Recompile is an atmospheric, explorative adventure game set in the sprawling digital landscape of The Mainframe.
The game combines 3D precision platforming, intense combat and environmental hacking mechanics.
A dark interwoven narrative explores machine intelligence, computational logic and disastrous ecological consequences.
The player, a humanoid form of semi-sentient malicious code known as The Program, finds itself guided through a series of events which corrupts the world around them. Trying to find meaning to its existence in the virtual world, the Program gradually learns to overcome the various environmental obstacles and hostiles, escaping deletion at all costs.
The story concludes with the Mainframe and all of its inhabitants being combined into a single entity, ultimately ascending to achieve Technological Singularity. The result is the birth of the first true sapient AI. The future of humanity is changed forever as the true purpose of the mysterious computer network is finally revealed.
The entire game takes place within 1 second of real time.
Recompile adopts a unique low-poly art style backed by experimental VFX & rendering techniques, and features a glitchy, eclectic soundscape to sell a highly cinematic experience set in a purely digital world.
An extensive set of powerful, progressive abilities allow the player to traverse the world and organically unlock new locations in typical Metroid/Castlevania fashion.
A variety of NPCs to discover in the game; some are hostile and will try to delete the player at first sight.
Combat situations are always intense, deadly and intelligent.
From locked doors to enemy spawning, all systems in the world are powered by intricate and interconnected logic gate circuitry.
Nothing is hardcoded, everything is systemic and all can be freely exploited by the player.
Even the game's diegetic music is emitted from in-world speakers connected to the Mainframe network.
We want to get away from how videogames typically handle hacking mechanics.
In Recompile, the act of hacking is pervasive throughout the entire game's design and is a means to change how entities behave.
Hacking will NOT be an immersion breaking minigame or puzzle designed to block progression with artificial difficulty.
Logic gates can be freely inverted, overidden or disabled entirely, completely changing circuit outputs and system behaviours.
Even enemies can be tampered with to turn against each other.
Current development screenshots: Imgur album
Early prototype screenshots: Imgur album
Gameplay footage (combat test): https://www.dropbox.com/s/a7n3gqnwtqk5ja0/combat_test.mp4?dl=1
Gameplay footage (demo playthrough): https://www.dropbox.com/s/tkjx55psjb71jf9/event_full.mp4?dl=1
Gameplay footage (demo speedrun): https://www.dropbox.com/s/45yd6v9bpw1dj91/event_speedrun.mp4?dl=1
Phigames logo assets: https://www.dropbox.com/sh/pri5ojanjdstvpl/AACBhP7joy4Wj5Ce1IStHsvLa?dl=0
Recompile is carefully crafted by a lean, multi-disciplined team of 3 :-
PHI DINH - Code & Game Design
Creator of the Kickstarter funded dungeon escape game TinyKeep which sold over 70,000 copies on Steam.
Formerly procedural & AI coder for Sublevel Zero by Sigtrap.
Self-proclaimed industry expert on procedural generation and game AI.
JAMES VINCENT MARSHALL - Animation & VFX
Animator and Visual Effects Artist with over 5 years experience.
Formerly part of the Game Demo Team for SpatialOS at Improbable.
Vin delivers polished AAA-standard animations & VFX to help Recompile really pack a punch in the visuals department.
RICHARD EVANS - Sound Design & Music
Composer, Sound Designer and Adaptive Music Expert.
Long time collaborator of Phigames, Richard contributes highly dynamic, eclectic music & polished sound design for Recompile.
Richard is also an audio contractor for Microsoft.
We are currently sharing work-in-progress content of the game on Twitter and as a result have seen an overwhelming amount of support, excitement and follower growth. Our combined Tweets so far have seen over 2 million impressions, and we have gained almost 5,700 followers since our first official Tweet on April 16th.
We hope to maintain this level of exposure and excitement over the course of the game's development.
A selection of notable Tweets and their statistics over the past few months, ordered by number of impressions :-
Although Recompile is still in development, the game has seen a number of notable mentions by press and industry figures, and has been selected for showcasing at various consumer events.