A downloadable game

Runebreak is a Castlevania‑inspired endless runner where you take control of a grizzled monster hunter sprinting through cursed ruins and shifting gothic landscapes. The world moves around you — platforms rise, fall, and break apart as you push forward, forcing quick reflexes and precise jumps to survive.

Built with a focus on tight movement, responsive animation, and atmospheric pixel art, Runebreak blends classic side‑scrolling action with the fast pace of an endless runner. Parallax backgrounds, dynamic platform generation, and early sound design already bring the world to life, with more obstacles, hazards, and mechanics planned as development continues.

This is an early look at the foundation of the game — the first steps into a dark world that will grow, evolve, and reveal its secrets as development progresses.

Current Features

  • Fast-paced endless running
    • Dash through a gothic landscape as the world moves around you, keeping the action constant and the pressure high.
  • Dynamic platform generation
    • Platforms spawn seamlessly with the occasional gaps, creating the first layer of challenge and requiring quick reflexes and precise jumps.
  • Smooth, responsive character animation
    • Fully implemented idle, run, jump and fall animations bring the monster hunter to life with a classic Castlevania-inspired feel.
  • Parallax scrolling backgrounds
    • Three-layer parallax system adds depth and atmosphere, giving each run a sense of motion and immersion.
  • Early sound design
    • Placeholder SFX for running, jumping, and landing already enhance the feel of the movement and weight, synced directly to animation events.
  • Solid core gameplay loop
    • Running, jumping, platforming, and audio all working together to form the foundation of the game.

Planned Features (Early Development Roadmap)

  • Expanded obstacle variety
    • More than just gaps — future runs may include hazards like enemies, breakable walls or environmental traps that force quick decision and varied movement.
  • Enemy encounters
    • Whether you fight them head-on or leap over them, enemies will add new layers of tension and rhythm to each run.
  • Interactive platform types
    • Floating platforms, collapsing tiles, or other special platform behaviors are being explored to keep the terrain unpredictable and engaging.
  • Additional environments
    • As development continues, new gothic locales may be introduced to expand the world beyond the starting cemetery setting.
  • Continued polish and refinement
    • Movement, timing, animation, and audio will keep evolving as the game grows and new mechanics come online.

Development log

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