In development

Systems Taking Shape

Early builds with real mechanics under the surface.

A closer look at current systems work: stealth powers, enemy perception, NPC memory, readable behaviour, and worlds that react to what happened.

Quantum Slip V3 WritingAI Systems first
Quantum Slip V3 gameplay in an industrial sci-fi space
WritingAI daytime sakura shore scene
Current Focus

Two prototypes. One goal: readable systems.

Stealth Action Systems

Quantum Slip V3

A stealth-action prototype where movement, powers, suspicion, sound, light, and consequence collide.

Read the Build Notes
NPC Simulation

WritingAI

A Unity NPC simulation about needs, perception, memory, inventory, doors, keys, and visible reasons.

Read the Build Notes
Quantum Slip V3

Bend physics in a quantum playground.

Quantum Slip V3 concept art
Prototype concept art. Represents visual direction while the current playable build continues to develop.

Quantum Slip V3 is a tactical stealth/action sandbox built around powers that change how a level is read.

Light, crouching, sprinting, peeking, wall-hugging, landing noise, phase state, and ability side effects all feed enemy suspicion.

Slip past a locked angle, freeze a bad moment, pulse the room for intel, phase beneath the map, or link enemies into chain reactions. Every power gives control. Every use leaves a trace.

Quantum Slip Systems

Power is useful. Consequence makes it bite.

Slip

Impossible repositioning

Preview and commit to a short-range jump through danger, sightlines, and tight geometry.

Pulse

Information as power

Turn the room into a tactical readout of targets, enemies, objects, and hidden opportunities.

Time Stop

The bad moment, suspended

Freeze actors, physics, sounds, attacks, and interactions before the room catches up.

Phase

The world underneath

Shift into an ethereal layer with phase-only paths, blockers, objects, and risks.

Entangle

Chain reactions

Link bodies, objects, devices, and environments into strange cause-and-effect chains.

Stealth

Seen, heard, remembered

Posture, light, sound, suspicion, and last-known position feed enemy response.

World

Shared interaction language

Doors, switches, pickups, notes, dialogue, combat, and cameras share one play space.

Tension

Every power leaves a trace

Control under pressure: clean execution when possible, noisy improvisation when necessary.

Quantum Slip Shots

A stealth sandbox sim where systems bite back.

Prototype shots: industrial spaces, slip routes, wall movement, intel overlays, NPC exchanges, inventory pressure, enemy suspicion, and stealth breaking into action.

In-Game Prototype Screenshots
Captured directly from the current development build. i

