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The game

Hunt crystals across time

A first-person roguelite shooter where the century you land in decides the rules.

Hunt the shards

Every crystal you recover pulls you further out of your own century. Runs are short, violent and different every time — a new era, a new arsenal, a new set of things that want the shard more than you do.

Die and you lose the run. You keep what you learned, the blueprints you dragged home and a little more of the story about who has been getting to the crystals first.

At a glance

  • First-person shooter, roguelite structure
  • Six playable eras, primal through far future
  • Stylised steampunk art direction
  • Built in Unreal Engine 5
  • Solo development — in progress

Pillars

What makes a run

Eras

The era is the biome

Layout, enemies, hazards and loot all shift with the century you land in. Learning an era is learning a whole ruleset.

Arsenal

Anachronistic loadouts

Bone-and-sinew tools, brass repeaters, neon-lit prototypes. Mix what you scavenge across time into something that should not work.

Progression

Failure compounds

Nothing is wasted. Every run feeds the next one, and the story only opens up for players who keep going back in.

See it running

Early gameplay from the current build. Everything you see is work in progress.