Neon District is a browser-first cyberpunk isometric shooter prototype inspired by the readable pressure, industrial density, and high-voltage mood of games like The Ascent.
The longer-term production target and full design direction now live in DESIGN-BIBLE.md.
The current build is a vertical slice with a real contract shell around it:
- contract board, loadout selection, cyberware, and armory tuning
- twin-stick style movement and aim
- dash, shield, energy, and heat management
- multi-phase contracts with recon, breach, upload hold, and extraction
- escalating enemy waves with multiple enemy roles and elite pressure
- faction heat, reputation drift, banked credits, and permanent unlocks
- a layered cyberpunk HUD wrapped around an isometric combat arena
cd "W:\Repos\_My Games\neon-district"
npm install
npm run devcd "W:\Repos\_My Games\neon-district"
npm run buildManager-standard review URL:
Supporting seeded briefing URL:
Primary showcase URL:
Featured authored review URL:
Featured authored fast-entry URL:
Boss review URL:
Boss fast-entry URL:
Hazard review URL:
Hazard fast-entry URL:
Review query params:
review=1: loads a deterministic, non-persistent campaign seedreviewSlice=authored: switches the review seed onto the featured Dead Signal Choir Heist lanereviewSlice=boss: switches the review seed onto the Glassfall Nullbreaker Siege boss slicereviewSlice=hazard: switches the review seed onto the Redline Blackout Run hazard sliceautostart=1: enters the district immediatelyshowcase=1: primary demo route for the authored Dead Signal Choir Heist slicecontract=choir-heist: preselects the featured authored mission slicehotDrop=1: legacy live-combat fast entryskipBriefing=1: legacy alias for skipping the shellresetProgress=1: clears local campaign progress
Shared evidence pack:
- [W:\Repos_My Games\LOCAL-ONLY\captures\neon-district](W:\Repos_My Games\LOCAL-ONLY\captures\neon-district)
Refresh the shared review pack with:
cd "W:\Repos\_My Games\neon-district"
cmd /c npm run capture:reviewMilestone review gates:
MILESTONE-1-COMBAT-IDENTITY-CHECKLIST-2026-05-02.mdMILESTONE-2-FLAGSHIP-CONTRACT-BRIEF-2026-05-03.mdMILESTONE-2-FLAGSHIP-REVIEW-CHECKLIST-2026-05-03.md
WASD: moveMouse: aimLeft click: fireShiftorSpace: dashQ/E: cycle weaponsR: reboot the run after a wipe
This project is intentionally using a browser-friendly stack first:
Phaserfor fast combat iteration and renderingTypeScript + Vitefor a lightweight workflow- DOM overlays for readable HUD and production-friendly UI iteration
Recent delivery/performance hardening:
- the Phaser runtime now lazy-loads after district entry from a local shipped runtime asset instead of inflating briefing-shell startup or the Vite bundle graph
- live HUD updates cache DOM nodes and skip redundant text/style writes
- review evidence generation is now scripted through Playwright instead of depending on manual capture passes
- featured authored contracts,
Dead Signal Choir Heist,Glassfall Nullbreaker Siege, andRedline Blackout Runadd shaped mission beats on top of the stable sandbox slice
That keeps us moving quickly while we build toward denser districts, better combat readability, more enemy behaviours, weapon differentiation, boss encounters, and eventually a larger campaign structure.
- cache more static world rendering in the Phaser scene to reduce per-frame redraw cost
- author a fourth bespoke mission with a moving objective, such as convoy interception or a mobile escort breach
- add broader contract variety, boss beats, and stronger authored faction fiction
- deepen armory and cyberware progression beyond the first permanent upgrades
- keep using the browser build as the fast combat sandbox while the desktop production version is defined