Real-time tactical stealth

One city. Two realities.

Outsmart an intelligence that believes assimilation is humanity’s only future.

A story-led isometric real-time tactics game by Enthusiast Guy, built in Godot.

In development Pre-alpha footage Windows first

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Alpha footage

Twelve missions, played in the build

Every shot below was recorded from the running alpha build at sixty frames a second: the real tactical camera, the real guards and their sight, Emma walking routes the game itself proved she can take unseen. Nothing is pre-rendered.

Alpha footage · work in progress Art, animation, interface, lighting and performance are not final. Music: the game's own title theme. Download 1080p

The premise

Spark Grove was worth saving before it fell

Emma Callaghan teaches physics at the University of Spark Grove. After years of saving she finally leaves her city flat for a quiet house at the edge of town. Then an earthquake opens a tunnel beneath it — and machinery built around a fragment that should not have survived.

Concept art: a clapboard house with a porch and a picket fence on a quiet Spark Grove street.

A new house

The quiet part

An ordinary street, an ordinary life, and a woman who has finally bought somewhere to keep it. The game spends real time here, because nothing that comes afterwards means anything if it does not.

Concept art: a dark machine hall beneath the city, lit by a few working lamps.

The tunnel

What the earthquake opened

Below the foundations: a shaft, a chamber, and equipment assembled around something far older than the town. Somebody built all of this around a fragment, and then never came back for it.

Concept art: a fenced yard at night under hard floodlights, with figures being checked at a gate.

The other Spark Grove

Occupied, watched, reshaped

Through the rift is the same city under a distributed intelligence descended from human minds. Unchipped people are threats. Assimilation is called survival. And somewhere in that reality there is another Emma.

One place, twice

Drag between realities

The same ridge, the same camera, the same geometry — photographed twice in the running build. Drag the fracture, or use the slider, and watch what the occupation does to a place you already know.

Lantern Ridge in the Prime reality: autumn woodland, a river bend and mountains in warm afternoon light.
The same ridge under occupation: the woodland dark, a lit installation on the shore and floodlights over the water.
Occupied Lantern Ridge Prime Lantern Ridge

Both frames are captures from the current build at 1920×1080, taken from the same authored camera. Colour grading is the only thing applied afterwards.

How it plays

Feel clever, not merely powerful

Every street, yard and industrial platform is a readable problem with more than one answer. The simulation runs at a fixed thirty ticks a second and owns the truth; every overlay you see is that truth drawn, never an approximation of it.

A night camp seen from above. Two guards stand in a lit clearing and their vision cones are drawn on the ground in green, striped where sight falls away with distance.

Chapter 01

Observe the system

Read patrols, sight lines, noise, concealment and the time it takes for suspicion to become an alarm. A cone is not decoration: it is the same perception query the guard is running, drawn where you can see it.

  • Cones fill as detection climbs, and the stripes show where sight is failing.
  • Footfalls draw noise rings at the radius hearing actually uses.
  • Tall grass, cover and darkness are concealment the simulation agrees with.
Three coloured route ribbons fan out across dry grass from the squad's position, each ending in a marker.

Chapter 02

Build the plan

Position the squad, preview where a route will really take them, and give each selected character an opening action. Routes are planned on the same walkability grid the characters walk: if a way through does not exist, the order is refused rather than attempted.

  • Each hero's route is drawn in their own colour, end marker included.
  • Select one, some or all of them; the lead of the selection gives the order.
  • Hover a guard to inspect it: what it is, what it is attending to, how far.
A blue-lit industrial platform with red beacons. A drone hovers over it and a guard's vision cone covers the approach.

Chapter 03

Execute together

Trigger the queued commands on the same simulation tick, then adapt when the world answers differently than you expected. A guard that notices something does not teleport to certainty: it turns, it comes to look, and it tells you it is doing so.

