January, 2026.

Character Simulation Framework: Feature Overview

General Overview

The stat system tracks BPM, Health, Temperature, Oxygen, Cravings, and Energy, with every value feeding into the others. Nothing exists in isolation. For example: low Energy + running pushes BPM higher, and if the player hasn’t topped up the vessel’s cooling system, the surrounding temperature rises, which increases body temperature, which raises BPM again and once BPM gets too high, Health begins to drop.

Different parts of the station have their own temperature zones, oxygen levels shift based on device management, cravings rise or fall depending on Elysia exposure, and all of it must be kept in balance alongside the vessel systems. The result is a constant, interconnected survival loop where every stat matters.

Player Animation

The player animation system features over 1,000 animations, covering everything from core movement to highly specific reactions. The player can fall, hold the tablet, play spawn animations, cycle through 10+ idle states, lie down, wake up, float in zero gravity, get knocked back by explosions, trip, sit on chairs or benches, sit on the floor, use desks, enter photo mode, get angry, kneel, text, have a panic attack, and experience nine additional death variants. Nearly every animation supports physics for added realism.

There are also animations for smoking, exercising, taking pills, injecting, bandaging, drinking, aiming, shooting, reloading, melee attacks, and five unique jumpscares, plus far more tucked into the system.

Menus use a dynamic third person view, while gameplay stays in first‑person. Most importantly, the player has a fully simulated real time body in first‑person, with no clipping, keeping immersion intact at all times.

Combat System

The FPS system is highly sophisticated, featuring full 1st person arms, 4 weapons, and 3 handheld tools. Weapons support attachments and gain fluid stat changes, with booster items that can modify damage, reload speed, magazine size, and more. Aiming uses true iron sights: clean, fast, and responsive, giving combat a sharp, rewarding feel even within a horror driven setting.

The system is fully integrated into the inventory: weapons occupy dedicated item slots, and additional attachments or upgrades can be looted directly. Every weapon has its own unique arm and weapon animation set, nothing is reused, so each firearm feels distinct. First‑person mode keeps the full body mesh active at all times, with the arms and weapon rendered cleanly in front, maintaining immersion without clipping.

General Overview

The stat system tracks BPM, Health, Temperature, Oxygen, Cravings, and Energy, with every value feeding into the others. Nothing exists in isolation. For example: low Energy + running pushes BPM higher, and if the player hasn’t topped up the vessel’s cooling system, the surrounding temperature rises, which increases body temperature, which raises BPM again and once BPM gets too high, Health begins to drop.

Different parts of the station have their own temperature zones, oxygen levels shift based on device management, cravings rise or fall depending on Elysia exposure, and all of it must be kept in balance alongside the vessel systems. The result is a constant, interconnected survival loop where every stat matters.

Player Animation

The player animation system features over 1,000 animations, covering everything from core movement to highly specific reactions. The player can fall, hold the tablet, play spawn animations, cycle through 10+ idle states, lie down, wake up, float in zero gravity, get knocked back by explosions, trip, sit on chairs or benches, sit on the floor, use desks, enter photo mode, get angry, kneel, text, have a panic attack, and experience nine additional death variants. Nearly every animation supports physics for added realism.

There are also animations for smoking, exercising, taking pills, injecting, bandaging, drinking, aiming, shooting, reloading, melee attacks, and five unique jumpscares, plus far more tucked into the system.

Menus use a dynamic third person view, while gameplay stays in first‑person. Most importantly, the player has a fully simulated real time body in first‑person, with no clipping, keeping immersion intact at all times.

Combat System

The FPS system is highly sophisticated, featuring full 1st person arms, 4 weapons, and 3 handheld tools. Weapons support attachments and gain fluid stat changes, with booster items that can modify damage, reload speed, magazine size, and more. Aiming uses true iron sights: clean, fast, and responsive, giving combat a sharp, rewarding feel even within a horror driven setting.

The system is fully integrated into the inventory: weapons occupy dedicated item slots, and additional attachments or upgrades can be looted directly. Every weapon has its own unique arm and weapon animation set, nothing is reused, so each firearm feels distinct. First‑person mode keeps the full body mesh active at all times, with the arms and weapon rendered cleanly in front, maintaining immersion without clipping.

General Overview

The stat system tracks BPM, Health, Temperature, Oxygen, Cravings, and Energy, with every value feeding into the others. Nothing exists in isolation. For example: low Energy + running pushes BPM higher, and if the player hasn’t topped up the vessel’s cooling system, the surrounding temperature rises, which increases body temperature, which raises BPM again and once BPM gets too high, Health begins to drop.

Different parts of the station have their own temperature zones, oxygen levels shift based on device management, cravings rise or fall depending on Elysia exposure, and all of it must be kept in balance alongside the vessel systems. The result is a constant, interconnected survival loop where every stat matters.

Player Animation

The player animation system features over 1,000 animations, covering everything from core movement to highly specific reactions. The player can fall, hold the tablet, play spawn animations, cycle through 10+ idle states, lie down, wake up, float in zero gravity, get knocked back by explosions, trip, sit on chairs or benches, sit on the floor, use desks, enter photo mode, get angry, kneel, text, have a panic attack, and experience nine additional death variants. Nearly every animation supports physics for added realism.

There are also animations for smoking, exercising, taking pills, injecting, bandaging, drinking, aiming, shooting, reloading, melee attacks, and five unique jumpscares, plus far more tucked into the system.

Menus use a dynamic third person view, while gameplay stays in first‑person. Most importantly, the player has a fully simulated real time body in first‑person, with no clipping, keeping immersion intact at all times.

Combat System

The FPS system is highly sophisticated, featuring full 1st person arms, 4 weapons, and 3 handheld tools. Weapons support attachments and gain fluid stat changes, with booster items that can modify damage, reload speed, magazine size, and more. Aiming uses true iron sights: clean, fast, and responsive, giving combat a sharp, rewarding feel even within a horror driven setting.

The system is fully integrated into the inventory: weapons occupy dedicated item slots, and additional attachments or upgrades can be looted directly. Every weapon has its own unique arm and weapon animation set, nothing is reused, so each firearm feels distinct. First‑person mode keeps the full body mesh active at all times, with the arms and weapon rendered cleanly in front, maintaining immersion without clipping.