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Walkin / Development journal

MAR — SEP 2026

From the
first build
to Walkin.

Six months of building, testing and refining a new kind of mobile runner.

Follow the journey
Walkin survivor key art
Brooklyn, New YorkWork in progress ↗

The last survivors of Brooklyn

The road
never stops.

Somewhere ahead, the next safe haven is waiting.

What is Walkin?

A semi-casual survivors-like roguelite runner set in a zombie-infested Brooklyn. Lane-based movement meets rail-shooter aiming: run, aim with one thumb, fight or evade, and build a stronger loadout.

Each run asks for a different build. Resources and permanent progression give you a reason to come back.

Keep movingTake aimAdapt your build
Before the run / a moment above the city

The development story

Seven chapters.
One continuous run.

A month-by-month account, March–September 2026. Dates describe development phases; the supplied gameplay recordings illustrate the systems, not archived monthly builds.

  1. 01 / 2026The foundation

    The foundation

    Building the zombie world.

    Before there was a complete run, there had to be a world worth surviving. We built an ECS-based enemy simulation and brought the crowd to life with Rukhanka animation.

    High-volume simulation lives in DOTS. Game flow stays flexible in a hybrid Unity architecture.

    • Unity ECS
    • Rukhanka
    • First encounters
    The foundation / movement, enemies, animation
  2. 02 / 2026Player progression

    Player progression

    Giving every run a build.

    Surviving became a series of choices. Upgrade cards gave each run a direction: change your weapon, strengthen an ability, or build around the next encounter.

    Data-driven upgrades leave room for new combinations. Blender, Figma and Photoshop support the visual iteration behind each choice.

    • Upgrade cards
    • Run-by-run choices
    Choose your next upgrade
  3. 03 / 2026The UI foundation

    The UI foundation

    Every system, connected.

    Menus, loadouts and gameplay information needed to speak the same language. We connected them through a responsive interface built around clear actions and readable states.

    The actual game UI, not a wireframe: character selection, equipment and progression brought into one place.

    • Responsive UI
    • Loadouts
    • Game states
    Inside the interface / recorded in-game
  4. 04 / 2026Content systems

    Content systems

    Built to grow.

    Characters, weapons and upgrade cards became parts of the same progression framework. The aim was to add content without rebuilding the systems underneath it.

    ScriptableObject definitions describe the content; Addressables handle its delivery. The framework supports both run choices and progression between runs.

    • Characters
    • Weapons
    • Persistent progression
    Beyond one run / progression and rewards
  5. 05 / 2026Items & survival tools

    Items & survival tools

    More ways to survive.

    Combat became more than shooting. Medkits, bombs and usable items expanded the choices available when the road became crowded.

    Fight, evade, or spend a resource. The goal is pressure that asks for a decision, not just a faster road.

    • Fight
    • Evade
    • Use your resources
    A survivor runs between abandoned cars, aiming into an approaching zombie crowd.
    The survival loop / gameplay still, not an item demonstration
  6. 06 / 2026Connecting the experience

    Connecting the experience

    From systems to a game.

    Movement, aiming, combat and upgrades began to work as one experience. A run now had a rhythm: face the pressure, make a choice, and go again with a different build.

    The important step was not another isolated feature. It was making the hand-off between systems feel like one continuous game.

    • Run
    • Choose
    • Continue
    Run. Choose. Adapt. Keep going.
    01Run
    02Choose
    03Continue
  7. 07 / 2026Where Walkin is today

    Where Walkin is today

    This is Walkin today.

    A playable foundation for the last survivors of Brooklyn: continuous movement, one-thumb aiming, zombie combat, upgrade choices and progression that carries beyond a single run.

    Still in development. The foundation is playable; the wider world of enemies, hazards and bosses is the direction ahead, not a claim of finished content.

    • Playable foundation
    • In development
    Current gameplay / September 2026 development journal

Next chapter / Not a release schedule

More world.
More Walkin.

The foundation is in place. Now it is about depth, variety and the details that make another run worth taking.

  • More characters, weapons and build combinations
  • A wider cast of enemies, hazards and boss encounters
  • Deeper progression, playtesting and iteration

Future direction. No unannounced dates, no promise of finished content.

The story continues

Keep walking.

Explore Walkin and the systems behind the game.

Explore Walkin