forked from dead-air/game-planning
Tracking repo for Dead Air
| Filename | Latest commit message | Latest commit date |
|---|---|---|
| README.md | ||
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.