Made a "KERNEL PANIC" worldspace shader for my game's combo system
Might be compressed heavily beware
(if anyone wants to know, the game is called ROOTKIT://死 and demo is coming on may 15th)
Might be compressed heavily beware
(if anyone wants to know, the game is called ROOTKIT://死 and demo is coming on may 15th)
Solo dev here. Been working on ROOTKIT://死 (ROOTKIT PROTOCOL DEATH), a cyberpunk FPS where you're a rootkit that broke into a system and now every process is trying to kill you. Armed PMC contractors patrol memory blocks, and you have to extract before the system wipes the address you're standing on.
The whole game is built around one idea: speed is your armor. Enemy accuracy degrades on a curve based on your velocity, below 250units per second they're aimbots, above 550 they can't touch you, and they call it out on comms as it happens. The movement sits on Quake's air acceleration model at 100-tick physics. Bhop, air strafe, crouch-slide, crouch-bhop, if hit a ramp at the right angle and you multiply your speed tenfold. If you stop moving, you die. If you keep moving, the system can't touch you.
Steam leaderboards record ghost replays of every run. You can race other players' ghosts and watch any run back in first person learn the routes your competition is using. The skybox reacts live to kills, shots fired, and ghost position in a battle-of-territory of grids, but TRON-style. Music intensity is driven by a heat system tied to combat and speed state, the harder you go, the harder it goes.
Shotgun kills chain-spike nearby enemies. Bodyslams at high speed are also a valid kill method (costs you 25 HP and covers your entire screen in blood, A-Train-running-through-Robin style).
TLDR: If you stop moving, you die. If you keep moving you are good.
Platform: Windows (runs perfectly on Proton/Steam Deck)
Release: November 6, 2026 (Early Access)
Demo drops May 15th - five days from now. Sector 0 is fully playable with all core mechanics described here and visible on trailers!
https://youtu.be/lRZaPIKWD5s - Short Gameplay Trailer
https://youtu.be/GOgcoumtMck - More cinematic longer trailer
https://store.steampowered.com/app/3716110/ROOTKIT_ROOTKIT_PROTOCOL_DEATH/ - store page, wishlist if you like what you see!
Fun facts:
- The bodyslam blood splatter on your screen and its distribution is driven by the percolation theory fragmentation model from Comiskey, Yarin & Attinger (2018) - a physics paper on forward blood spatter from gunshot wounds.
- If you have ever felt disappointed by shotgun unrealism in games, the shotgun pellet spread uses the logistic dispersion model from Rios, Thornton & Guarino (1986) - a ballisticss paper that found distance accounts for 82% of shot pattern variability. Each pellet follows an S-curve dispersion, 15% are randomly deformed on discharge (per Wallack 1977), and the unexplained variance is baked in as a per-pellet noise offset from the paper's residual sum of squares
(its for a game i am working on called Super Runner) ((the skybox))
Movement shooter I'm building with Half-Life physics, speed-based enemy accuracy, 30-60 second levels you can break in half if you know the tech.