COLLAPSE MACHINE | fps immersive co-op exploration sci-fi adventure

tldr: game loop
  1. explore futuristic location (!)
  2. avoid or solve traps
  3. beat or avoid enemies
  4. find and solve optional quest in root of location
  5. steal enough goods, gadgets and energy
  6. keep stolen goods inside of your truck-tank-like vehicle
  7. upgrade yourself, gear or vehicle
  8. find next location on horizon
  9. travel to it
  10. repeat

COLLAPSE MACHINE on Steam

On my first day at IT university, I created a basic game inspired by Mad Max: just a car symbol navigating a top-down desert in a C++ terminal (similar to Brick Game Car Racing).
Since back then, my skills and ideas have grown.

Now is a year since we, team of two, are developing our own Unity game: a blend of our favorite elements from other titles:

  • Immersive FPS gameplay (Deus Ex, Voices of the Void)
  • Tons of interactions (Boneworks)
  • Exploration of vast worlds (Fallout)
  • Traveling across dynamic environments (Cube World, The Long Drive)
  • Puzzles involving platforms and buttons (Half-Life)
  • Intense, rhythmic combat (WH40K: Darktide)
  • Rich lore in a fading world (Skyrim, RimWorld, Adventure Time)
  • A mix of (mis)adventures to keep you engaged


The past year has been spent tackling core ideas, refining mechanics, and understanding our limits as developers. Here’s what we’ve implemented so far:

  • Player movement: walk, sprint, jump, crouch, climb, swim, die, revive, Quake3 b-hopping.
  • Networking: Steam or LAN co-op gameplay, 3+ players (much larger limit possible, >99?)
  • Procedural infinite terrain: voxel-based, fully destructible.
  • Persistent world changes: track opened doors, destroyed objects, pressed buttons, found keycards, and more.
  • Items: pick-up, drop, damage, spawn, procedural loot stacking, store, use, eat, shoot, or melee.
  • Visual style: bright, texture-less 3D models with HDRP lighting.
  • Water behavior: swimming, buoyancy, visual and sound effects.
  • Vehicles: walkable interiors for seamless travel and storing the goods.

These features bring our game to life, making it feel at least a little dynamic—a prototype, a proof of concept, and a glimpse into the vast, futuristic, anti-utopian world, my wife and I dream of sharing with you

This year, we are going to focus on delivering playable location, proving core mechanics in a fun way.

  • A building to explore limits in
  • tower with platforming to challenge player’s movement
  • puzzles to activate power generation
  • gadgets to steal and help you in adventures
  • and finally a garage to open and power up the vehicle, to finish the tutorial and embark the open world.

Hopefully, such game loop will be good an fun to be used for next locations. Many things are subject for improvements, and I dream of making everything butter smooth, eventually.

Let us know what you think!