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.
NEON ARENA · ROGUELITE
CoilBreak
Weave lethal energy coils in a collapsing neon arena, harvest essence, evolve your loadout between waves, and shatter the Core Warden.
SHOWCASE BUILD — polished vertical slice
Controls
WASD move · mouse aim · click fire · F / RMB plant coil nodes · Space phase dash · 1 2 3 pick upgrades
This one is not greybox — it is our polished showcase build. Does the coil-weaving mechanic (plant two nodes, cut everything between them) click? Do the between-wave upgrades make each run feel different? Does it look and feel finished? Tell us what lands and what doesn't.
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, a melee shove — and a cooked grenade that leaves some of them dragging themselves after you.
GREYBOX PLAYTEST — systems only, art in progress
Controls
WASD move · mouse aim · hold click fire · R reload · Space shove · hold G / right-click to cook, release to throw · H spawn +40 horde · Esc pause + options
New this build: the grenade is cooked — holding G (or right-click) pulls the pin and burns the 1.15s fuse in your hand, and you release to throw with whatever is left. Hold it too long and it goes off on you, so cooking is a real bet. While you hold, you get a dotted trajectory arc and a landing ring showing the blast. Blasts no longer just gib: bodies at the edge of the explosion can be maimed into crawlers — legless, slow, low on health, small enough that your sight sweeps right over them, and still coming. The laser sight was misaligned and now sits exactly on your aim; press Esc for an options panel to toggle it, along with the new virtual cursor and its soft rubberband leash (the cursor eases back toward you so you can never lose it). Is the cook worth the risk, or do you just tap-throw? Do crawlers make a cleared area feel unfinished in a good way, or just annoying? Does the virtual cursor feel better or worse than your normal mouse — and does the leash help or fight you? Feedback on cook risk, crawlers, and aim 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
Arcade space flight with a ship hangar — pick one of five hulls on load (1–5 or click), then fly the asteroid belt. Cursor is your aim: the nose chases the dot and both guns converge on it. Rocks shatter into spinning chunks that shatter again. Flip to the cockpit any time.
GREYBOX PLAYTEST — systems only, art in progress
Controls
MOUSE aim · LMB fire · W/S throttle · SHIFT boost · A/D roll · C/V cockpit · B hangar · T steering mode · ESC pause
Start in the hangar: five ships, pick by feel — we want to know which hull you chose and why, and whether any of them look wrong in flight. Then go break rocks: the guns are harmonized on the cursor, so shots should land exactly on the dot — do they? Do the fracturing asteroids read as a real, busy belt, or still empty at altitude? Finally hit C for the cockpit view: is the first-person framing better or worse than the chase cam, and does the bank/roll feel right from inside (too much, too little)? Tell us the ship you'd fly again and how the cockpit felt.