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RED CIRCUIT · WORKING TITLE · PRE-PRODUCTION

01 / The game we want to make

RED CIRCUIT

A 1–4 player, fully 3D, top-down cyberpunk action extraction roguelite about choosing what matters before the city chooses for you.

A vault is opening two streets east. A wounded faction officer is transmitting from the transit line. Whether you descended alone or with a crew, there is room for one more objective, maybe two, and the district clock has already begun to turn red.

You move, aim, fire, sprint, dash, time defenses, and commit active abilities yourself. Then the run starts changing you. A precise weapon becomes a chain engine. A defensive tool becomes an orbiting threat. The build can grow spectacular—but the game never begins by playing itself.

A lone cyberpunk operative checks their descent harness above a vast hard-ink vertical district marked by a dangerous red route.
Concept artwork created with OpenAI. Concept only; not gameplay capture or final production art.

Quick Facts

Players
Solo or 2–4 player online co-op
Perspective
Fully 3D, top-down
Control
Manual aim, fire, movement, and defense
Structure
Timed districts chained into expeditions
Status
Working title in pre-production

Visual direction / Hard ink

One city. Any party size.

The player may descend alone, beside one trusted operative, or with a full four-person crew. The visual identity belongs to the world—not a compulsory cast.
Four distinct operatives cross a narrow platform against the vertical megacity.
A lone operative overlooks the layered Red Circuit city from a high industrial threshold.
Two operatives compare a handheld route display before descending into the district.
Dense inhabited towers descend through haze, cables, and industrial light.
A crowded refuge market occupies a precarious platform between city structures.
Red signal cloth and hanging machinery mark a dark route through the city depths.
Weapons, tools, cybernetics, and field equipment arranged as a hard-ink development study.
Print textures and material studies establish the rough hard-ink visual language.
A narrow inhabited city canyon falls away between cables and red industrial structures.

Hard-ink visual development / Solo and co-op expeditions, the city, the settlement, the Hunter, and the equipment carried between them.

More opportunities than time. More power than good judgment.

The City Is Alive Because Something Else Is Paying

RED CIRCUIT takes place beneath a grim vertical megacity whose institutions keep millions alive by making atrocity ordinary. Infrastructure is conditional. Care has an owner. Reclamation does not always distinguish property from people.

Players create persistent characters from readable combat archetypes and descend through that machinery. The character comes home with equipment, talents, implants, reputations, enemies, and a history. The temporary expedition build ends; the person who survived it does not.

Active by Default. Spectacular by Choice.

The combat promise is deliberate: WASD movement with mouse aim, or the equivalent twin-stick grammar; chosen shots; readable telegraphs; active abilities; sprinting, dashing, and defensive timing. Positioning and execution matter before a build begins producing automatic damage.

Drones, orbiting attacks, chains, summons, and bullet-heaven density are possible build directions. Automation is a build outcome, not free baseline damage. We are designing toward the pleasure of constructing a machine without surrendering the pleasure of operating it.

Win, Then Make the Dangerous Decision

Every district contains more worthwhile opportunities than its pressure window comfortably permits. Eventually the District Hunter enters the live map and pursues every surviving operative. Defeating it does not simply end the session—it creates the central choice.

Extract, bank the haul, and turn one violent trip into permanent momentum. Or descend into a harder district with the temporary build intact, carrying more power, more greed, and more unprotected value. RED CIRCUIT is built around wanting both answers at once.

The promise begins with a descent: one persistent operative, alone or beside people they trust, and a district already offering more than anyone can take before something enormous starts hunting them.