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Concept / In Development · Playable Prototype v0.63
KIBU Game Studio · Devlog

FORT DOOM:
LEFT BEHIND

A one-man-army run-and-gun where a time-displaced sergeant purges future-tech impostors from five Army bases. Contra energy, motor-pool humor.

A retro run-and-gun side-scroller with a military-comedy heart. A time-travel experiment on a network of Army bases tears a hole in the timeline, and future-tech replicants slip through and quietly take over each installation from the inside. Same uniforms, same haircuts, same complaints about the chow hall. Only one man can tell the difference.

The Pitch

Think Contra by way of an Army motor pool: run, gun, jump, crouch, and fight through Fort Polk's swamp, Fort Sill's artillery range, Fort Drum's frozen tundra, and beyond. Dodge platform snipers, aerial bombing runs, and boss-tier "prime replicants," while grabbing powerups airdropped by supply choppers.

Where It Actually Is

The honest version. This is a real playable prototype, not a mockup or a pitch deck. ~62% to a shippable v1.0, and the split is what matters:

~62% to v1.0

What works now

  • Engine essentially done (~95%): movement, shooting, enemy AI with a real state machine, boss fights, platforms
  • Mobile touch controls with a twin-stick layout, built and stable
  • Art pipeline solid (~90%): hand-painted or procedurally generated, renders identically every build
  • The full five-fort campaign runs end to end
The remaining ~38% is content breadth and ship-prep, not unknowns. It is a real runway, but it is known work, not research. For an in-development project, that is a strong place to be: there is an actual playable thing behind the pitch.

The Campaign

Fort Polk
The swamp
Fully realized
Fort Sill
Artillery range
Fully realized
Fort Drum
Frozen tundra
Fully realized
Fort 04
Playable, art pending
Barebones
Fort 05
Playable, art pending
Barebones

Tech & Craft Notes

Built in Godot 4, targeting both mobile and desktop. The enemy AI runs on a real state machine rather than scripted patterns, which is what makes the later-fort difficulty curve expressible as behavior rather than just more bullets. The procedural art approach keeps every build visually consistent without a growing pile of hand-drawn assets to maintain.

Framing note: this is called a playable prototype on purpose, not a demo or a beta. Demo implies polished-but-short; beta implies feature-complete-but-buggy. Prototype is exactly true: the systems work, the fun is provable, the content and polish are still filling in.