In development
Outer Index 3D
A third-person horde run on alien ground that's generated whole before you arrive.
In engine · work in progress
Outer Index 3D drops you onto a world that did not exist until you asked for it. Terrain, caverns, landmarks and the routes between them all come out of a single seed — not a level with some scattered randomness on top, but a whole place, built in one pass and then checked to make sure you can actually cross it.
Then the horde arrives. Everything you'll use in a run comes out of motes: the only way an item reaches your hands is picking it up off the ground, mid-fight, while the pressure climbs. There are no ultimates to hold in reserve. Difficulty rides on the clock, so standing still is its own decision and a bad one.
The generator has a vocabulary, not a template. A ridge can be arched over, bored through, dived under to surface half a world away, or cut into a half-open gallery running along a cliff face. There are blind bores that end in a pocket you have to spot to find. When a landscape won't carry a passage honestly, the generator refuses it and says so instead of shipping you a wall.
What makes it interesting
- Whole stages from one seed: terrain, caves, landmarks, props and traversable routes generated together
- A stage identity is data — new worlds are authored as tables, not hand-placed geometry
- Five distinct kinds of passage, including a secret-room primitive you have to notice
- A mote economy where every item enters the run through the floor, never a menu
- Routes are audited before you ever see them: a world may lean on a jump, but never more than the jump can actually reach
Worlds in progress
Greybox · untextured
In engine · work in progress
Greybox · untextured
On the props. A number of the rock and landmark meshes used across Outer Index 3D's worlds were generated with a third-party AI tool (Meshy) and selected and reviewed by hand before any of them reached a world. See credits.