The game · Dev note · 2 min read

Your loadout is the body you wear

The game's central idea. You play a small creature that climbs into shells, and whichever shell it is wearing is what you control.

A shell standing in the ruined city at sunrise, turning its open hand over as if seeing it for the first time.

The idea

Most action games give you a character and then a loadout: weapons, armour and abilities picked from a menu. Ours folds the two together. You are a small living thing with almost nothing of its own. The world is full of shells, some mechanical and some not, and you climb into one. What it can do is what you can do.

Changing your loadout means changing bodies. Lose the shell and you are back to being small, quick and very easy to kill, looking for the next one.

A shell's metal hand, palm open, with a long green whip growing out of the palm.
Weapons are not carried. The Wick grows them out of the shell's palm.

Where it came from

It is a revival of a project one of us started years ago: a ruined coastal city, enemies built out of pipes and machinery, and a creature that survives by borrowing bodies. The first version of this build was a 2D side-scroller. It is now isometric and 3D. The idea came through that move intact, which is a decent sign it was the right thing to keep.

A wide view over a ruined city of broken towers and collapsed overpasses under a low sun.
The city it all happens in.

What it asks of everything else

Every shell has to be worth choosing and worth losing. If one shell is simply better, the choice is gone. If losing a shell is only a penalty, people play scared. So each shell is built around one clear job, and being without a shell has to be a way of playing in its own right.

What we can show

These are frames from the art for the trailer. The trailer itself comes next.

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