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Radioactiv13

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WOW! Awesome :)

Please, reach me on discord. Login: radioactiv13

Please, reach me on discord. login: radioactiv13

I'm making a game called Nobody Leaves 3D and I need help with the audio. I'm aiming for heavy, industrial music (think Quake 2 or Destruction Derby Raw) and creepy, atmospheric sound design (like Alien Resurrection on PS1).

This is an unpaid passion project, great for building a portfolio.

Check the demo here: https://radioactiv13.itch.io/nobody-leaves-3d

DM me if interested!

Thank you for testing, and for sugestions :) I will look into it :D


⚠ EARLY ALPHA DEMO (v0.1) ⚠

This is a very early build. Expect rough edges, missing features and the occasional bug — and expect it to get a lot bigger and nastier from here.

NOBODY LEAVES 3D

The facility went quiet three days ago. The quarantine never lifted.

You're sent in with a pistol, a flashlight that won't last, and one job: find the elevator and keep going down.

Every floor is different. Every floor is worse.

Somewhere above you a siren wails. The PA system keeps reading out evacuation orders nobody will ever follow. Something in the vents has heard your footsteps.

WHAT'S IN THE DEMO

• The first 5 floors of the descent — procedurally generated, never the same run twice

• Dark, PS1-style 3D with a CRT filter, fog and a flashlight you'll learn to ration

• Infected workers, soldiers who still remember how to aim, things that crawl and things that wait

• Ambushes: bodies that aren't quite dead, figures dropping from the ceiling, someone waving for help...

• Loot with rarities from Common to Mythic, random modifiers and weapons with unique effects

• Shotguns, rifles, a minigun that needs to spin up, a rocket launcher, plasma, lasers and a flamethrower

• Explosive barrels, toxic spills and crates worth breaking open

• Level up, pick perks, build your character your way

• Gore: blood that stays, bodies that fly (adjustable in settings)

HOW TO PLAY

WASD — move | Mouse — aim & shoot | Right mouse — aim down sights

Shift — sprint | Space — dash | R — reload | E — use / pick up

F — flashlight | V — melee | M — floor map | I — inventory

Tip: play in fullscreen for proper mouse control.

THIS IS AN ALPHA

Balance, performance and content are all still in progress. Your feedback shapes the full game — tell me what scared you, what broke, and how deep you got.

Follow the project to get notified when the next build drops.

How far down can you go? https://radioactiv13.itch.io/nobody-leaves-3d

Giga update above! :D

(2 edits)

Thats sounds/ambient/music is purely awesome, i will add today gigantic update on game, now it looks like pure psx style game with gore/horror/quake atmosphere. Right now im working on mobs, but im truly missing sounds and music. 


Can you share me your discord name, so i can reach you?

(2 edits)

NOBODY LEAVES
Descend into the darkness. Find the elevator. Nobody leaves.

Face the darkness in Nobody Leaves—a ruthless, atmospheric retro FPS with deep roguelite mechanics. The abandoned industrial complex you enter is still running, but the people inside ceased to be human a long time ago. Your objective is brutally simple: reach the lower floor, find the elevator, and survive. There is no fixed path, and your survival is never guaranteed.

   A Lost Gem of the PS1 Era This is not a modern shooter with a cheap retro filter slapped on top. Nobody Leaves is a rigorous tribute to the golden era of the original PlayStation, building tension through the design philosophy and limitations of the 90s. Low-poly models, pixelated textures, chunky geometry, and heavy fog create a dense, claustrophobic atmosphere. The game faithfully recreates that specific unease of sitting in front of a CRT television, booting up an unknown horror title, and having no idea what awaits on the other side of the screen.

