What you're holding is a semi-finished game, and it's semi-finished by circumstance, not by choice. There was no powerful laptop. Only School Laptop with no Admin Rights. As for the game build, No Unity. No Godot. Only a browser, a text editor, and a refusal to stop.
Some of the 3D assets come from generous creators in the community (see Credits). But most of this facility — the corridors, the blast doors, the racks, the crates, the terminals — was built by hardcoding and editing from scratch. And even the free assets didn't just drop in. Every model had to be rescaled, repositioned, and re-rigged with painstaking precision. Integrating the zombies meant building an entire editor from scratch just to teach the dead to walk in sync with their own strides, one frame at a time.
If it runs rough, forgive it. If it runs at all, understand that this whole facility is held together by spite and semicolons.
Good luck in there. The dead don't wait.
— Sir Reza
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P.S. — SCRAWLED IN PENCIL
If you're reading this, you found the note before the zombies found you..
Every question in the terminals is derived from real revision questions from the EMC syllabus. Get it right and the door opens. Get it wrong and the facility reminds you why arc flash is the third leading cause of electrical fatalities.
This game is a prototype — an experiment to see if adrenaline and retention might share a pathway in the brain. Whether that hypothesis holds, only you can decide by the time you reach the core.
Walk careful. Shoot straight. Answer faster.
— Sir Reza
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ASSET CREDITS
This facility is powered in part by free 3D assets from the community, used under the Creative Commons Attribution 4.0 International License. Full credit is given below, changes are indicated, and nothing here implies the licensors endorse this project.
Changes made: all models were re-scaled, re-positioned and integrated into a custom Three.js engine. The zombie's locomotion was re-sequenced via a purpose-built stride editor; weapon models were bound to custom viewmodel rigs.
You managed to survive. More than that — you walked in with an access code and a knife, and you walked out as the last operator this facility will ever need. Six zones cleared. Two anomalies dismantled. Every terminal answered. Every blast door opened the honest way.
The lights come up behind you one by one, as if the building is learning how to breathe again. Somewhere in the dark, the dead stay down. The oscilloscope hums a quieter tune.
After this gameplay, will you be traumatized enough to remember..or WILL YOU FORGET!?.