WRONG WAY
Turn-based roguelite · iOS · in the making
The dead are up and the whole country is driving away from the outbreak — except one ambulance, driving into it. In the back is a patient the Chief handed over a second before he turned: get him to the Clinic. Nobody knows who he is. Everybody wants him.
A car, a party of strangers, and bad news
It starts where Death Road to Canada and Organ Trail start: a vehicle, whoever happens to be in it, what is left in the trunk, and a long road. People are grown from a seed — faces, skills, tempers — and anyone can die, so there is no hero, only the party. Someone who turns keeps their face.
Think as long as you like
Everything is turn-based and nothing is ever on a timer. What costs you is time inside the game: a step, a swing, an hour, a day. Everything the dead are about to do is drawn on the floor before you commit, so a fight is lost by a decision, never by a surprise.
The patient
Who he is changes every trip, and the truth comes out a clue at a time. Some want to buy him, some will take him by force, and some nights he tries to walk out on his own. Losing him is not the end of the trip — it is a detour.
How it is made
Every pixel is painted in code: there are no sprite files, because nobody in the game exists until the seed of the trip grows them. The rules run with no screen at all, so they are tested before they are drawn. TypeScript, Preact and signals, wrapped for iOS with Capacitor; the sound is synthesized. No ads, no analytics and no server.
Where it is
In the making, and not out yet — there is nothing to play here today. The first thing built is one room, one survivor and the Chief who has just turned: one hit, which has to feel good on its own before anything else is built on top of it.