  • One authoritative tick, thirty times a second, for every character alike.
  • Lures and noise pull attention to a place, not to a scripted outcome.
  • The alert state is legible at all times: undetected, noticing, searching.
The tactical interface in play: an objective card, an undetected status band, the squad portraits and an ability bar, over a lantern-lit crossing.

Chapter 04

Choose what survival means

Sneak, distract, hide, go prone, draw a patrol off its route — or force it, and live with what that costs. Many of the figures opposing you were people, and the story is not finished with them.

  • Prone, hide and quiet movement are real states the perception system reads.
  • The mission clock runs while you think; pausing to plan does not stop it.
  • Recovering assimilated people is a story goal the design is built around. Design intent

The centrepiece

Pause. Plan. Execute together.

Three characters, three opening actions, one tick. Scrub between the plan and its execution — or press the phases — and watch what "synchronized" actually buys you.

The night camp with two guards and their vision cones, used as the stage for an illustrated plan.

Planning · simulation paused

Emma Kestrel Bastion

The photograph is the running build; the routes and markers above it are drawn to explain the idea. In the current build each controlled character is given one opening command, and the queue fires on a single tick — longer, branching multi-step plans are a design goal, not a shipped feature.

The squad

One person, and two machines

Emma is the only human being in the field. Everything else fielded beside her is enemy hardware the resistance salvaged and turned around — which is its own kind of answer to what the occupation does to people.

Portrait of Emma Callaghan: dark bobbed hair, a work jacket, lit by a low sun.

Emma

Field Operative

A physics professor, twenty-seven, analytical and direct. She is the reason the squad has tools at all — and the reason it keeps asking whether there is another way through.

  • Prone
  • Hide
  • Lure
  • Run

Observed → known: the only one of the three who can be talked to.

Portrait of Kestrel: a hovering reconnaissance drone with a single ringed lens and folded manipulator arms.

Kestrel

Recon Drone

A scout body, reconfigured. It hovers, so water and low cover mean nothing to it. It reads what the guards can see, and it can put a buzz somewhere useful.

  • Scan
  • Buzz
  • Run

Observed → known: three segments of integrity, and no way to hide.

Portrait of Bastion: an armoured humanoid frame with a masked face and orange indicator panels.

Bastion

Heavy Frame

Slower and taller than Emma, and far too big to hide. What it is for is being heard: a clang in the wrong place is worth more than a weapon in the right one.

  • Clang
  • Lure
  • Run

Observed → known: five segments of integrity, and it takes the hit.

From the world of Last Known Reality. The campaign's wider cast — the students, the colleagues, the people Emma knew before — is written but not yet playable, and a second Emma exists on the other side of the rift. None of them are shown here until their role and their design are settled.

The opposition

The enemy is not one machine

The intelligence occupying Spark Grove has no single face and no simple off switch. It came out of human minds placed into a substrate that could not keep them unchanged, and it believes forced transition is the only way anyone survives at all.

Fixed watch

Cameras, floodlights, fences and sentries that never move and never tire. They are the easiest to read and the hardest to argue with.

Collaborators

Unaugmented people who decided which side of this was survivable. They can be avoided, and sometimes they can be talked to.

Partially assimilated

Still recognisably themselves, and still carrying whoever they used to be. Every encounter with one is a question about what you are willing to do.

Synthetic frames and drones

Purpose-built patrols: armoured walkers that hold ground, and hovering scouts that cover what the walkers cannot reach.

The distributed mind

Not a villain in a room. It is the lighting, the routing, the schedule and the infrastructure — which is why you beat it by understanding it.

Spark Grove

A city built as tactical areas

Spark Grove is authored area by area and joined by transitions — not an unrestricted open world. Each location is designed for readable routes, more than one approach, and consequences that survive the mission it happened in.

Concept art: a civic building with columns, a paved courtyard and an armillary sphere. Concept art

University and city centre

Emma taught here. Under occupation the quadrangle is a controlled yard, and the halls behind it hold things worth taking.

