Welcome to the first blog post for Roadkill. In this blog-post, I will go over the current progress of development and what will be coming in the future. This is a long-term project that will take a few years to develop fully, with intent to fully publish on steam and other online vendors. This blog post will be fairly short, but I hope this blog-post sparks some excitement for what will come in the future.
Roadkill is a fast-paced FPS game inspired by Doom, Quake and Black Lagoon. The game will have a 90s Grunge/Punk aesthetic, with a narrative that is filled with: hope, regret, fear, hopelessness, anger, and, violence.
The game focuses around a group of mercenaries called Roadkill who do jobs for anyone if it pays well-enough, no-matter how impossible it may seem. However, after completing a job for a mysterious contact they get dragged into a conspiracy that causes them to come into contact with people, organizations and places they never would have imagined.
[Updated 14/12/2025] - The game will follow the player, who was dropped out to die in the outskirts of the city, a dystopia run by corporations who's only goal is greed. Propaganda litters the world, making citizen not even realize they are oppressed and miserable. The story follows the player joining up with a group of rebels known as roadkill, people who were dumped to die on the road in the outskirts, as they discover why they were discarded, while aiming to dismantle the city and corporations to gain back their happiness and freedom.
Some of the systems will be developed using scriptable objects for mechanics such as: Weapons, characters, levels, music & pick-ups. This is to make it easier to edit & create new objects while reusing code, allowing for better optimization and easier readability.
The aim of the project is to have a very replayable game that is additive and will always make the players wanting more. I aim to develop the game in a way that will allow me to make easy additions and constantly add more and more content into the game, such as: weapons, characters, levels, music & more.
I want people to enjoy the game the way they want to, player freedom, and choice is something I consider very important when it comes to games. The player will be able to change most setting's within the game, including having custom difficulties, to make the game play how they want it to. The ability to mute/unmute vocals, allow certain mechanics that are turned off by default (e.g.: Movement while jumping, slowing time while diving.)
The game will be a linear level-based game, with a hub-world to talk to other NPCs to gather more knowledge in the world, characters, and missions. The player will accept missions through the hub, alter their characters' loadout, skin, and more.
The gameplay will be fast-paced, with an aim to have the player to stop as little as possible, keeping a strong flow and momentum throughout.
The levels will be designed to be intuitive, so the player will not get lost, while also being detailed and creative enough that the player will not get bored or find the world/levels mundane, therefore, always looking forward to playing the next levels.
To complete a level is determined by the type of mission, for example, an intel gather mission, will end once the player has extracted with the intel they needed, an elimination mission will end after the player has eliminated all/the required amount, of the enemies, an escape mission will end once the player has escaped the level.
Main story missions (Linear experiences that follow the game's narrative.)
Random replayable missions (Missions with either set or randomized objectives that are quick and give money.)
Survival (A wave based mode where the player must survive.)
The next post will include information about the weapon system as-well as images of the code. [New post Available]