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nemesis — retribution that remembers.
A procedurally generated first-person stealth game written in Go with Ebiten v2, hunted by an Alien-Isolation-style AI.
Every run drops you into a freshly generated station — rooms and corridors threaded with crawl-height vent ducts — with one other thing aboard. Bring the generator consoles online, then reach the airlock, without being caught by a hunter that hears your footsteps, sees you in the light, stalks you through the vents, and is quietly steered toward you by a director that always knows where you are but never tells it exactly. Clear a station and you descend to the next, deeper deck — against the same hunter, which remembers what you did. Levels are deterministic from a seed.

| Page | Description |
|---|---|
| Features | Stations, the hunter, learning, tools and the descent |
| Controls | Keyboard and mouse bindings |
| CLI | Flags and the AI visualiser |
| How the hunter thinks | Senses, state machine and the director |
| Architecture | The layered, headless-testable design |
| Demos | How to read the visualiser, and the captures in motion |
brew install --cask danielriddell21/tap/nemesisOn Linux and Windows, build from source:
go build ./cmd/nemesisLinux: OpenGL/X11 libraries
The window needs OpenGL/X11. On Debian/Ubuntu:
sudo apt install libgl1-mesa-dev libxrandr-dev libxcursor-dev libxinerama-dev libxi-dev