Every game we've shipped so far lives in the same cold war: Terminal.exe, NOISE_FLOOR, SEGFAULT, CHECKSUM - quiet, paranoid, psychological. The machine watches, classifies, predicts, verifies.
Game five kicks the door in.
FRAGGED is our love letter to the golden age of "dudes with huge guns" mobile shooters - the 2010-era top-down dual-stick games we wore our thumbs out on. Two hyper-muscular brothers, Rex and Boone Frag, versus R.U.S.T. - the Robotic Union for Systematic Tyranny - a machine bureaucracy strip-mining the frontier for Boomite, the glowing purple ore that makes oversized weapons possible.
The pitch in one breath: left thumb moves, right thumb fires, robots explode into crystals, you walk over the crystals, you buy a bigger gun, repeat until the gun is the size of a vending machine.
But it's 2026 and nostalgia isn't a free pass, so we're fixing what those games got wrong:
- A real companion. Whichever brother you don't pick fights beside you - flanks, soaks aggro, uses his own loadout. The old games' buddy AI famously ran into every bullet you'd just dodged. Ours won't.
- Real stakes. Ore you haven't extracted isn't yours yet. There's a beacon, a 60-second hold, and a robot army that disagrees with your retirement plan. Die unextracted and half your haul vaporizes.
- Real maps. No flat arenas. Island battlefields over lava, connected by bridges you will absolutely get cornered on.
Tone check: SEGFAULT asks if the machine can predict you. FRAGGED asks how many machines fit in one rocket blast. Both are valid research questions.
Android-first, web build along the way. Dev logs start next week - this one's being built in the open.
