Design Pillars

  1. Build on the Past, Set up the Future

    The actions of previous cycles persist, encouraging players to think beyond the current cycle.

  2. Escalating Conflict

    Each additional cycle increases the number of layers that players need to account for.

  3. Kill to Adapt

    Killing ghosts modifies the killer’s main ability, providing new ways to overcome challenges.

  4. Level Interactivity

    Doors, hazards, and paths change based on the actions of previous cycles to keep gameplay fresh.

Time Loop

The player will alternate between playing as an Attacker and a Defender across a set number of cycles (ATK -> DEF -> ATK -> DEF). Once all cycles have been completed, the level is completed, with the end screen showing the time taken per cycle and total time taken.

Core Level Loop

  1. The player spawns in as an Attacker. Attackers have to kill the VIP. Once the VIP is killed, the Attacker cycle ends.
  2. The player spawns in as a Defender. Defenders need to kill all Attackers before the VIP is killed. Once all Attackers are killed, the Defender cycle ends.
  3. Steps 1 and 2 are repeated until the set number of cycles for the level have been reached.

Core Gameplay Loop

Attacker Cycle:

  1. Move through level
  2. Use abilities
  3. Avoid / Kill Defenders

At any point in the cycle, if the player reaches the VIP, they will kill the VIP.

Defender Cycle:

  1. Move through level
  2. Use abilities