PROJECT PROFILE

Neurojack

Category: Possession Roguelite Action Game

In Development

Neurojack is a top-down action game where progression means stealing bodies, not collecting menu upgrades. You infiltrate a hostile ship as a fragile nano-probe, hijack stronger enemies, and climb deck by deck to survive.

How each run unfolds

Every run generates a sequence of ship decks, each with its own room layout, corridors, and enemy distribution. Clear a floor, reach the lift, then push deeper into harder encounters. The final deck replaces the lift with the Command Droid boss and a full raider cleanup wave to finish the run.

Core combat is fast and readable: move in eight directions, fire while advancing, and commit to possession windows. To hijack, close distance, hold Hack, and channel. Success swaps your body and stats to the target unit. Failure hurts, so target selection is strategic from the first floor to the last.

Core systems

  • Possession progression: trade up from scouts and troopers to heavy drones and mechs.
  • Procedural deck generation with connected room networks and distinct ship-room themes.
  • Enemy behavior variety: chase, strafe, burst, sniper, melee rush, and boss pattern sets.
  • HUD Cortex log tracking discovered unit types and possession history during runs.
  • Presentation layer with hit-stop, screen shake, CRT option, flashes, and hack-beam feedback.
  • Dynamic music that shifts between exploration and combat intensity by floor state.
  • Desktop and mobile controls with virtual joystick plus dedicated Shoot/Hack touch buttons.

Why it stands out

Most shooters ask you to perfect one build. Neurojack asks you to become the enemy. The moment-to-moment decision is not only "what do I shoot next?" but "what do I become next?"

The result is a roguelite where identity is fluid, risk is immediate, and each floor feels like a tactical takeover. By the time raiders board after the boss, you are not the same unit that entered the ship.

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