30.05.2026 • 19:45

Project Overview

Following the discovery of a massive extraterrestrial structure buried beneath the surface of a distant planet, humanity launched a series of expeditions to uncover its secrets. What appeared to be an abandoned ruin soon revealed itself to be something far more terrifying — a living, evolving organism of unimaginable scale. Deep within its endless corridors lie powerful technologies, rare resources, and answers to mysteries older than humanity itself. But the structure is constantly changing. Pathways shift, new chambers emerge, and hostile alien lifeforms hunt anything that enters their domain. From your base of operations, prepare for dangerous expeditions, manage vital resources, craft equipment, and upgrade your survival suit. Every mission is a race against dwindling oxygen supplies, exhaustion, contamination, and the countless threats hidden in the darkness. How deep are you willing to go?

Project Details

Software

Blender Substance Painter Unreal-Engine 5 Cascadeur

Type

Game Development

Update / BuildSystem and more Stations

Hello everyone!

Today I want to show you some of the new features coming to the game.

The Crusher was already finished, but now I have added even more machines and systems:

The new Furnace has one input and one output, making it perfect for simple processing recipes.

I also added a Chemistry Station with one main input and an additional catalyst or substance slot. The substance is consumed together with the main input during the crafting process.

On top of that, I built a flexible building system that supports multiple placement modes:

Free Placement, Grid Placement, and Face Grid Placement.

This makes building much smoother and gives players more control over how they place blocks, machines, and structures in the world.

I hope you like all the new features I’ve been working on!

UPDATE -Crusher System

The Crusher System automatically processes inserted raw materials into multiple possible output types. Depending on the used materials and installed modules, it can produce solid resources, liquids, or gases. The system runs through a time-based processing cycle and updates output containers live, making newly created products and stacked quantities immediately visible.

The Crusher is fully integrated into the inventory system and supports multiplayer functionality. Players can track the processing progress, close the interface, and reopen it later without losing the current process state. Production continues independently of the UI and displays the correct progress when the interface is opened again.

This system is designed for crafting, survival, and production-based gameplay where materials are not only collected, but actively processed and converted into different resource types.

Development Update: Cave Systems, Procedural Generation & World Building

Development on the game is progressing steadily. I am currently focusing on the cave environments and the implementation of procedural generation systems. My goal is to create a unique experience that combines science fiction, survival mechanics, dungeon-crawling exploration, and escape-based gameplay. To achieve this, I am putting a strong emphasis on stability, gameplay feel, and a well-balanced difficulty curve. Since all of these systems are interconnected, extensive testing is required to ensure they work together seamlessly. In the meantime, I will continue sharing environmental assets and previews of some of the game's unique flora, including the carnivorous plant species that inhabit the world. These updates should help give a better impression of the atmosphere and direction of the project. The final look and feel of the complete experience will take more time to reveal, but I look forward to sharing more progress as development continues. If you would like to support the project and help accelerate development, you can find a support page in the website footer. Thank you for following the journey, and I look forward to sharing more updates with you soon.

More FOILAGE!

More FOILAGE!

Bioluminescent Alien Cave

 This environment showcases an otherworldly cave illuminated by bioluminescent flora and crystalline formations. The scene combines organic alien vegetation with glowing mineral deposits to create a mysterious yet hazardous atmosphere. The primary focus was on building a visually rich sci-fi environment using natural light sources and strong environmental depth. 

Modular Cave System!

Modular Cave System!

Weapon Attachments, Bullet Impacts & Ricochet System

This showcase features the current weapon attachment system, bullet impact effects, and ricochet behavior. Every shot generates context-sensitive impact particles, while ricochets add an extra layer of depth and immersion to combat encounters.

Our goal is to make every weapon interaction feel responsive, satisfying, and dynamic.

Riftveil is currently in active development, with more combat features, weapons, and gameplay systems coming soon.

Adaptive Suit Interface

 A futuristic equipment and inventory HUD designed for a sci-fi survival extraction game. The interface presents weapons, armor slots, backpack storage, quick-access items, and inventory management in a clean, holographic layout that feels integrated into the player's survival suit. 

Umbra Mawroot

Classification

Xenoflora Carnivora

Habitat

The Umbra Mawroot thrives in the darkest regions of cave systems and subterranean alien environments. It favors damp, low-light areas where visibility is poor and prey movement is restricted. Mature colonies are commonly found growing along cave walls, ceilings, narrow passages, and abandoned tunnels. Their extensive root networks can spread throughout entire cave chambers, turning seemingly harmless pathways into deadly hunting grounds.

Description

At first glance, the Umbra Mawroot resembles an ordinary alien plant with long tendrils, broad leaves, and faint bioluminescent growths. In reality, it is a highly specialized predatory organism evolved to capture and process living prey. The plant possesses numerous sensory tendrils capable of detecting vibrations, body heat, and exhaled carbon dioxide. Once prey enters its range, the Mawroot reacts instantly, striking with thorn-covered appendages capable of piercing flesh, armor gaps, and exposed tissue. The thorns inject a potent biological toxin that rapidly induces tissue necrosis. Within minutes, affected flesh begins to die and break down into a nutrient-rich organic slurry.

Feeding Process

Unlike many carnivorous organisms, the Umbra Mawroot does not consume its prey whole. Instead, the injected toxin liquefies organic tissue from within, much like certain species of spiders that externally digest their victims before feeding. The resulting biomass is absorbed through specialized feeding tendrils and transported into a pulsating internal digestive organ located deep within the plant's core. This organ stores and processes the liquefied remains, converting them into nutrients that sustain the colony for extended periods of time. Researchers have observed that larger specimens may contain several liters of partially processed organic matter within these biological reservoirs.

Behavior

The Umbra Mawroot is entirely stationary and remains rooted to its chosen location for decades. Its effectiveness comes from patience rather than pursuit. The organism can survive for years without significant prey, waiting motionlessly until an unsuspecting creature enters striking distance. Many explorers report mistaking the plant for harmless cave flora moments before being attacked.

Warning Signs

Faint bioluminescent growths in dark areas Clusters of bones or empty exoskeletons nearby Sticky organic residue coating rocks and cave walls A sweet, decaying odor surrounding mature colonies Pulsating nutrient sacs visible beneath the plant's outer layers