A downloadable game

An alien movement shooter. You are a test subject breaking out of a dystopian containment facility. Complete battle objectives and traverse a concrete jungle. Firsthand visceral experience. Dissonant perception. Flesh weapons. Carried by unknown momentum. 

An alpha build will be available for download November 1st 2026.

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Playtests are monthly at Beer and Pixels (B+P):
https://www.facebook.com/events/1531979517353987

You can play development builds here until the demo is released.

Sacrisigil will be at B+P Wed 11th August.

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WAKE UP

Escape from you own tranquilized mind in stasis.

BREAK OUT

Escape the containment facility.

GO ROGUE

Explore the city and destroy guards.


FEATURES

  • Quake-inspired player controller
  • Battle sequences
  • Tentacle melee and grapple hooks
  • Customizable visuals
  • Industrial soundtrack
  • Megastructure environments

RECCOMENDED SPECS

GPU |  RTX 3070 or 8GB current generation  (1080p 60)

CPU |  6 core CPU at 3.6GHz

RAM | 16GB

DISK SPACE | 2GB

ABOUT THE PROJECT

This is a prototype. There will be bugs, unbalanced mechanics and out of bounds areas that still need work. Leave a comment if you find one so I can add it to the bug tracker.

FUTURE

  • Bugfixes
  • Better performance
  • More levels
  • Deeper AI with more abilities
  • More immersive first-person player model
  • More set dressing
  • Unlockable alien anomaly upgrades
  • Diegetic tutorial

These goals require support to make happen.

SUPPORT

  • Play the game
  • Tell others
  • Follow Socials

This is an Alpha build. The future of the project relies on audience engagement to validate it is worth the development time. I can currently respond to all comments on this page.

SOCIALS

InstagramYoutube

Soundtrack: Bandcamp (Currently free)

Tech art breakdown: Artstation


INSPIRATIONS

Quake | Prototype 

Comments

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Loved seeing this at B&P in April! Big fan of the Quake & other movement shooter inspiration. Keen to watch this unfold

(+1)

Glad to hear it! Anything you would want to see changed?

Keeping momentum and navigating the environment was some of the most fun. Things that terminated the momentum include the rope mechanic and the boxed-in arena fights. Not saying to remove the fights but they could be lil more gripping and possibly make use of your movement tech? That one in map2 or 3 with the enemies vertically stacked on platforms played a bit like hide and seek, but with a couple of portals or ramps could feel more like aerowalk. Little arena-style encounters could be your forte!

I agree with both points. I'm currently reworking the grapple to be more flowy and I am working on enemy movement to be more aggressive, I want it to feel more like they come at you instead of you having to find them. Portals could definitely add to it, Ill see if I have time to test those out!