UPDATE 2025-10-19 This game was made with Unity, which has an RCE exploit designated CVE-2025-59489. This exploit allows an attacker to run arbitrary code by invoking the Ningakki XXVI FPS executable. I have updated the game to mitigate this vulnerability, but Steam/Valve will not allow me to upload the patched files (as per "Jason" with Steamworks Support). From my Steam Analytics, I think only nine people have played this game over the last year, so I think the exposure surface is quite minimal. If Steam/Valve ever fix their systems to allow updates, then I will upload the fixed versions that are not vulnerable. ============================================================= In this game you kill robots to save yourself. Or just escape and hope someone else deals with the problem. Or self-sacrifice yourself to blow up the planet. Or let the robots kill you. The game play is slow, and decidedly unhelpful. Modern games guide you incessantly towards the objectives. This game doesn't. There is no handy weapon to start with, you have to punch the door open with your bare fists and then find a weapon. There are no hints as to where to find a weapon. The first weapon you pickup chooses if you are a wizard or a mundane. There are three wizard weapons, and six mundane weapons. I wrote this game as a project to learn Unity. Getting it onto Steam was also a goal. The core of the game is the Unity FPS Microgame, but I'd like to think that I added and changed enough things to elevate this above an asset-flip. I didn't implement everything I wanted to, but I learned a lot along the way. My accomplishments are: a surveilance drone, landmines, barbed wire, updated graphics (especially the jetpack model and the sniper rifle model), a healing platform, a pick-up for the compass, a pick-up for the flashlight, a pick-up to expand your jetpack fuel (the Unity FPS Microgame provided the jetpack pickup), tweaked AI aiming, several new AI aggro distributions, the wizard/mundane paradigm, and more I'm sure.