AtomicCube world procedural survival game.
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.
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
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🌑 Dark Fantasy: Corrupted landscapes and twisted creatures.
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👻 Soul-Based Power: Harvest souls to craft weapons and unlock abilities.
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🧠 Sanity & Sacrifice: Power has a cost; mental state changes gameplay.
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⚡ Dimensional Travel: Explore realms with unique rules and hazards.
Platforms & Modes
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PC (initial), consoles (future)
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Roguelike Mode: fresh world each run, full reset on death, leaderboard focus.
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Survival Mode: persistent world, base building, drop-on-death.
Quick compare
| Feature | Roguelike | Survival |
|---|---|---|
| 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
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Choose mode → 2) Spawn in biome → 3) Gather Souls / Ether / materials
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Forge tools (arm-to-tool with micro-cubes + elements) → 5) Unlock systems (DarkEyes, LightGadgets, mixers)
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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)
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🧩 Invention Building (Micro-Cubes): Assemble tools from micro-blocks inside a frame. Precision layouts change function.
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✋ Arm-to-Tool Transform: Disassemble your arm, reconfigure it into drills, cutters, hammers—then swap back instantly.
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🧪 Elemental Sockets & Rarity: Add elements (diamond, obsidian, etc.) to gain damage types and rarity-scaled stat boosts.
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🌍 Procedural Worlds: New seeds, biomes, routes, and events every session.
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🌐 Online Co-op (Firebase): 2–6 players, shared builds, synchronized progression (WIP).
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📈 XP & Loop: Level up, unlock tech, and refine the core loop with escalating challenges.
Worlds & Realms
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Normal Realm: primary world, all biomes.
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Upside-Down: mirrored dimension with hidden routes and DarkEther slide-paths for traversal.
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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
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🌀 Dimensional Rifts between Normal and Upside-Down.
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⚡ DarkEther Trails for high-speed slide paths.
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🗿 Fast Shrines unlock after bosses.
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🌡️ Heat/Cold, ☣️ Toxicity, 🧠 Sanity Drain shape tactics and loadouts.
Combat & Crafting
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Soul Weapons: SoulSword, DarkClaw, SpiritBow, BlizzardBlade, etc.
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Elemental Effects: Fire (burn), Water (slow), Stone (knockback), Air (stun), Dark (sanity drain).
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Combos & Weak Points: chain effects; target vulnerabilities.
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Tool Wheel (Hold E): quick swap; Return to Hand (R) to revert arm.
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Stations: Mixer (weapons/tools), Forge Altar (buffs/cosmetics), LightPlacer (orbs/area lights), SoulBinder (bank shards).
Dark Systems
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DarkEyes: reveals hidden threats, boss cues, and alternate layers. Duration: 1 min; Cooldown: 2 hrs (reducible).
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Sanity: visual/audio distortions → hallucinations → possession at 0% (teammate rescue required). Manage with rest, potions, light, and team support.
Respawn & Bosses
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Respawn: near team (≤100m); lose 1 random item; Soul Tokens consumed to revive; temp stat penalties and sanity hit.
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Bosses: activate via statues; arenas lock; multiple phases; wipe = HP reset and 7 in-game day lockout.
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Rewards: Shards, XP, realm access, lore drops.
Progression & Economy
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Shards (account-wide): loadouts, cosmetics, gadgets, world buffs.
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DarkEther XP (permanent): passive tree (Health, Ether Resistance, Wither Shield, Shadow Dash).
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Mode bonuses: Roguelike = higher shard multipliers; Survival = steady long-term gains.
Inventory & Weight
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Base slots: 16 (expand via AncientEther, +4 per upgrade).
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Weight affects stamina & speed. Quick belts, storage, and reductions available.
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Resource priorities: Soul Essence → AncientEther → DarkEther → Shards.
Light System
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Orb Light (AncientEther): follow/static.
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Purple Orb (Ancient + Dark): larger radius, sanity protection.
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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
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Fast Shrines, Teleport Sigils (sanity cost), Realm Portals, Slide-Paths.
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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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