World lore
The zone was engineered for war. Now it keeps the war alive.
The VX-27 zone was once a sprawling industrial weapons district — part factory, part research site, part urban combat simulation. Every street, warehouse, bunker, and service tunnel was designed to test new forms of warfare. Now the place is a graveyard of failed experiments.
01Origin
The programme
In the near future, the world's most powerful defence corporations stopped building weapons for governments — and started building wars for themselves. At the centre of it all was VX-27.
Autonomous battlefield systems. Enhanced soldiers. Chemical performance boosters.
02Collapse
Locked down overnight
When the programme collapsed, the test zones were sealed. No evacuation. No rescue. No witnesses. Years later, the walls are failing.
Survivors whisper about strange signals from deep inside the old testing grounds.
03The zone
A graveyard of failed experiments
Flooded corridors glow with emergency lights. Security drones still scan empty rooms. Ammo crates sit beside bodies nobody came back for. Barrels leak chemical residue into cracked concrete floors.
The world did not end here. It was engineered here.
04Now
Something is still running
You push deeper into rusted steel, broken concrete, toxic spills, and military technology that refuses to die. Old HUD transmitters flicker with mission data from soldiers long dead.
VX-27 was not shut down. It adapted.
Development status
I cannot build this alone.
Everything you can play right now — the movement, the guns, the barrels, the lighting, the levels — has been built mostly by one person in spare time. That was enough to prove the idea. It is not enough to finish VX-27.
I need collaborators. Not employees. Not investors. People who want to make a game for fun — to learn, experiment, break things, and see something cool come together without treating it like a job interview.
No studio résumé required. If you are curious about game development and happy to pitch in when you can, you are exactly who I am looking for.
“I can keep pushing this forward on my own — but I cannot get it to where it deserves to be without help. If building games for fun sounds like your kind of stupid idea, get in touch.”
Code
JavaScript, React, Three.js, and browser-native game systems — movement, weapons, lighting, collision, and performance.
Level design
Industrial sectors, props, vertical layout, and encounter flow. Help shape arenas that feel abandoned in a hurry.
Art & atmosphere
Textures, materials, environmental storytelling, and the dirty industrial look — rust, concrete, oil, and smoke.
Audio
Spatial SFX, ambient beds, weapon feedback, and score. Atmosphere is half the dread.
Narrative
Lore, mission copy, HUD voice, and faction writing. The experiment still needs a story.
QA & playtesting
Break builds, report bugs, stress-test performance, and tell us what feels wrong before players do.
Prefer GitHub? Introduce yourself there — tell me what you would like to work on, what you want to learn, and how much time you realistically have. Or message me on WhatsApp / carlfearby@me.com. No pressure, no nonsense.