Gameplay prototype · Work in progress

BUILD YOURSELF.
BUILD THE ENEMY.

A single-player first-person roguelite where every upgrade reshapes two builds: yours, and the enemy ecosystem hunting you.

PCSingle-playerFPS RogueliteUnreal Engine 56-person team
Target LookdevIn Engine

The core difference

Keep the enemy ecosystem within your build’s advantage—and stop it from evolving a counter-build.

Project Roswell turns post-combat rewards into a two-sided decision. You do not simply optimize a build—you curate the enemies that build alongside you.

01

Build yourself

After every battle, choose one of three rewards for your build, shaping your weapons, movement, and tactical options.

02

Build the enemy

At the same time, choose one of three rewards for the enemy ecosystem. Favor changes you can counter now, knowing that every decision compounds.

03

Face the result

The chapter boss tests the build you created—and the opposition you allowed to evolve.

Current build

A playable core loop, shown in whitebox.

The prototype demonstrates combat and the dual-build decision loop. Visuals shown in the video are work in progress and do not represent the target look.

Early demo results

The core loop is already creating a strong player response.

A preliminary snapshot from a 30-player demo playtest window, August 30–September 3, 2026.

30

Playtest participants

~2h

Average playtime

~80%

Demo completion rate

4.5/5

Survey satisfaction

Preliminary, self-reported playtest results. Rounded values; subject to update after the test window closes.

Narrative premise · No spoilers

Thirty years after his death, Adrian Ward wakes up.

A former special forces soldier, Adrian returns three decades after the murder of his wife, Mara. Experimental cloning technology offers a path toward Novum—the object of his pursuit—but the trail quickly turns revenge into a deeper question.

If a body can be replaced, memories reconstructed, and relationships rewritten, what remains of the self?

The story explores body, memory, soul, choice, and relationships inside a fractured retro-future—without revealing the game’s central twists here.

Visual direction

Industrial restraint. Biological unease.

Late-20th-century industrial forms, exposed infrastructure, and institutional spaces meet advanced cloning, artificial intelligence, and restricted military technology.

Project status

Small team. Playable foundation. Clear visual target.

01

Six-person independent team

A compact multidisciplinary group building Project Roswell for PC.

02

Playable prototype

The team reached a working whitebox core loop in approximately six weeks.

03

In-engine direction

The target environment look is authored in engine by the development team.

Open to conversation

Funding scope, partnership structure, and use of funds are available for discussion.

We are sharing the project with grant reviewers, publishers, investors, and potential partners who want to evaluate the game and its playable foundation.

Contact: contact@projectroswell.example

Playtest access

Request a Steam playtest key.

Tell us where you are coming from and how many keys you need. Every request is reviewed manually; approved keys are sent to the email below.

Manual review · Email delivery
The Steam key will be sent to this address.