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Welcome.

To the world is nothing but icy wreckage.

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-APOCALYPSE-

Smoke swirls, and dust from the outside knocks on the windows of the tower.
It's meaningless to clean up – never will you see the outside world from the inside.
The light of the tower flashes, and you are pushed out of the clone module from sleep mode again, all wet.
The electronic cigarette smells like ash.
The shadow breaks into your mind abruptly.
It's a virtual projection. Middle-aged man, dry in voice and vague in appearance. 
He has a cigarette in his hand.
"Go out, get resources, and come back. Your exploration progress will be uploaded automatically."
The neon color flashes before your eyes, and things become tangible.
You arrived at the reality called apocalypse.

In the very beginning, the game just attempted to simulate the ever-changing dungeon. But gradually, I hoped to make a world view for it specially, from which more contents were developed.

For example, what makes a person? The body may provide talent, but if the body is changeable, is the soul the rest part that makes who you are? Then what defines the soul? Is it memory or the environment in which you live?
Then I came up with the idea that makes this game different: the player is a consciousness that is constantly input into the clone equipment, and death is not hardly seen in this world. Rather, in the game, you die frequently and death is even a tactic of the game. 
You, at first, have no memory. But as the game unfold, you will see various environments and interact with them, and finally get a "skill card". Skill cards are cards that represent your memories. You can use skill cards to think about what kind of person your character used to be, or what kind of person you are going to be.

Game flow

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Rule Book.

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卡背
护甲 copy
武士刀
枪械
杯面 copy
子弹 copy

Item cards include common item cards and consumable item cards.

They created a lot of interesting situations during demo testing.

Item cards

Item cards improvements

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Item Card Pool and Consumable Card Pool

In the actual game, since the consumables are needed in large quantities, if they are not separated from the other item card pool, it will lead to——

*Players who get consumable items by repeatedly dying. And be kicked from the heights of the tower by the mentor.

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Aesthetic                    Design

boss: Anti-Phoenix (The Black Hole)

 

I designed she with this idea: In a world where magic is real, could black holes also be anthropomorphic?

 

I hope she represents the tragic end of the war, where everything was swallowed up. She is also a aspect of nuclear explosions, she was created by humans, And she is the one who destroys human beings and the world.

 

So that's how I describe her: You all light this flame together.

The code-heavy operating system is vast and distant, remaining a bright star in the carbonized sky.

It's a bright light, a whirling, dancing color. 

Eyes are spasming. Photoreceptor cells are overwhelmed. 

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