SPAWNDIE · PLAYTEST RING

Playtest the greybox.

Friends-only playtesting of Spawn Die's combat labs. These are capability probes — systems only, art in progress. What helps most: tell us how the controls feel, whether the difficulty is right, and whether it's fun. Every slice has a one-click feedback button that opens a pre-filled email.

GREYBOX PLAYTEST — systems only, art in progress. Not a launch, not a storefront — a feedback channel.

ARPG · DUNGEON CRAWLER

ARPG Combat Lab

Top-down action-RPG arena. Melee combos, a fireball, and escalating enemy waves.

GREYBOX PLAYTEST — systems only, art in progress

Controls

WASD move · J sword · K fireball · mouse aim

Does swapping between melee (J) and the ranged fireball (K) feel distinct and satisfying? Is mouse-aim intuitive? Are the waves tuned right — too easy, too punishing, or just right? Tell us about the combat feel and the difficulty.

TOP-DOWN · HORDE

Zombie Horde

Hold-the-line top-down shooter. A crush of shamblers, a reload beat, and a melee shove.

GREYBOX PLAYTEST — systems only, art in progress

Controls

WASD move · mouse aim · hold click fire · R reload · Space shove · H spawn +40 horde

Does the horde feel like a real threat without feeling cheap? Is the reload beat (an empty mag mid-swarm) tense or just annoying? Is the shove useful? Hit H to summon a bigger horde — does it stay fun or tip into unfair? Feedback on overwhelm pacing and controls feel helps most.

INERTIAL · WAVES

Space Blaster

Newtonian space shooter. Thrust to build speed, coast, rotate while drifting, retro-brake to stop.

GREYBOX PLAYTEST — systems only, art in progress

Controls

W thrust · S brake · A/D strafe · mouse aim · click/Space fire · H spawn squad

Aiming is now tied to the mouse — the nose tracks your cursor (turn-rate limited so the Newtonian drift still matters), A/D strafe sideways, W/S thrust and retro-brake. Does shooting-while-moving feel good now? Does the inertial drift still read as real space movement? We most want feedback on the control feel and encounter density.

THIRD-PERSON · 3D PROBE

TPS Probe

Third-person shooter greybox — our 3D camera/aim probe. Capsules only, no character art yet.

GREYBOX PLAYTEST — systems only, art in progress

Controls

Click to lock mouse · WASD move · Shift sprint · LMB fire · RMB aim-down-sights · R reload / restart · H spawn squad

Fresh polish pass: the character now faces where the camera looks while moving/aiming, enemies can't clip inside you and get knocked back on contact (kite or sprint to escape), and death shows a YOU DIED — press R restart. Does third-person aiming feel accurate — do shots land where the reticle points despite the shoulder offset? Is the camera comfortable and the combat survivable? No character art yet — judge the camera, aim, and feel.

THIRD-PERSON · 3D FLIGHT

Flight Probe

Third-person ship-flying greybox — No Man's Sky / Starfield-style arcade flight: mouse-steered nose, throttle, and boost. Fly the asteroid field and pop drones. Primitives only, no ship art yet.

GREYBOX PLAYTEST — systems only, art in progress

Controls

MOUSE steer (pitch+yaw) · W/S throttle · SHIFT boost · A/D roll · Space fire

The mouse steers the nose (pitch + yaw), W/S set a throttle you hold, and SHIFT boosts with a speed/FOV kick. Aiming for the "genuinely easy but deep" feel of NMS/Starfield. Does it feel easy to fly on first grab — figure-eights, chasing a drone? Do throttle + boost give it depth? Do you get a real sense of speed? Tell us about the flight feel.