An original, offline, single-player 3D battle royale for phones. Twenty-one survivors drop onto the island of Banua Reach — you are one of them. Loot the places, fight the militia bots doing the same thing, stay inside the shrinking cyan ring, and be the last one standing.
Everything in this game is invented for it. No existing battle royale is copied: the weapons, the characters, the island, the screens, the sounds and the names are all original to this game, and the five reference images in the gallery are the art direction it is being built to.
How to play
- The title screen comes up. PLAY starts a Battle Royale — 20 bots and loot are placed across the island.
- Move with WASD (or the on-screen stick on a phone), Shift to sprint, Space to jump. On a touch device the controls are drawn by the engine from the live bindings, so they are already there.
- Mouse drag (or the right third of the screen) turns the camera; the view is third-person, over the right shoulder.
What is in this build
| In | State |
|---|---|
| The island of Banua Reach | Ground, sea and the six named places (Palmwash Village, Kestrel Town, the Rustyard, Harrow Compound, Longwatch Strip, North Watch) |
| The safe zone's rules | Seven phases, randomised future centres, escalating damage outside, in game/Rules.module |
| Match flow | Menu → PLAY → a live match with 21 alive, alive counter, eliminations, damage, placement, XP and coins |
| Loot | 24 crates per match across the six places, with rarity weights and the full item table |
| The twenty | Spawn apart, have names and weapons, and are targetable |
| Weapons and items | Six original classes with full ballistics, eight attachments, meds, plates and packs — balanced in game/Rules.module |
| Screens | The front door (PLAY, LOADOUT, INVENTORY, SETTINGS, HOW TO PLAY, EXIT) reading live state, in English and Hindi |
| The rules of the game | All of it: health 100, armour, stamina, fall damage, six weapon classes, four rarities, seven ring phases, three difficulties, progression and the save schema |
What is still placeholder
This is a working early build, not the finished game. Honest state:
- The ground is a placeholder shelf. The island's real terrain is authored
as a procedural graph at
game/world/Island.procGraph— coastline, hills, rocky spine, terraces, six levelled settlement pads, river, lake, sea, sand / grass / rock coverage and ~2,600 instanced trees. Its bake did not complete, so the ground you stand on is a flat shelf with the six places marked. - Buildings are not up yet — no towns, warehouses, compound, industrial shore or watchtower from the aerial reference.
- Bots do not yet think or shoot. They spawn, are named, carry weapons and can be damaged; their behaviour (loot, cover, chase, retreat, heal) is not in.
- The survivor's weapons, vehicles and pack UI are not in. Movement, camera and the third-person frame come from the engine's character controller.
- The sounds are not bound yet. The vocabulary is declared
(
game/audio/Sfx.module) and the game is silent. - The HUD, the pack, the results screen and the touch-control styling are still to be built; the ring has rules but no visible wall yet.
How it is built
One scene, seven systems, one composition root. game/Game.module holds the
order the frame settles in; each system publishes its API onto a shared context
so none of them requires another. The rules are one module, the words are one
module (English + Hindi), and the visual target is five reference images.
design/spec.md is the whole contract.
Offline by design: no account, no internet, no purchases, no ads. The save lives on the device.
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