Underground
City
One connected street world. Three focused arcade games. Built for landscape mobile web in 45 days.
The idea is viable—once the promise is defined correctly.
We are not building an open-world multiplayer game. We are building a tightly authored arcade world that feels bigger than it is.
Shared world
One hub connects identity, discovery, progression and replay.
Focused games
Short sessions, readable controls and shared scoring.
Characters
Approved characters, selectable but not customisable.
Calendar days
Protected by early gates and a hard feature lock.
A city beneath the city.
A static 2D isometric hub creates the illusion of exploration while keeping navigation fast, readable and lightweight.
The fragrance is expressed through attitude—not product placement.
Rebellious
The player chooses when to push, when to evade and when to stand their ground.
Street-minded
Concrete, tunnels, illicit venues, coded signage, bass, haze and night energy.
Independent
The player builds reputation outside the rules without guns, drugs or gore.
No perfume pickups. No forced bottle moments. No scent-matching mechanic. The brand lives in the persona, choices and atmosphere.
Enter. Choose. Explore. Play. Rise.
Fast entry
A new player reaches meaningful movement quickly.
Short sessions
Each game resolves in roughly 75–120 seconds.
Replay value
Scores, ranks and route mastery bring players back.
Quiet Run
Deliver high-value cargo before time expires—without giving patrols a reason to stop you.
* Videos are for depiction only. Actual gameplay may vary upon development.
01 · DRIVE
The car follows the road while the countdown and delivery progress update.
02 · MANAGE HEAT
Speed near the patrol raises suspicion. Braking lowers Heat.
03 · DELIVER
Reach the drop-off, secure the package and receive the mission score.
Launch scope & mechanics
One city-road environment, three routes and three authored patrol patterns. Speeding, lane departure, collisions and patrol exposure raise risk. Scoring rewards time, low Heat, vehicle condition and clean driving.
Hold the Block
A fixed-screen PvE defence game where accuracy, timing and target priority hold back a rival crew.
* Videos are for depiction only. Actual gameplay may vary upon development.
01 · AIM & TAG
The reticle tracks a rival. Paint capsules travel to the target and register hits.
02 · DODGE & RELOAD
Incoming paint triggers dodge prompts; ammunition falls and is replenished.
03 · CLEAR THE WAVE
Tag the two-hit crew leader and receive the wave-clear bonus.
Launch scope & mechanics
Three escalating waves in one arena. Planned rival behaviours: Runner, Hider, Disruptor, Heavy and a crew leader. Tap to target, swipe to dodge, reload and special action. Stylised non-lethal paint capsules; no realistic guns or gore. This preview demonstrates a single shortened wave.
The Pit
A compact street-fighting game built around three readable actions—not a full console combat system.
* Videos are for depiction only. Actual gameplay may vary upon development.
01 · CHOOSE A COUNTER
Strike beats Grapple; Guard stops Strike; Grapple breaks Guard.
02 · SEE THE IMPACT
Attack poses, lunges, recoil and throws play out as health and stamina change.
03 · FINISH THE ROUND
The final grapple produces a knockdown and a round-win result.
Launch scope & mechanics
Best of three short rounds, with health, stamina and a shared finisher structure. The preview shows one scripted round. It does not demonstrate live networking; real-time PvP remains conditional on the Day 12 technical gate.
Live PvP must earn its place in the launch build.
If the prototype passes
Launch The Pit with real-time PvP, server-controlled outcomes, connection recovery and mobile-data stability.
If it does not
Activate the approved AI/asynchronous opponent format while preserving ranks, rivalry and the fighting-game identity.
The decision is locked on Day 12. It cannot drift deeper into production.
Ten characters. One disciplined animation system.
Hub states
Idle, directional walk, interaction, celebration and failure. Directions may be mirrored only where asymmetrical clothing and graphics permit.
Combat states
Fight idle, Strike, Guard, Grapple, hit reaction, knockdown, victory and defeat—using one shared timing system.
Day 5 animation gate
One approved character must complete the full source-to-mobile pipeline. If it does not, frame count and secondary motion are simplified immediately.
Six stages. Four non-negotiable gates.
Mobile web is a production constraint—not a final QA check.
Each mini-game loads only when required. The hub does not download the entire experience on entry.
What we are deliberately not promising.
No open world
No free-roaming city, vehicle exploration or large multiplayer map.
No console fighter
No free arena movement, long combos, weapons, destructibles or ten unique move sets.
No social platform
No open chat, voice chat, trading, tournaments, spectators or user-generated content.
Every new request must replace an existing feature, move to Phase 2 or extend the delivery date.
The schedule depends on early inputs and fast decisions.
By Day 1
Production-ready files for all ten characters, approved brand assets, hosting direction, login requirements and device targets.
By Day 3
Approved cargo language, rival treatment, police depiction, non-lethal projectile style and final activity names.
Throughout
One consolidated approval channel and 24-hour feedback at major gates.
Lock the city. Approve the Day 12 PvP gate. Start the build.