   Massive Procedural Content and Endless Replayability Every descent presents a completely new challenge. Nobody Leaves is driven by advanced procedural generation, ensuring a massive volume of content and practically infinite replayability:

  • Shifting Architecture: Every floor and room layout is generated randomly. Memorizing maps is useless—you must adapt to the complex anew with every run.
  • A Limitless Arsenal: Weapons and armor are also procedurally generated, resulting in thousands of unique combinations. Discover everything from classic firearms to experimental elemental gear utilizing fire, cold, toxins, or radiation that dynamically interact with the environment and enemies.
  • Unpredictable Threats: Feral survivors, mutated workers, and burning soldiers. You never know what combination of enemies awaits behind the next door. Death means losing your gear and having to rebuild your combat potential from scratch on your next attempt.

   Light is a Luxury, Noise is Death The complex is drowned in darkness, and your flashlight has a strictly limited battery life. Sometimes, the only source of light is the muzzle flash of your rifle. However, combat requires cold calculation—firearms are incredibly loud. Every shot attracts the attention of whatever is lurking in the adjacent rooms. Enemies react to sound, track you through corridors, and actively hunt you. Often, the most effective survival strategy is holding your fire and slipping away into the shadows.

   Progression and Risk Management As you explore, you gain levels and select powerful perks—ranging from kill streak bonuses and melee modifiers to increased mobility. This allows you to shape your playstyle on the fly. Each floor also hides INTEL detailing the collapse of the facility. To secure this lore, you must reach the terminal by the elevator and transmit the data before you die.


   Atmospheric Horror and Elite Threats The lower floors harbor armored, volatile, and frenzied enemy variants, while somewhere deep within the bowels of the complex waits the Brimstone Colossus. The game consistently rejects cheap jumpscares in favor of a thick, oppressive atmosphere. Fear here is born from sudden silence, a flickering fluorescent light, and the unshakable feeling that something hungry is watching you from the fog.


   A Full-Scale Production Available in Your Browser This massive, procedurally generated world runs smoothly right in your web browser. The project completely bypasses the need for installations or multi-gigabyte downloads. One click is all it takes to drop into a fully realized nightmare. The game is in active development, constantly expanding with new levels, enemies, weaponry, and mechanics.


Descend. Find the elevator. Nobody leaves.


Call for Audio Talent: Sound Designers and Composers Needed While the game's mechanics are built around the concept that noise equals death, the industrial complex is currently dead silent. At this stage of development, Nobody Leaves has absolutely no sound effects or music. We are actively seeking individuals who create or have created SFX and dark, ambient tracks to join the project. If you understand the PS1-era aesthetic and know how to build dread and tension purely through audio, we are looking for you to bring this nightmare to life.

Hey, I'm Radioactiv (Tommy). I'm making a roguelite FPS in the Wolfenstein 3D style. Flat grid levels, bunkers, doors, locked doors, hidden push-walls. No stairs, no jumping around, you just shoot things in corridors and the corridors never end. Every run is a new maze with different enemies and weapons, and you keep going until you die.

The engine is written in TypeScript and Three.js and runs in the browser. Movement, shooting, enemies and weapons already work. Content is all data files, so a new enemy or weapon is just one file, no code changes. There's a stat system called B.A.D.A.S.S. where one of the stats is Stupidity, because I thought that was funny.

What I don't have is art. Right now everything is placeholder boxes, and I can't draw.

So I'm looking for:

# 2D artists, mainly. Enemy sprites, weapon sprites, wall/floor/door textures, pickups, props. Pixel art or low-res retro, but I'd like to see your own take on it, not just a Doom copy.

# UI people. HUD, menus, perk screens, a logo, fonts, that kind of thing.

# Sound and music would be great too, if anyone's up for it. (There is no sound right now, so SFX people are welcome)

I can't pay anyone right now. I'm funding this myself and it's just me. What I can offer is full credit in the game and on the page, and you can put the work in your portfolio. If the game ever makes money I'll gladly talk about a fair split, but I won't promise something I can't back up. No deadlines, no crunch. Adding art to the game is easy, you send me a file and it shows up.

If you're interested, message me with a link to your work, what you'd like to do, and roughly how much time you've got. Beginners are welcome too, I care more about the style than the experience.


You can reach me via email:

 tomaszwrotek0@gmail.com 

or via Discord: tomaswrotek


Thanks :)