A downloadable game

AtomicCube: Survival Experience

A dark-fantasy survival RPG / roguelike hybrid set in a procedurally generated world. Disassemble your arm into modular tools built from micro-cubes, infuse rare elements, and fight together online.

Game GDD Link

Engine: Unity 6 • Platforms: PC first (consoles later) • Modes: Roguelike & Survival
Players: Solo or 2–6 player online co-op (Firebase-powered, WIP)
Status: Pre-alpha — devlogs and alpha access will appear here

About

DitirBash drops you into a collapsing, soul-torn world. Every run or session unfolds in a random, procedural world. Your character can disassemble their arm and rebuild it as tools using an invention system made of blocks / micro-cubes. Socket elements (e.g., diamond, obsidian, rarer tiers) to boost damage and stats based on rarity. Progress via an XP system and long-term shard economy, and team up for online co-op (Firebase backend, in progress).

Genre & Audience

Survival RPG / Roguelike Hybrid • For hardcore survival/RPG players (18–40) who value meaningful choices, risk vs reward, and deep co-op coordination.

Core Themes

  • 🌑 Dark Fantasy: Corrupted landscapes and twisted creatures.

  • 👻 Soul-Based Power: Harvest souls to craft weapons and unlock abilities.

  • 🧠 Sanity & Sacrifice: Power has a cost; mental state changes gameplay.

  • Dimensional Travel: Explore realms with unique rules and hazards.

Platforms & Modes

  • PC (initial), consoles (future)

  • Roguelike Mode: fresh world each run, full reset on death, leaderboard focus.

  • Survival Mode: persistent world, base building, drop-on-death.

Quick compare

FeatureRoguelikeSurvival
World persistence ❌ Resets ✅ Saves
Death penalty 💀 Full restart 📦 Drop items
Base building ❌ Temporary ✅ Permanent
Difficulty 🔥 Extreme ⚖️ Balanced
Progression 💎 Account shards 🏠 World + shards

Start here: Survival to learn.
Then try: Roguelike for the ultimate challenge.

Gameplay Flow

  1. Choose mode → 2) Spawn in biome → 3) Gather Souls / Ether / materials

  2. Forge tools (arm-to-tool with micro-cubes + elements) → 5) Unlock systems (DarkEyes, LightGadgets, mixers)

  3. Explore & fight → 7) Defeat biome boss, earn Shards / XP / Loot → 8) Advance (next biome or realm)

Early game: survive, learn harvesting, craft first tools, discover sanity rules.
Mid/Late: weapon synergies, boss mastery, dimensional travel, permanent progression.

Signature Systems (with your added features)

  • 🧩 Invention Building (Micro-Cubes): Assemble tools from micro-blocks inside a frame. Precision layouts change function.

  • Arm-to-Tool Transform: Disassemble your arm, reconfigure it into drills, cutters, hammers—then swap back instantly.

  • 🧪 Elemental Sockets & Rarity: Add elements (diamond, obsidian, etc.) to gain damage types and rarity-scaled stat boosts.

  • 🌍 Procedural Worlds: New seeds, biomes, routes, and events every session.

  • 🌐 Online Co-op (Firebase): 2–6 players, shared builds, synchronized progression (WIP).

  • 📈 XP & Loop: Level up, unlock tech, and refine the core loop with escalating challenges.

Worlds & Realms

  • Normal Realm: primary world, all biomes.

  • Upside-Down: mirrored dimension with hidden routes and DarkEther slide-paths for traversal.

  • DarkEther Realm: brutal enemies, permanent XP rewards, heavy corruption.

Biomes: Ash Dunes • Verdant Hollow • Crystal Rift • Frozen Grief • Plaguelands • Sky Islands — each with hazards (temperature, toxicity, sanity drain) and unique enemies.

Navigation & Hazards

  • 🌀 Dimensional Rifts between Normal and Upside-Down.

  • DarkEther Trails for high-speed slide paths.

