Reactorcore's Personal Game Design Project

Russki Biomonster Neighbourhood

Apartment Ragdoll Rumble

Take control of an amorphous flesh monster as it systematically devours the residents of a Russian apartment building. Use tentacles, bone spikes, and a grinding maw to eliminate tough-as-nails tenants who fight back with hidden weapons stashed throughout their homes.


Navigate cramped apartment rooms, adapt to desperate resistance, and consume your victims to grow stronger in this dark tactical horror experience that puts you in the role of the nightmare itself.


Uncover the disturbing truth behind your rampage as government propaganda reveals the sinister purpose driving your monstrous mission through the concrete corridors of urban Russia.

ðŸŽŊ Target Audience

Horror game enthusiasts who appreciate tactical combat mechanics, mature players seeking dark narrative themes, and gamers who enjoy role-reversal experiences where they embody the monster rather than fight it.

🧠 Game's Purpose

Provides cathartic power fantasy through monstrous agency, develops strategic thinking via tactical dismemberment combat, and delivers thought-provoking commentary on government corruption and displacement.

💀 Core Concept

Fulfill the need for agency and control by playing as the predator in a confined environment, while satisfying strategic thinking through physics-based combat and resource management in tight apartment spaces.

ðŸ•đïļ Controls & Interface

Mouse Aim
Direction for all blob abilities
Mouse 1
Tentacle Grappling (click/release)
Mouse 2
Harden (defensive mode)
D
Launch Heavy Bone Harpoon
S
Fire Light Bone Dart
A
Deploy Retractable Spikes
W
Open Grinding Maw
Q/E
Roll Counter/Clockwise

Player Control: You embody a 1-meter diameter amorphous flesh monster that can only move via tentacle grappling or rolling. Every surface becomes a potential anchor point for strategic positioning and prey manipulation in the claustrophobic apartment environment.

"The thrill of being the nightmare that haunts the night"

🏗ïļ Game Layers

1

Moment-to-Moment Gameplay

Tactical physics-based combat in cramped apartment rooms. Use tentacle grappling to position yourself and manipulate enemies while they scramble to arm themselves from furniture stashes. Deploy bone spikes to impale multiple targets, launch harpoons to pin enemies to walls, or activate your grinding maw to consume nearby victims. Each ability has tactical considerations - hardening provides defense but limits mobility, while the maw and spikes are mutually exclusive, forcing strategic choice in the heat of battle.

2

Low Metagame - Apartment Assault

Progress room-by-room through a single apartment building, facing 3-12 rooms of escalating resistance. Tenants become more prepared and better armed as you advance, pulling AK-47s from couches and RPGs from cabinets. Each consumed victim makes you larger and stronger, providing damage reduction and increased attack power. Victory requires clearing the entire building before accumulating too much damage from the increasingly desperate residents.

3

High Metagame - Propaganda Campaign

An eerie achievements log presented as government propaganda bulletins tracks each building you've cleared. Each success is reported as making way for industrial development - coal mines, war factories, industrial plants. The cheerful bureaucratic tone creates unsettling cognitive dissonance as you realize you're not a rogue monster, but a government bioweapon used to displace stubborn residents for corporate interests.

4

Practical Game Flow

Quick 15-30 minute sessions of intense monster rampage with satisfying completion. Start the app, select from randomly generated apartment buildings with different layouts and tenant types. Battle through rooms with growing power and size, culminate in victory or defeat. End with propaganda bulletin entry that reveals the industrial facility planned for that location, creating a disturbing moment of reflection before closing the game.

ðŸŽŪ Game Modes

ðŸĒ Apartment Assault

The core and only game mode - a fast-paced, brutal gauntlet through procedurally varied Russian apartment buildings. Each run features different building layouts, tenant distributions, weapon placements, and resistance levels. Buildings range from 3-room quick raids to 12-room extended campaigns.


Intensity Options: Choose your preferred challenge level from desperate survival (scarce victims, well-armed tenants) to power fantasy (abundant prey, minimal resistance). The procedural system adapts room layouts, enemy equipment, and victory conditions to match your selected intensity.


Replayability: Random apartment addresses, tenant personalities, weapon stashes, and architectural layouts ensure each assault feels unique while maintaining the core tactical monster gameplay.

