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 Leave a note box that posts straight to us — the email button is still there as a backup.

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.

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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.

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INERTIAL · WAVES · 1-4 PLAYER CO-OP

Space Blaster

Newtonian space shooter. Thrust to build speed, coast, rotate while drifting, retro-brake to stop. The new hull has two rear boosters and a blaster pod on each side, and the thrusters are drawn straight off the physics — slide sideways and the pod that is actually pushing you lights up. Now with breakable asteroid fields to fight around.

GREYBOX PLAYTEST — systems only, art in progress

Controls

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

New this build: the ship is drawn properly and fires from both side pods, converging on your cursor (same damage per shot as before, just split across two barrels). Watch the thrusters while you strafe — they are driven by your real velocity, so they should tell you which way you are actually drifting. Asteroid fields are scattered across the map: shoot them and they break into spinning chunks that break again, and they will bump you if you fly into them. And the starfield is fixed — it used to only exist near one corner of the map, so most of the world had no sense of speed at all. Does the map read as a real place now? Is the encounter density right, or still thin?

NEW — up to 4-player co-op. Hit PLAY TOGETHER, create a room, and send your friends the 5-letter code (or the share link). Everyone picks a different ship colour; drones and waves are shared, friendly fire is off, and the waves get bigger with more pilots. Drop out and rejoin mid-wave and your ship comes back. Sign-in needs a Google account and an invite code — ask Austin for one. Solo play is unchanged and needs no account.

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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.

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THIRD-PERSON · 3D FLIGHT

Flight Probe

Arcade space flight with a ship hangar — pick one of five hulls, then fly an endless asteroid belt that streams around you forever. The mouse always aims exactly where you point, so you can fly it well from the first minute — but roll into your turns and the ship whips harder. Line up a distant beacon and WARP to 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 · X target beacon · hold Z warp · C/V cockpit · B hangar · ESC pause

THE ONE QUESTION: did you find the roll trick on your own? There is one flight model now, and it is deliberately easy — the ship goes where the cursor is, and you can play the whole thing without ever touching A/D. But pitch is this ship's strong axis and yaw its weak one, and the turn limits apply about the ship's own axes. So if you roll first and then haul the nose around, the turn is measurably quicker (we clock ~19%). Try it deliberately: fly a hard 180 flat, then fly the same 180 after rolling 90°. Could you feel the difference? Did you discover it before reading this? And on a flat turn the ship leans a few degrees into the corner by itself — does that read as the ship helping, or as the ship fighting your hands? ENDLESS SPACE: pick a direction and just go. The belt never ends and there is no invisible wall — the POS readout bottom-left is your real distance from where you started. Does it ever feel empty, or does a rock ever pop into existence instead of resolving out of the haze? WARP: beacons show as edge markers with a distance, and off-screen ones now pin to the edge they actually lie past instead of piling into a list over your ship. Point near one, press X to target it, then hold Z. It refuses while anything hostile is near — shake them off first. Is the jump worth the wait? ENGINES: the Talon has three of them. Watch its tail while you work W/S and hit boost — the plumes are driven by the actual throttle, so the tail is a gauge. QUESTION FOR PILOTS: one flight model ships for now, with the skill depth living in that roll layer. Would you want a true hardcore mode someday — full Planetside-style flying, hull-relative control, thrust vectoring, hover, a genuinely different and much harder vehicle? Or does one model with skill hidden in it cover it? Leave us a note. Also still worth telling us: which hull you would fly again, and whether the cockpit view beats the chase cam.

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