A cyberpunk roguelike platformer with procedural levels, permadeath, and meta-progression. Run, jump, wall climb, and dash through hostile depths.
Grab the latest build and start running. Windows desktop, more platforms coming soon.
Procedural Chunk Generation + Tuning Screen
No install required — extract and run. Procedural audio/visuals mean no external assets needed. Steam release planned.
Everything procedural. No sprite sheets. No audio files. Pure code.
Run, jump (coyote time + jump buffer), wall slide/jump/climb, dash, and purchasable double jump.
Patrol, Drone, Charger, and Turret — each with unique behaviors and zone-based difficulty scaling.
Levels are procedurally generated at runtime with two layout modes: ground-run and platform-hop. No two runs share the same layout.
+HP, shield, double jump, speed boost (stackable/sellable), dash range — persists across runs.
Top 10 scores persisted locally. Score = depth × 1000 + coins. Animated rank reveal.
Zero external assets. All audio synthesized at runtime. All visuals drawn from code.
Adjust hop/gap chunk ratio, hazard frequency, enemy density, and speed scaling per zone — all without touching code.
Enemy speed +20% and turret fire rate -15% per zone (every 5 depths). Difficulty never caps.
Desktop release on Steam with cloud leaderboards. Android as second phase.
Development history and changelogs for each build.