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.
Real-time tactical stealth
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
Alpha footage
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.
The premise
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.
A new house
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.
The tunnel
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.
The other Spark Grove
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
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.
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
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.
Chapter 01
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.
Chapter 02
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.
Chapter 03
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.
Chapter 04
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.
The centrepiece
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.
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
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.
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.
Observed → known: the only one of the three who can be talked to.
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.
Observed → known: three segments of integrity, and no way to hide.
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.
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.
Spark Grove
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
Emma taught here. Under occupation the quadrangle is a controlled yard, and the halls behind it hold things worth taking.
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
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.

Mission 01 · A wet evening, Spark Grove
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.

Mission 02 · Night, the new house
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.

Mission 03 · Rain, a grey morning station
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.

Mission 04 · Dawn, a customs depot
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.

Mission 05 · Dusk, a clinic in a 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.

Mission 06 · Moonlight, the rail depot
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.

Mission 07 · Morning, a flooded 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.

Mission 08 · Afternoon, Saint Orra's hospital
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.

Mission 09 · Overcast, Mara's house
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.

Mission 10 · Afternoon, the ferry harbour
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.

Mission 11 · Before dawn, the winding plant
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.

Mission 12 · Dawn, the crater
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
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.
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.
Now
Next
Later
Media
Follow the signal
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 Discorddiscord.gg/6AYkhnzxD9