
Dead Run
A downloadable game
You run the rooftop. They run the dungeon.
Deploy operatives into first-person grid-based facilities. Each run is a raid: get in, extract what you can, get out. Operatives don't come back. The locations do.
🧠 Perception is the mechanic
Five sensory layers shape what you know about the dungeon around you.
👁️ Vision — exact geometry, enemy position, items in your cone
👂 Hearing — approximate enemy location as ripple rings
🔮 Psychic — occult presence, hidden rooms, things that shouldn't be there
👃 Smell — passive ambient tint hinting at what's ahead
🦶 Proprioceptive — your own movement trail, surface vibrations beneath you
The catch: every active layer speeds the world up. The more you sense, the faster everything moves. Narrow your focus and time slows around you — but you go in half-blind.
This is not a pause mechanic. It is a trade. Breadth costs speed. Depth costs awareness.
⚰️ Permadeath. Replayable locations.
When an operative dies, they're gone. No recovery, no rewind. You generate a new one, note what the last learned, and go back in.
The facilities don't reset. They remember. You learn them across dozens of runs — their layout, their rhythms, their particular cruelty. Each visit feels different because you are different. The operative is not.
🏚️ Between runs
You manage a rooftop base. Scavenge for supplies. Prepare the next operative. Read what the previous ones left behind.
The logs accumulate. Patterns emerge that you didn't put there. At some point you start wondering who built this place — and who keeps sending people into it.
First-person · Grid movement · Permadeath · Five-layer sensory system · Survival raider · In development
| Published | 13 days ago |
| Status | In development |
| Author | Fifth Layer Studio |
| Genre | Survival, Strategy |
| Tags | Dungeon Crawler, First-Person, Horror, Roguelite |
| AI Disclosure | AI Assisted, Code, Text |
Development log
- What Dead Run actually is13 days ago
- It started as a jam game. It didn't stop.13 days ago

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