The game
Project:NS is a 3D action roguelite with short runs: two fights, a rest stop, a boss. After every fight you pick one ability (a mutation) and build that run's character as you go.
Parry
A gold tell can be parried. A red tell can only be avoided. The colour is the rule.
Chain parry
A boss string does not break on the first parry. Answer every blow and the counter opens.
Perfect dodge
Dodge at the last moment and your next move changes.
Break
Hits and parries fill the boss's gauge. When it is full the boss collapses, and that is your window.
Ultimate
Charged by attacks and parries. Three beats of staging, and exactly one black-and-white frame.
Mutations
One ability per fight. The same boss asks for a different fight every run.



What Claude does
- Writes the Unreal Engine 5 C++ code and data, builds it, fixes it
- Runs more than 600 automated checks at three speeds on every build, and fixes what fails
- Reads the play logs and scopes the next build
Where it is
A prototype. Mannequins, greybox, placeholder names and numbers. The feel of combat comes first; characters and environments come after. Project:NS is a code name too, and the real title will be announced later.
Latest devlog
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#3 The fight, seen through a viewfinder
The combat HUD is redrawn as a camera viewfinder. You can now see on screen how much a parry or a counter adds to the ultimate gauge.

#2 Day 3, one full run played by hand
Two fights, a rest stop and a mini boss. One run played by hand, 1 minute 12 seconds.

#1 Parry every hit of the boss string — chain parry and ultimate staging
A boss string no longer breaks on the first parry. You answer all three blows and only then the counter opens. The ultimate got real staging too.