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Features
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Procedural stations — BSP rooms and corridors carved fresh each run and deterministic from a seed, threaded with vent networks dug through the wall mass, bulkhead doors, and objective consoles pushed far apart.
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The hunter — a two-brain Alien-Isolation-style AI: senses (hearing tiers and a light-sensitive vision cone) feed a lurk/patrol/investigate/hunt/search state machine over A* paths that prefer the vents; a director paces the tension, gestures the hunter toward your neighbourhood without revealing your cell, leashes it when it camps, and escalates as generators come online. See How the hunter thinks.
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It learns — repeat a tactic and the hunter adapts: tracker pings it hears stop provoking curiosity and start provoking a sprint, vent crawls teach it to check the grates, cold trails sharpen its searches, decoys it walks up to stop fooling it, it starts checking the lockers once it has seen you hide, and a heat map of past detections pulls its patrols toward your habits. What it learns survives into the next deck.
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Stealth movement — sneak, walk or run; each gait trades speed against the noise the hunter hears. Ducts are slow, dark, claustrophobic — and they creak.
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Tools — a raise-to-use motion tracker (a bearing/distance blip of anything moving, painted once per ping — and the ping is a real in-world sound); throwable noisemaker decoys that fly, land and chirp to draw the hunter off; and wall lockers you duck into to break its line of sight, safe until it wrenches the door open.
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A descent — clear a station's generators and escape the airlock to drop to the next, deeper deck: more objectives, a warier and quicker hunter, and everything it has learned about you carried down with it. One catch ends the run.
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All procedural, no assets — walls, ducts, consoles and the hunter itself are textures synthesised in code; every sound effect and the menace-driven ambient bed are rendered PCM.
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Pure-CPU column raycaster with per-room gloom, failing light fixtures, sliding bulkhead doors, a walking hunter silhouette, and the louvred view from inside a locker.
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Title, pause and settings screens, positional stereo audio, and run history (deepest deck, fastest clear) kept across sessions.
The world, simulation, renderer and audio are pure and headless-testable; only the Ebiten front-end touches the screen. See Architecture.