The game is an experiment—both for the player and for its creator. The player plays as a robot that suddenly becomes self-aware in a confined space, which gradually leads into a series of increasingly dangerous environments.
The past blends with the future. From stone labyrinths to futuristic cubic spaces, and through platforms lit by blue lights, the game stands out with its… unconventional art direction. The gameplay also evolves across levels, while relying on the same core mechanics to progress.
The player can move, jump, and navigate the environment—but cannot fight or perform any other actions. And yet, despite these simple mechanics, the experience remains engaging: timing your jumps, avoiding traps, and remembering the placement of ultrasonic spheres are essential to survive.
This personal project was created during my first year of Game Design studies, outside of school, just one month after I started using Unreal Engine.
To experiment with the basics of the engine (splines, movement, collisions) and create a first complete game.