There is a little hint, this aggressive guy at the beginning, after killing the player, goes on a short rest. Immediately after death, you can continue to explore the location.
There are also ventilation scattered around the location in which you can hide from him.
1ncors
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While working on Deliverance Protocol: Ironrot, I got so immersed in the lore and the concept that this game was born in the same universe. Mike Klubnika is a legend. I can’t deny there are some similarities, but the idea here is completely different.
Hi! Thanks for the feedback. I personally like this Nietzsche quote because it ties well into the game’s theme: something meant as a greater good that turned into hell for its inhabitants, and a creator who sees only evolution in suffering. I agree the wording isn’t perfect and I understand your point. I used the direct quote because I felt changing it or citing the author while altering it wouldn’t be quite right. Still, I’m open to removing it — it’s not a dealbreaker for me.
As for the red instead of dark issue: for most players the visuals appear correctly, but I’ve also seen rare cases like yours. This might be related to drivers or how the system handles post-processing effects. In the full version, I’ll definitely add an option to disable post-processing — that should fix the problem (though of course it will change the intended look of the game).






