Inspiration
SQUIRM began with a simple, unsettling image: a tadpole swimming through glowing, contaminated water and crawling out as something new. I wanted to build a survival game where mutation isn't a power-up you select from a menu, but something the world does to you, beautiful, strange, and not always welcome.
What it does
SQUIRM is an isometric mobile survival game about mutation and identity. You play as a small creature in a gritty, half-abandoned suburb. Everything you touch reshapes your body, the food you eat, the chemicals you absorb, the light, the rain, the cold. You forage, hide from government agents and hungry animals, and steer your ever-changing form toward the creature you want to become. You are not collecting monsters. You are becoming one.
How I approached it
This is a complete pre-production design package: a game design document, a player journey map, a visual concept package, and a production plan. I focused on building one coherent vision, a game where the body is the progression system and the world never stops trying to change you.
What's next for SQUIRM
A playable prototype of the core loop: movement, the first mutation sources, the day/night cycle, and a single explorable zone, the foundation the full game would grow from.
Survive. Mutate. Become.
Built With
- concept
- game-design
- mobile
- pre-production

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