Voidforged
 Build channel live // Vertical slice 001
Vertical Slice · v0.5.1

VOIDFORGED

Forge your build.
Breach the Void.
Extract — or die.

A loot-driven extraction bullet-heaven set aboard a derelict megastructure overrun by a corrupted machine intelligence.

Windows 10/11 · 64-bit · 272 KB

The launcher checks for new builds, installs them, and starts the game.

Linux: grab the Linux launcher — it checks for updates and starts the game.

No launcher? Extract the .tar.gz and run ./Voidforged.x86_64. Shell version if the window misbehaves.

Or grab the build directly — Windows ~36 MB / Linux ~53 MB
Single-player Top-down swarm combat Windows · Linux 64-bit Auto-updating launcher
[ 01 ]  Manifest

What’s in this slice

Eight systems · one run loop
01Movement

Aim & auto-fire

WASD steers, the rig fires where your cursor points. Momentum is survival — plant your feet and the void takes them.

02Pressure

The swarm adapts

Chasers and brutes first. Then spitters that hold range, bombers that detonate in chains, and flayers that blink behind you — all telegraphed before they land.

03Economy

Salvage that must be extracted

Loot isn’t yours until it clears the ring — and the ring only opens in timed windows. Everything carried is a bet against the clock.

04Build

Level-up build choices

Every level forks the run: stack damage, widen the spread, or buy the seconds you’ll need later. Choose fast.

05Threat

Breach the Warden

An elite guardian seals the deep sectors. Break it for the richest haul in the slice — or route around and stay poor.

06Stakes

Death costs you everything

Die in the dark and the haul dies with you — unless you’ve already paid the Forge for insurance.

07Meta

The Forge remembers

Banked salvage buys permanent modules between runs: plating, weapon calibration, thrusters, and a bigger slice of the next haul.

08Depth

Rare and relic augments

Sixteen augments across three tiers. Relics only surface once your bank runs deep enough — and they change how the rig fights.

[ 02 ]  Evidence

From the slice

Captured in-game · not mockups
Third-person swarm combat in the derelict arena: muzzle flash, salvage orbs and a closing swarm
Contact — the swarm closes while you spend the seconds you needed
A late-run swarm massing around the player
Pressure — density climbs the longer you stay
The hangar screen where banked salvage is spent on the Forge
The Forge — banked salvage becomes permanent

Captured on the 0.4 deck — the three 0.5 layouts are charted below.

[ 03 ]  Deck plans

Three decks, not three arenas

Top-down · generated from the game's own bitmap

Every deck is rooms joined by six- to ten-metre passes, with pillars that break sightlines. The swarm routes through the same gaps you do, so a corridor is both your escape and its funnel. The extraction pad is never next to where you spawn.

Top-down plan of the Crossfire deck: a central plaza with four bridges to four chambers

CROSSFIRE

421 plates

A plaza and four bridges. Every route crosses the middle, so every fight does too.

Top-down plan of the Foundry deck: a long hall flanked by two bays with narrow doors

FOUNDRY

420 plates

One long hall, two bays, two doors. The doors are the only safe ground — and the only way out.

Top-down plan of the Spine deck: three rooms joined by three narrow passes

SPINE

474 plates

Three rooms, three passes. The pad is at the far end, so extraction is a decision, not a wander.

[ 04 ]  Interface

Controls

Mouse aims, keys move
W A S D Move
MOUSE Aim & pick target
SPACE Dash
E Hold to extract
CLICK  /  1 2 3 Pick upgrade
R Redeploy
M Mute audio
[ 05 ]  Briefing

First run

Risk / reward in three moves

Get in

Keep moving and let the auto-fire work. The opening minute is about not dying, not about looting the floor.

Grab salvage

Walk over drops to collect. The deeper you push, the richer the haul — and the further you are from the extraction ring when it goes wrong.

Decide when to leave

Hold E at the ring to bank the run. Greed is the only enemy you carry back.

⚠ Unsigned build

Windows SmartScreen may warn on first launch. Click More info → Run anyway.

No installer required — unzip the archive anywhere and run Voidforged.exe. Your saves and settings stay local to that folder.

[ 06 ]  Build log

Patch notes

Newest first
v0.5.1 26 Oct 2026
  • +Linux build: 64-bit x86, ships as a .tar.gz you extract and run
  • *Direct downloads now list Windows and Linux side by side under the launcher button
  • *The Windows launcher still installs and updates the game; Linux players grab the archive
v0.5.1 26 Oct 2026
  • +Three decks instead of one open circle: CROSSFIRE, FOUNDRY and SPINE
  • +Real chokepoints — rooms joined by six- to ten-metre passes that you and the swarm both have to use
  • +Pillars and cover, so a fight has lanes to play with instead of one big furball
  • +Deck edges are solid: rails stop you, gap, and the void stops anything that gets past
  • +The Warden now has three phases — a telegraphed ground slam, a radial bolt volley, then reinforcements
  • +The Warden breaches in next to you instead of strolling in from the far side of the map
  • *The extraction pad is never beside your spawn now, so leaving is a decision
  • *The swarm routes through the passages rather than grinding along the edge of the world
v0.4.0 26 Oct 2026
  • +Spitters: ranged swarm that holds an 11-16 m ring and telegraphs every shot
  • +Bombers: rush you, light a 0.8 s fuse, and detonate — and they chain-detonate each other
  • +Flayers: blink behind you on a 3 s cycle, telegraphed 0.55 s ahead
  • +Elites: 2.8x hull, a gold crown, triple salvage, and they turn up more often the longer you stay
  • +Extraction is now windowed — the docking pad is only live for 12 s of every 55 s
  • +The pad counts down, warns you 5 s ahead, and visibly wakes up when a window opens
  • *The swarm's composition now evolves over the run instead of only getting denser
v0.3.0 26 Oct 2026
  • +Mouse aiming — the gun follows your cursor instead of picking targets for you
  • +Soft target lock: enemies inside a 12 degree cone of your aim take priority
  • +Ground reticle shows where your shots land, and turns amber when a target is locked
  • *The gun holds fire when the arena is empty instead of chattering into the void
v0.2.1 26 Oct 2026
  • -Fixed level-up cards being picked automatically on some launches
  • -Level-up cards now ignore input for their first 0.5 s, so a stray click cannot choose for you
v0.2.0 26 Oct 2026
  • +The Forge: six permanent upgrade tracks paid for with banked salvage
  • +Rarity tiers — common, rare and relic augments, relics unlocked by lifetime salvage
  • +Fully procedural audio: weapon, impact, kills, dash, ambience and a chaos layer
  • +Synthwave soundtrack, mute with M
  • +Hangar screen, augment cards and a proper end screen
v0.1.0 25 Oct 2026
  • +First vertical slice: swarm survival, salvage collecting, extraction and level-up augments
  • +Phase dash with invulnerability frames
  • +Loot orbs, the Warden mini-boss, procedural starfield arena