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Dan Riddell edited this page Aug 6, 2026 · 4 revisions

nemesis

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.

nemesis gameplay

Documentation

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

Install

Homebrew (macOS)

brew install --cask danielriddell21/tap/nemesis

From source

On Linux and Windows, build from source:

go build ./cmd/nemesis
Linux: 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

Links

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