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README.md Refresh README for DEAD AIR (Redot, milestones, contributing) 2026-10-19 15:54:04 -07:00

DEAD AIR

A standalone VR survival game inspired by Into The Radius — but you can't leave.

You're in a part of the Affected Region that's been altered heavily enough that leaving just isn't an option. No extraction. No going home. Adapt or don't survive.

Key Decisions

Topic Decision
Engine Redot (Godot fork) — see #1
Target PCVR via SteamVR (Quest parked)
ITR asset permission Waiting on devs via Darius_ITR — see #3
Monetization 100% free; creator-made "mods" only
Code license Open source (TBD — MIT suggested)
Assets Purchased assets kept separate, not redistributed

Atmosphere

Target: ITR 1.0/2.7, not ITR2. ITR2's red palette and ash texture are out.

The Hook

You wake up. You find a bakelite landline phone that still works. Who's on the other end?

See #5 for the intro/tutorial concept.

Development

  • #24 — Development milestones: systems roadmap (Render → Movement → Interactions → Inventory)
  • #28 — Save data format: versioned registry, uniform item tree
  • #19 — Redot primitive layer: base mechanics architecture
  • #17 — Modding support: items, maps, assets

Design

  • #8 — Core ideas: brainstorm list (mechanics as comments)
  • #15 — Weapons: gunplay that feels right
  • #16 — Equipment: consumables and survival gear
  • #20 — Story: two-track narrative (with/without Observers)
  • #21 — Hub/base design
  • #22 — Zone/map design: connected areas, fog traversal

Lore & World

  • #2 — Game name: DEAD AIR
  • #4 — Setting: the inescapable zone
  • #6 — Lore reveal (spoiler)
  • #7 — Faction: The Observers

Contributing

See dead-air/docs — start with the AI Contribution Policy. Fork + PR workflow for everything.