A hive intelligence is devouring Earth, organic and inorganic alike, and reforging every scrap of matter into drones. You pilot the last analog weapon: a single adaptive human craft that fights to liberate the planet one theater at a time, assimilating enemy tech to upgrade. The same method as the hive, the opposite intent.
A bodiless intelligence that cannot act without inhabiting matter. It engulfs everything cell by cell, vehicles, machines, living things, and reforms it into husks: recognizable-but-corrupted drones built from assimilated objects. Cars, planes, helicopters, tanks, warships, even a beehive. Every husk carries the signature: a dark void with a glowing red eye recessed inside. As you push deeper, the hive adapts, fabricating nastier versions. The difficulty curve is the story.
The last human-piloted craft. Warm cream, gold, and navy hull with cyan energy and a glowing cockpit, the human read. Where the Protozoa is cold salvage and organic rot, you are clean, intentional, advanced tech. You evolve mid-run by drafting assimilated weapon tech that manifests as floating satellite modules orbiting your ship: rocket pods, pulse emitters, gun pods. Your loadout is visible on your craft.
Arcade-pure vertical roguelike bullet-hell. One gun to start; evolve mid-run through a draft system with cards, rarities, and weapon fusions. Die and reset, no meta carry-over, no IAP. Fight through theaters, survive recurring heavy threats, and face gate bosses that gate progress.
A single authored look: faceted low-poly 3D geometry lit by one overhead sun, top surfaces bright, undersides dark, with cast shadows grounding every object. Physically-styled thruster plumes with shock diamonds. A defiant-insurgency tone with a grim undercurrent. The player reads warm and human against the cold teal salvage of the hive, so the two sides are legible at a glance even in the chaos of a bullet-hell screen.
The honest version. This is an early-development background project, currently around v0.031. It is not a released title and it is not yet playable. What exists is the concept, the art direction, and early systems work; the rest is ahead.