  • 🗿 Fast Shrines unlock after bosses.

  • 🌡️ Heat/Cold, ☣️ Toxicity, 🧠 Sanity Drain shape tactics and loadouts.

Combat & Crafting

  • Soul Weapons: SoulSword, DarkClaw, SpiritBow, BlizzardBlade, etc.

  • Elemental Effects: Fire (burn), Water (slow), Stone (knockback), Air (stun), Dark (sanity drain).

  • Combos & Weak Points: chain effects; target vulnerabilities.

  • Tool Wheel (Hold E): quick swap; Return to Hand (R) to revert arm.

  • Stations: Mixer (weapons/tools), Forge Altar (buffs/cosmetics), LightPlacer (orbs/area lights), SoulBinder (bank shards).

Dark Systems

  • DarkEyes: reveals hidden threats, boss cues, and alternate layers. Duration: 1 min; Cooldown: 2 hrs (reducible).

  • Sanity: visual/audio distortions → hallucinations → possession at 0% (teammate rescue required). Manage with rest, potions, light, and team support.

Respawn & Bosses

  • Respawn: near team (≤100m); lose 1 random item; Soul Tokens consumed to revive; temp stat penalties and sanity hit.

  • Bosses: activate via statues; arenas lock; multiple phases; wipe = HP reset and 7 in-game day lockout.

  • Rewards: Shards, XP, realm access, lore drops.

Progression & Economy

  • Shards (account-wide): loadouts, cosmetics, gadgets, world buffs.

  • DarkEther XP (permanent): passive tree (Health, Ether Resistance, Wither Shield, Shadow Dash).

  • Mode bonuses: Roguelike = higher shard multipliers; Survival = steady long-term gains.

Inventory & Weight

  • Base slots: 16 (expand via AncientEther, +4 per upgrade).

  • Weight affects stamina & speed. Quick belts, storage, and reductions available.

  • Resource priorities: Soul Essence → AncientEther → DarkEther → Shards.

Light System

  • Orb Light (AncientEther): follow/static.

  • Purple Orb (Ancient + Dark): larger radius, sanity protection.

  • Area Lights (LightPlacer): permanent until moved; team utility.

Creatures & AI

Passive (soul plants, ethereal deer) • Reactive (wolves, birds) • Mutated (DarkEther-charged) • Dark Mobs (seen with DarkEyes) • Bosses (1/biome, multi-phase).
AI features: adaptive behavior, packs, terrain use, sanity interaction.

Travel & Team Play

  • Fast Shrines, Teleport Sigils (sanity cost), Realm Portals, Slide-Paths.

  • Co-op travel: leader-initiated, shared costs, emergency summons.

UI/UX Highlights

Dark, high-contrast HUD; radial tool wheel; sanity indicator with diegetic effects; controller support; accessibility options (colorblind, scaling, remapping).

Lore

Two forces—AncientEther (order) and DarkEther (mutation)—once balanced the world until The Great Rupture. You are a Remnant, fighting corruption while slowly paying its price. Discover texts, boss memories, and hidden areas to uncover the truth.

Unlockables

Skins, Titles, Tools/Gadgets, Lore Pages — earned via shards, achievements, exploration, and bosses.

Technical Backend

Unity 6 • Clean Architecture (Domain / Application / Data) • ECS pattern
Saves: JSON + PlayerPrefs • Networking: Firebase (WIP), with options for Photon/Mirror/EOS later.
Focus: performance, scalability, testability, anti-cheat, server validation.

Development & Roadmap

Pre-alpha with active prototyping: procedural worldgen, arm→tool micro-cube system, elemental rarity stats, inventory upgrades, Firebase co-op groundwork, XP loop.
Planned phases include social features (guilds/raids), seasonal rotations, mounts, and modding support.

Follow & Alpha

Click Follow to get devlogs and alpha access details. I’ll share builds, progress notes, and feedback forms here as systems land.

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