Inspiration

Oxygenocide was inspired by survival horror, roguelites, and strategy games. We wanted to explore a simple idea: what if oxygen wasn't just a timer, but also the resource you need to explore, recover your crew, and ultimately survive?

What it does

Oxygenocide is a top-down survival horror roguelite set in an infested space colony. You spend limited oxygen to open new areas, build and deploy squads, collect upgrades, and decide when you're strong enough to face the final creature.

How we built it

We designed the game around a simple gameplay loop:

Open rooms → Fight aliens → Collect rewards → Upgrade → Push deeper

Combat is mostly autonomous, so the player's focus stays on squad composition, resource management, exploration, and tactical abilities.

Challenges we ran into

Our biggest challenge was balancing oxygen, time, exploration, and combat. Oxygen needs to feel scarce enough to create tension without making exploration frustrating, especially since almost every important decision depends on it.

Accomplishments that we're proud of

We're especially proud of turning oxygen into life, currency, and time at once. We also like that the final boss is available from the beginning, creating a constant dilemma: keep exploring and become stronger, or risk fighting it now?

What we learned

We learned how much depth can come from building several systems around one central resource, and how procedural generation and limited information can make relatively simple decisions feel meaningful.

What's next for Oxygenocide

Next we'd like to expand the colony with more units, enemies, rooms, abilities, and upgrades, while improving balance and polishing the overall experience. We'd also like to further develop the roguelite progression between runs.

Built With

  • codex
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