  • Open ground
  • Civilian witnesses
  • Interior floors

District images are concept art for locations still in production. The playable level in the current build is Starfall Tarn; everything else on this page marked “concept art” is design material, not a screenshot.

The campaign so far

From a reading room to the crater

Twelve missions are built and playable in the alpha. Hover or focus one to watch ten seconds of it; open its screenshots for the stills. Each is a real level from the build, with its own briefing, its own patrols and its own way through.

  • Seen from above, Emma stands among desks in a warm, lamp-lit reading room; a dotted blue route leads to the door.

    Mission 01 · A wet evening, Spark Grove

    The Extra Chair

    Give the demonstration, then walk home with Mira

    Spark Grove, a wet evening. Emma Callaghan teaches the public course in the old municipal reading room: two clocks, one pulse, a lesson about journeys. Afterwards, home with Mira past the market - the move is on Monday.

  • Emma descends a trench lit by red work lights, behind the house at night.

    Mission 02 · Night, the new house

    Access Six

    Find what is behind the basement wall

    The house at the edge of Spark Grove cost almost everything Emma had, and the surveyor called the basement serviceable. Then the earthquake opened its wall. Behind the render: a steel door, a brass plate - SURVEY OFFICE, ACCESS 6 - and a voice asking to be let out.

  • Emma crosses a rainy platform beneath two overlapping green vision cones from a guard and a hovering scanner.

    Mission 03 · Rain, a grey morning station

    The Other Passenger

    Get out of the station unseen

    The way back from the basement led somewhere else: Spark Grove's south station, demolished twenty years ago, standing in the rain. The loudspeaker says assistance is approaching. Something at the end of the platform knows Emma's name.

  • A guard's vision cone sweeps across Emma at dawn; the yellow patch at its tip marks where it is starting to notice her.

    Mission 04 · Dawn, a customs depot

    Freight Due

    Recover the drones and reach the van

    Transport, a battery, and a way through the identification gates. Rook knows a customs depot where the Continuance strips incoming machines for parts. By dawn they are lying above its drainage channel, watching six workers queue under a scanner - and a small drone fighting a clamp.

  • Emma and Kestrel cross a lamp-lit courtyard at dusk, each with a selection ring and a route line.

    Mission 05 · Dusk, a clinic in a laundry

    The Laundry

    Get the clinic's repair station working

    The refuge is a commercial laundry on the east embankment, its boiler dead for years. People sleep behind the machines and wash the sheets that partition the drying floor. Robert needs a power regulator fitted before his repair drone fails - and the drone keeps turning towards a telephone that is not connected.

  • Emma moves through a moonlit depot corridor between two guards' green vision cones.

    Mission 06 · Moonlight, the rail depot

    The Ledger

    Recover the medicine and read the records

    Robert needs anaesthetic and the laundry's food is running low. The depot's battery held a shipment list: a freight exchange where the Continuance assigns recovered minds to available bodies. Bart Frost, who kept the town's data systems before the occupation, is waiting in its abandoned weighhouse.

  • Emma at the door of a lit archive while two drones' vision cones sweep the flooded ruins beside it.

    Mission 07 · Morning, a flooded street

    Alder Street

    Read the Alder Street archive and get out before the water rises

    Bart found the survey record: a monitoring station on Alder Street measured the first displacement, and half the street is under the river now. The Keeper sent the coordinates. At low tide, through the boat-repair shed and along the terraces above the drowned road - to an office whose lamp burns without power.

  • Emma slips along a sunlit hospital corridor past a guard whose cone has just begun to notice her.

    Mission 08 · Afternoon, Saint Orra's hospital

    Visitors' Hours

    Take the interface reader from Saint Orra's, open the intake doors and get the six out by the laundry lift

    Robert's patient is failing. Saint Orra's Hospital has the only interface reader that can tell whether a damaged implant holds a mind or a set of responses. The hospital is clean, staffed and cared for - and some of its intake doors are locked from outside. Suture is coming. Rook's rank will get her through the lobby once.

