a Verewild game
Write the code that fights for you.
About the game
You don't play the hero. You write the loop that fights for you.
In SIGABRT, fighting is programming. You build a while(1) loop out of code instructions, and it runs top to bottom every turn, fighting on its own. Winning means writing a better loop: pick the right edits, compile a build that lasts, and get deep enough to reach the kernel of a machine that's crashing around you.
The demo is a complete experience on its own. The full game will have additional content, such as more enemies, choices, maps, and more! Play the demo on Steam ↗
Write the loop
Every edit is one line of code: attack, block, overclock, malloc, reflect, leech. You arrange them and the interpreter runs the program for you. A forecast shows the next iteration before you lock it in, so winning comes down to how you build, not how fast you react. Change a single line and the whole battle plays out differently.
No run compiles the same
Every descent builds a new operating system to fall through, with room-clustered districts, hazards, and enemy castes that punish different builds. Draft edits and salvage relics into archetypes that genuinely play differently: heal-heavy, block walls, glass cannons, drain, or self-rewriting loops. What you end up with is never the same twice.
Descend a dying machine
You fall from /tmp through /proc, /dev, /net, and /var, down to /kernel. A bigger story sits fragmented across the world: in the logs you read, the districts you cross, and every boss you reach, each one a build that failed before you did. Somewhere at the bottom, something runs a task without a timeout. You are the newest attempt to reach it.
Screenshots
Inside the machine
At a glance
What's in the box
- Programming as combat: build a while(1) that fights on its own, with a forecast so you plan each turn
- Roguelike deckbuilding with a deep pool of edits, relics, and events, and six viable build archetypes
- A procedurally generated OS: new districts, mazes, hazards, and enemy castes every run
- Six biomes from /tmp to /kernel, plus a hidden endgame out in the Net
- Four playable characters, each unlocked by winning a run rather than grinding
- Drawn entirely in code: every enemy and effect rendered procedurally, no stock art or asset packs
- Real systems vocabulary: signals, core dumps, fork bombs, the OOM killer, /proc and /kernel
- Play it your way: reduce motion, remap controls, scale the UI, set volume per channel
The demo is live. Start the descent.
SIGABRT is quietly about a machine that was loved, and a goodbye that never finished compiling. Play the free demo, then wishlist the full game.