Partner and press // project overview
Current project record.
A reference sheet for the current build and its next production milestone.
Fact sheet
- Title
- Project Impurity: Super Serum
- Category
- Systems-driven, semi-open-world RPG
- Discovery tags
- Immersive sim / tactical RPG / grounded survival simulation
- Engine
- Unreal Engine 5.8
- Platform
- PC; Steam page not yet public
- Build status
- Independent playable prototype
- Gameplay systems
- 10
- Release / price
- Not announced
Short description
A restricted PISS Ministry intake interface issued after serum exposure placed your identity under review.
Longer pitch
You enter a world already in motion, with no fixed name and no assurance anyone will accept the one you give. People remember what happens around them. Conflict moves while you are elsewhere. The person you mean to become has to survive the choices that keep you alive.
Project positioning
The game at a glance
These lines define the experience while individual mechanics continue to evolve.
Current prototype
Connected gameplay systems in active development.
The prototype connects tactical combat, persistent injuries, squad behavior, quests, progression, and world-building tools. Each area continues to receive content, presentation, tuning, and production work.
- The next trigger pull remembers the last oneThe equipment you carry can preserve the consequences of use and neglect, making preparation part of the story rather than a pause between fights.
- Ballistics & Forensic ExaminationA shot leaves a physical history that affects treatment and the subject's ability to continue.
- One rescue can change several later outcomesSave one person and you may gain a recruit, create an enemy, close another path, and return home to a base that remembers the choice.
- Friends and enemies fight by the same tactical rulesA companion is not a floating bonus and an enemy is not a separate species of actor. Both are built to move, fight, and react within the same tactical world.
- A firefight can collapse into arm's-length violenceRanged and close contact belong to the same embodied fight, so crossing a few final feet can change the danger without changing the world's rules.
- Every wave turns survival into a choice about the baseSurviving a wave can become a saved resource, and that resource can become a lasting upgrade instead of disappearing when the run ends.
- An upgrade can remain a place in the worldProgression can change the level or purpose of a recognizable physical place, so the base carries evidence of what you chose to build.
- Procedural output stays editable by artistsCurrent editor experiments can bake controlled world or character variations into assets an artist can inspect and edit.
- A conversation can change what waits for you laterConversation choices can persist beyond the scene and reappear later through people, quests, factions, or home.
- Gameplay state is ready for an animation integration passThe current prototype exposes the gameplay variables needed for a shared player-and-AI Animation Blueprint integration path.
Publisher / funder conversation
Evaluate the current build and the next production milestone.
Funding scope, schedule, budget, and milestone priorities can be discussed alongside a direct review of the current build and production plan.
Verified business email and Discord details have not been supplied, so public contact controls remain hidden.
Press assets
Media package in preparation.
Logo variants, key art, gameplay captures, store capsules, and a downloadable press archive will be added as the public media package is completed.
