Status: in development. Under a month in, and deliberately scoped to a focused playable demo rather than a full production.
Most shooters reward speed. This one punishes it.
The premise is target discrimination under sensory overload — the player has to engage hostiles while actively not engaging hostages and friendlies, with no time to be careful about it. The interesting failure state isn’t dying, it’s shooting the wrong person.
Environments
CQB shoot house. Tight close-quarters rooms modelled on real shoot house training layouts, paper target props included.
Active threat zones. The same spaces, but with live, unpredictable threats instead of static targets.
Low light. Degraded visibility forces commitment under uncertainty, which is the whole point.
Team
Four people: two programmers including me, one on UI, one artist.
Scope
Stated plainly because it matters — this is a demo, not a game in production. The goal is to get the core discrimination loop feeling right in a small number of rooms, not to ship something complete.