Project 01 · Unreal Engine 5
A multiplayer gravity-based heist game. Every surface is a floor. The clock never stops. Get in, get out — or don't.
What Is Storm Reavers?
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.
Core Pillars
Pillar 01
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 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
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?
The Core Loop
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.
Small opportunities appear frequently. Rare high-value extensions are gambles. These are the primary player agency lever — miss one and feel it.
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.
Enemy spawn rates and combat difficulty scale the longer you stay. The sphere gets hostile. Staying profitable means staying ahead of the curve.
Every run is random, every item you pick up is unique. The world changes with each playthrough, and your choices shape the outcome.
Who It's For
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."