Quantum Slip V3 industrial stealth test space
Hand-crafted levels: maps built around story, atmosphere, and mechanics.
Quantum Slip V3 wide industrial gameplay space
Route pressure: doorways, upper paths, and angles become decisions.
Quantum Slip V3 moody interior stealth space
Atmosphere: light, sound, and space shape perception.
Quantum Slip V3 traversal and stealth test scene
Playable geometry: edges, gaps, cover, hazards, and interactables matter.
Quantum Slip V3 early world prototype view
Prototype space: raw testing before polish.
Quantum Slip V3 slip movement scene
Slip: displace through reality, but leave consequences behind.
Quantum Slip V3 slip power display
Ability tiers: upgrade powers, spend resources, handle the fallout.
Quantum Slip V3 power wheel display
Power wheel: abilities, upgrades, cooldowns, and energy pressure.
Quantum Slip V3 wall hug movement state
Wall hug: stealth, peeking, and controlled exposure.
Quantum Slip V3 second wall hug movement view
Eyes on: line of sight reveals enemies, objects, and danger.
Quantum Slip V3 hug movement prototype
Cinematic camera: adaptive framing for stronger gameplay presentation.
Quantum Slip V3 wall hug feel test
Quantum pulse: sense the room before you move.
Quantum Slip V3 jump display interface
Quantum jump: phase into dangerous opportunity.
Quantum Slip V3 advanced jump display
Quantum realm: an unstable layer beneath normal reality.
Quantum Slip V3 jump energy state
Each to their own: individual NPCs create personal encounters.
Quantum Slip V3 jump preparation state
Before the jump: pull enemies into the quantum layer.
Quantum Slip V3 jump proofing prototype
Stealth core: perception, sound, light, and movement drive encounters.
Quantum Slip V3 leap and jump display
Left in limbo: leave enemies stranded between realities.
Quantum Slip V3 leap display
Fourth dimension: play with time. Pay for it later.
Quantum Slip V3 second leap display
Leap in time: move before the world catches up.
Quantum Slip V3 intel and detection display
Interrogation: information can be extracted, not just found.
Quantum Slip V3 second intel display
Individual NPCs: memory, state, and behaviour vary.
Quantum Slip V3 third intel display
Tactical readout: scan, gather clues, then choose.
Quantum Slip V3 NPC conversation screen
Conversation: dialogue sits inside stealth, combat, and investigation.
Quantum Slip V3 alternate NPC conversation screen
NPC exchange: another response layer beyond alarms and combat.
Quantum Slip V3 third NPC conversation screen
World contact: people become pressure, clues, and risk.
Quantum Slip V3 inventory screen
Inventory: items, notes, equipment, and utility choices.
Quantum Slip V3 inventory and slip interface
Kit and powers: tools and abilities share one tactical space.
Quantum Slip V3 enemy suspicion state
Suspicion: sound and sight build pressure over time.
Quantum Slip V3 enemy fight state
Fight state: enemies should feel active, readable, and dangerous.
Quantum Slip V3 combat takedown moment
Combat pressure: confrontation, knockouts, and damage feedback.
Quantum Slip V3 enemy knockout or defeat state
Aftermath: choices leave ripples, not just score changes.
Quantum Slip V3 paired characters in gameplay space
Paired pressure: entangle people, objects, and systems.
WritingAI

NPCs with needs, memory, and reasons.

WritingAI concept art
Prototype concept art. Establishes intended mood and direction while systems are being built.

WritingAI is a behaviour sandbox for NPCs that move through a small authored world with understandable intent.

The loop is simple: Need, Evaluate, Act, Re-evaluate. Hunger, comfort, and energy create pressure. Perception and memory give the NPC continuity.

The aim is behaviour you can read: what the NPC wanted, what blocked them, what they remembered, and why they changed plan.

WritingAI Systems

Small behaviours, visible reasons.

Needs

Pressure with priorities

Comfort, hunger, and energy create urgency instead of random wandering.

Perception

One world, one source of truth

NPCs sense interactables, doors, keys, rooms, light, and useful spaces.

Memory

Continuity without magic

Objects, comfort zones, locked doors, and failed routes stay remembered.

Inventory

Agency carried forward

Food and keys make the NPC feel strategic rather than purely reactive.

Doors

Constraints that matter

A locked door can create a key-finding subgoal, then resume the original objective.

Downtime

Life when nothing is urgent

Observation and activity zones make idle behaviour feel authored.

Readability

Debuggable intention

Thought logging makes it easier to understand what the NPC is doing and why.

Recovery

Failure that ends cleanly

Blocked paths and stale targets push the system toward fallback, not loops.

WritingAI Shots

A quiet world for readable behaviour.

Small atmospheric spaces for testing light, rooms, routes, doors, comfort, and authored observation points.

In-Game Prototype Screenshots
Captured directly from the current development build. i

WritingAI daytime sakura shore test scene
Day scene: routes, comfort, and idle behaviour.
WritingAI night home interior test scene
Night home: comfort comes from the environment.
WritingAI daytime break room test scene
Break room: needs, rest, food, and object use.
WritingAI night park scene
Night park: believable downtime when no need is urgent.
WritingAI moonlit park view
Moon view: calm behaviour grounded in place.
WritingAI development view showing sakura trees and water reflection
Authoring view: spaces shaped for NPC understanding.
Still forming

The work is early, but the direction is clear.

Quantum Slip V3 and WritingAI are both about readable systems: what happened, what changed, and why the next moment matters.