⚙ïļ Game Features & Mechanics

🐙 Tentacle Grappling System

The core movement and tactical system. Launch retractable tentacles at any surface - walls, furniture, enemies - to pull yourself toward them or pull objects toward you. Physics-based momentum means strategic positioning and timing matter. Use furniture as shields by pulling them between you and armed tenants, or drag screaming victims directly into your maw.


Grappling creates dynamic combat scenarios where every surface becomes a tactical option. Swing from ceiling lights, yank rugs out from under enemies, or use tentacles to collapse furniture onto fleeing residents.

ðŸĶī Modular Monster Arsenal

Six distinct abilities that can be combined tactically: Retractable bone spikes for impaling multiple enemies, heavy harpoons for pinning targets to walls, light darts for rapid harassment, hardening for defense, and the grinding maw for close-range consumption.


Strategic exclusions force meaningful choices - you can't use spikes and maw simultaneously, hardening limits mobility, harpoons must be retrieved to reuse. Each ability serves different tactical situations in the cramped apartment environment.

Grapple Harpoon Spikes Maw Monster Ability System

🏠 Dynamic Tenant AI & Apartment Systems

Tenants react intelligently to your presence - fleeing when unarmed, seeking weapons from randomized furniture stashes, then returning to fight with authentic Russian weaponry from Soviet-era firearms to improvised kitchen weapons.


Each apartment room contains procedurally placed furniture with hidden weapon caches. Tenants might pull a Kalashnikov from a sofa, an RPG from a wardrobe, or a frying pan from behind a toilet. This creates emergent tactical scenarios where you must predict and counter their arming attempts.

📈 Growth Through Consumption

Each devoured victim increases your mass, size, and power. Damage reduction scaling means larger monsters shrug off small arms fire, while increased attack force allows you to smash through furniture and pin stronger enemies.


Visual and mechanical progression as you grow from 1-meter diameter to 2+ meters, filling rooms and requiring different tactical approaches. Early game emphasizes stealth and precision; late game becomes unstoppable rampage.

🏗ïļ Apartment Building Randomization

Procedural room layouts, furniture placement, and architectural features create unique tactical challenges each playthrough. Narrow hallways favor tentacle navigation, while open living rooms become chaotic battlefields with multiple cover options.


Environmental storytelling through apartment details - family photos, personal belongings, architectural decay - creates emotional context that contrasts with your monstrous mission.

📰 Propaganda Meta-Narrative System

Victory achievements are recorded in disturbing government bulletins that reveal the true purpose behind your rampages. Each cleared building becomes a cheerful announcement about new industrial development, creating profound cognitive dissonance.


The propaganda system transforms individual tactical victories into a larger horror narrative about government displacement of citizens for corporate interests, adding psychological depth to the monster gameplay.

"Every surface becomes a weapon when you can pull the world toward you"

📚 Development Trivia

🏭

Real Location Inspiration

Set in Chelyabinsk, Russia - a real city known for severe industrial pollution and the infamous 1957 Kyshtym nuclear disaster, adding authentic environmental horror context.

â˜Ēïļ

Lake Karachay Origins

The monster originates from Lake Karachay, Earth's most polluted body of water. Standing on its shore for one hour would deliver a lethal dose of radiation - perfect bioweapon origin story.

🎭

Government Conspiracy Theme

The game explores themes of forced displacement, corporate land grabs, and government abuse of power - drawing from real-world urban development controversies.

ðŸŽĻ

Horror-Comedy Balance

Tenants pulling RPGs from kitchen cabinets and AK-47s from sofas creates dark comedy moments that offset the horror atmosphere with absurdist Russian stereotypes.

Russki Biomonster Neighbourhood

Apartment Ragdoll Rumble

Become the nightmare lurking in urban Russia's concrete corridors. Master tentacle-based combat as you systematically devour apartment building residents who fight back with improvised arsenals.


â€Ē Physics-based monster combat with tentacle grappling and bone weaponry

â€Ē Procedural apartment buildings with dynamic enemy AI and weapon placement

â€Ē Growth through consumption - become larger and deadlier with each victim

â€Ē Dark narrative revealing government conspiracy through propaganda bulletins


Experience the disturbing thrill of being the monster in this tactical horror experience that challenges players to confront themes of power, displacement, and moral complicity.