces of everyday life.
A residential edge of the same lost civilisation. Modular walls, roof shapes and everyday objects establish a reusable foundation.
PLANNED FOR THE VERTICAL SLICEROOT / BARK / EARTH
Bare roots, dead trees and an open silhouette language.
An environment shaped by negative space. Bare branches, roots and rock formations carry the mood while keeping routes legible.
PLANNED FOR THE VERTICAL SLICEROCK / IRON / DUST
Rock, supports and compressed underground spaces.
A tighter visual rhythm built from rock faces, supports and rails. Shared materials link the underground space back to the settlement.
PLANNED FOR THE VERTICAL SLICERUST / BRICK / SOOT
Cold machinery, brickwork and rusted infrastructure.
Larger silhouettes and mechanical forms expand the visual scale. Pipes and cold machinery suggest industry without adding new gameplay systems.
PLANNED FOR THE VERTICAL SLICESTONE / WAX / SILENCE
Stone vaults, sculptural forms and restrained ornament.
A quieter composition of vertical stone forms and carefully placed detail. The same material rules keep it part of a single world.
PLANNED FOR THE VERTICAL SLICEPRODUCTION PRIORITIES
Turn the existing foundation into a polished, testable experience.
These are priorities for the next stage, not a priced funding allocation. Funding amount and scope will be discussed directly.
HOW WE ARE APPROACHING PRODUCTION
Shared modules, material families and a consistent shape language keep the five environments part of one production system.
Characters and hazards need to read from the actual game view, including on smaller screens. Close-up art is only one part of that work.
Art targets become useful when integrated, playable and tested. The next stage needs performance evidence as well as visual polish.
PROJECT REVIEW
Contact Davit to discuss the prototype, production needs and potential funding. A downloadable build and gameplay video will be added when they are prepared for review.
Start a funding conversation