In development
GORGE
Dig to grow. Grow to cut off. The tunnels you carve are the terrain everyone else has to survive.
The dev build is a technical harness, not the game — it replays a recorded simulation to measure readability on real screens.
The game
A cut-off game played with a shovel
You drop into a shared arena as a digger. Eating makes you longer. Being longer makes you a wall. Every other digger down there is doing the same thing, and the map is not a map — it is whatever the ten of you have carved out of solid rock so far.
There is no shooting and no dodging. You kill by forcing rivals into something solid: your own body, or the wall of a tunnel that has not been dug yet. Which means the arena is not a stage you fight on. It is the weapon.
Two inputs. Forever.
Steer and boost. One thumb on a phone, mouse and space on a desktop. No ability bar, no cooldowns, nothing to memorise before your first run.
Boost costs body.
Doubling your speed spends the length you ate for, and you cannot spend past a hard floor. Every chase is a trade against your own size.
Death is a doorway.
No defeat screen, no placement summary, no confirm button. You die, your remains feed whoever was there, and you are in a fresh arena in under a second.
The arena
Endless for you. Not for the arena.
Arenas take joiners for a while, then lock. After the lock, nobody new arrives, the bots forfeit the field, and a death is a permanent removal. The pool can only get smaller.
Once the ground has been chewed through, it starts coming back. Rock caves in at random and an outer edge closes on a fixed clock — and both are lethal to touch. The finale hands walls back to a field that spent the whole round destroying them, and it is over inside two minutes.
One player gets a win out of that. Nobody gets a loss, because you were already somewhere else.