How we made it · Zombie survival horror
Ashgrove
Hold a haunted mansion, wave after wave, as zombies tear the boards off the windows. Every room started as a Nano Banana picture and a measured plan, and everything in it was forged in the engine.

- Boarded windows zombies tear open one board at a time
- Wall buys and a fuse box that brings the power back
- Sample game in Beta 1: Mac, Windows, Linux and Steam Deck


01
A picture of the room, and a plan
First, how the foyer should feel, then a plan with real measurements: door widths, ceiling height, where the stairs land.


02
A sheet for every piece
The staircase, the sofa, the chandelier, the boarded windows: each one gets its own product sheet, and the Forge builds it part by part.

03
Built in the engine
The staircase, the balcony, the boarded windows, the sofa and the rug, forged and lit. Materials come from real photographs: weathered boards, cracked plaster, brick behind torn wallpaper.


04
Light, checked
Important surfaces get a light study, like wood under a bare bulb, and the material is tuned until it holds up.
05
Zombies with a body
Our own reactions system: zombies fight to keep their balance, catch themselves when shot and get back up.

06
On a Steam Deck
Ashgrove running on the Deck: the foyer, the waves, the HUD.
What's next for Ashgrove
A bigger game: the maps joined into one, a larger and more open house, more to do, a mystery weapon box, and one consistent look across the whole map. Follow it on what we're working on.
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