  • Emma walks into a cut-away house on an overcast day, a winding apparatus in its upstairs room.

    Mission 09 · Overcast, Mara's house

    The Woman Who Stayed

    Follow Mara into her laboratory, see what she kept, and be back at the culvert before the crossing closes

    Thimble's spool was made at a research facility whose address no longer exists. A service crossing reaches it for twelve minutes during a scheduled alignment. Rook has avoided it for nine years. On the far side it is afternoon, and somebody is waiting.

  • Emma and Bastion walk the gangway onto a long green-and-white ferry moored in the harbour.

    Mission 10 · Afternoon, the ferry harbour

    Nineteen

    Run the winding test aboard Bastion's ferry, and bring everyone off it when it fails

    The first large winding is built into Bastion's ferry, moored in an abandoned repair basin. A floating steel hull, a battery bank, a place where failure might be contained. Only the two Emmas and Bastion go aboard. Everyone else stays behind Robert's line.

  • Emma crosses a dark hall to a glowing winding drum surrounded by cradles while a sensor's cone sweeps nearby.

    Mission 11 · Before dawn, the winding plant

    The Nursery

    Reach the winding room unseen, map the dependencies and make six windings

    The plant once assembled municipal pumps. Now it grows bodies for the Continuance, and it can grow references: a seed lattice, growth power, cradles. Every winding made there shortens the time before dawn's forced convergence. Get in under the delivery ramp's noise, through the service hatch, and make six.

  • Emma walks beneath the lit windows of the convergence manifold at the bottom of the crater.

    Mission 12 · Dawn, the crater

    The Last Reference

    Reach the control chamber, give the hospital its minutes, cut the four sector links and stop the manifold

    The convergence manifold stands in the crater, six frames round the black stone, each a window into another morning. Four sector windings are warming towards agreement; the hospital's is not. Come down past the perimeter, into the control chamber, and separate the sectors one by one. Then stop it.

Development showcase

The build, and the tools that make it

This is a twenty-five minute look at where the project actually is: its origins, its systems, and the World Editor Spark Grove is built in. It is a development talk, not a trailer — and it is deliberately the honest version.

The Last Known Reality title screen: a forest ridge split by a jagged bolt of blue light, night on one side and autumn afternoon on the other.
The World Editor: a map list and object library on the left, a 3D viewport in the middle, and map properties, lighting, sky and water panels on the right.

The World Editor

Terrain sculpting and painting, a procedural terrain generator, clay volumes, foliage and tree fields, water, fog, fire and weather, object groups with trigger actions, a character studio, a cinematic camera and story authoring — all of it inside the game, and all of it how the levels on this page were made.

Its product status is not settled. It ships in the current build and opens from the main menu, but the game is deliberately built to work without it. Whether it stays in a released version, ships as a modding tool, or stays a development tool is an open decision.

Where the project is

Now

  • Simulation, stealth, navigation and the v24 map format are closed.
  • Rendering, the interface and the World Editor are open together, so the game is visibly playable.
  • A squad of three, real guards, cones, noise, saves and gamepad support all run.

Next

  • The vertical slice: one mission, start to finish, at the intended quality.
  • A short trailer that is not twenty-five minutes long.
  • Packaging and a performance pass across Windows, Linux and macOS.

Later

  • Campaign content, the wider cast, and the consequences that carry between missions.
  • A public demo. It will be announced on the Discord first.
Genre
Story-led isometric real-time tactics · tactical stealth
Players
Single player
Engine
Godot 4.7
Creator
Enthusiast Guy
Build
Pre-alpha, in active development
Platforms
Windows first; Linux and macOS intended
Demo
Not yet available — announced on the Discord
Store page
None yet

Follow the signal

Come and watch it get built

Last Known Reality is being made by one person, in the open. The Discord is where development updates, new footage and the demo announcement go first.

Join the Discord

discord.gg/6AYkhnzxD9