| Filename | Latest commit message | Latest commit date |
|---|---|---|
| DISCORD.md | ||
| LICENSE | ||
| README.md | ||
DEAD AIR
DEAD AIR is a PCVR game in active development.
You wake up in the Region — a place cut off from the outside world, where the radios pick up static, whispers, and music on channels that are different every time you play, and where the silence itself is not empty. Explore it, scavenge what you need, build somewhere safe, and figure out what happened here — and what the silence is.
The game tells you very little. You discover the rest.
How it's built
Godot is the game engine. The Dead Air Engine is everything foundational, built on Godot — the player, the world systems, the modding framework. Dead Air Content is the gameplay, the story, and the stuff — built as a mod on the engine, using that framework.
Status
In active development. Not released yet. Built with Godot, for PCVR.
The code is MIT licensed. Freely released original assets are CC BY 4.0. If you reuse DEAD AIR components, a single credit line is all we ask: "Built with Dead Air Components".
Where things live
- Dead Air Engine —
everything foundational. (Currently
da-game; renaming toengine.) - game-planning — design, lore, and milestones.
- docs — design docs and project policies, including how we use AI.
- .profile — this repo: the public front page, and the place to ask questions.
Community
Chat with us on Discord. The community rules and invite live in this repo.
Ask us anything
If you have a question, ask it here. This repo's issue tracker is the main project discussion place for DEAD AIR — questions about AI use in the project, generic project and development questions, discussions, and the like. You don't need to be a contributor to open one.
Start here even if you're not sure where something belongs. If a question turns into work that lives somewhere else, we'll point you there.