Projects

◈ Storm Reavers 🜲 Astral Plague Studio Contract Work Connect
← Astral Productions

Project 01 · Unreal Engine 5

STORM
REAVERS

A multiplayer gravity-based heist game. Every surface is a floor. The clock never stops. Get in, get out — or don't.

Gravity Control Bernal Sphere Timed Heist Roguelite Persistence Multiplayer Co-op
Storm Reavers key art

Every Surface.
Every Second.

Storm Reavers drops teams of players inside Bernal Spheres — massive, procedurally generated hollow habitat structures where gravity is player-controlled and every interior surface is a legitimate floor. No ceilings. No walls. Only surfaces, all of them traversable.

Execute your heist, steal loot, extend the clock through risk-reward decisions, and extract before the hard cutoff kills you. The exit doesn't wait. Miss the window and it locks — permanently.

What Makes It Special

Pillar 01

Bernal Sphere Environments

Procedurally generated 3D habitat interiors where every surface is traversable by design. There are no floors and ceilings — only surfaces, all of them meaningful.

This isn't omnidirectional gravity bolted onto a flat level. The environment was purpose-built around the mechanic.

Pillar 02

Gravity as Traversal & Combat

Gravity is instant-snap, free-direction, and fully player-controlled. Enemies react to your current orientation as a core combat dynamic. Flying enemies patrol in gravity-relative formation — then go free-flight in a fight.

Nothing in the arena is predictable once contact starts.

Pillar 03

Timed Pressure That Compounds

The clock isn't a timer — it's a pressure system. Enemy difficulty scales over time, alert states spread from local to global, and the exit closes hard. Time extensions are the tension arc.

Do you push for the big score, or get out clean?

In. Out. Or Not.

Each run drops players into a Bernal Sphere with a hard timer. Every pick-up is a live decision. Successfully extracted gear is kept permanently. Death means losing your haul.

Time Extensions

Small opportunities appear frequently. Rare high-value extensions are gambles. These are the primary player agency lever — miss one and feel it.

Loot & Noise

High-value loot broadcasts your position and triggers spreading alerts from local to global. Baseline salvage is quiet. Every pick-up is a risk profile decision.

Escalating Threat

Enemy spawn rates and combat difficulty scale the longer you stay. The sphere gets hostile. Staying profitable means staying ahead of the curve.

Roguelite Aura

Every run is random, every item you pick up is unique. The world changes with each playthrough, and your choices shape the outcome.

A Problem-Solving Fantasy

Players who want extraction shooter tension married to spatial puzzle-solving. Fans of games where the environment itself is the first obstacle — where reading a space and moving through it efficiently is a skill. People who liked the idea of omnidirectional movement in games but never got a world that actually justified it.

"You're not the strongest thing in the room. You're the one who figured out which wall to run across."

Development Status

Pre-Production Core concept & design February 2026
Prototype Playable core loop June 2026
planet_line
Alpha Systems complete Current
Early Access Community testing October 2026
Full Release Ship it! Late 2026

Press & Content Creators

Storm Reavers logos, key art, screenshots, and the fact sheet live in our universal press kit — bundled and ready to download.

Open Press Kit →