Game Summary
BLOODRUSH is a visceral single-player action RPG where the player assumes the role of a tortured test subject in a deranged asylum. Infused with uncontrollable rage from unethical experiments, the protagonist must fight to escape, tearing through enemies using brutal melee and ranged weapons. The core hook? A unique "Urge Meter" that punishes inaction — the longer you go without killing, the closer you are to self-destruction.
Game Design Pillars
Visceral Combat and Gore
Every encounter is brutal and rewarding. Satisfying melee and ranged attacks are amplified with over-the-top gore and physics-driven effects to create an intense, physical gameplay loop.
Urgency Through Mechanics
The "Urge Meter" forces players into a constant state of motion and violence. This innovative feature increases tension, encourages aggression, and ties narrative to gameplay.
Psychological Asylum Narrative
A twisted, linear story unfolds as the player fights their way out of a nightmarish facility. Dark environments, eerie audio, and unsettling visuals enhance the narrative of madness and revenge.
User Experiences
Players should come away from BLOODRUSH saying:
- "It kept me on edge the entire time."
- "The Urge Meter is such a cool idea — it made every kill feel like a necessity."
- "The gore and combat were sick — in the best way."
They will be drawn in by the brutal action, relentless pacing, and the mystery of what happened in the asylum.
Core Gameplay
Aim of the Game
BLOODRUSH throws players into the mind of a broken soul — an experiment gone wrong inside a nightmarish asylum. The core gameplay revolves around violent survival, where players must jump, strike, shoot, and slay their way through twisted foes in claustrophobic, gore-filled environments. Every kill matters — not just to clear the path forward, but to keep the player alive by resetting their ever-building "Urge Meter."
The player's ultimate goal is to escape the asylum — but doing so requires mastering both instinct and strategy. Inaction leads to death by one's own hand, driven by madness. The game is built on fast-paced, visceral action and a relentless internal struggle that reflects the horrors of psychological trauma.
With stylized gore, intense combat, and an innovative urgency mechanic, BLOODRUSH is an experience designed for fans of gritty action RPGs who crave adrenaline, challenge, and narrative depth.
Game Design Goals
- Deliver a Visceral, Rewarding Combat Loop: Design fluid, impactful combat combining ranged weapons, melee tools, and brutal finishers. Every weapon should feel distinct and satisfying, amplifying the chaos and gore of each fight.
- Innovative Survival Mechanic: The Urge Meter: Introduce a unique urgency system where players must kill to survive. This mechanic creates constant tension and feeds into the protagonist's mental descent — aligning gameplay with narrative.
- Emotionally Charged, Psychological Narrative: Build a story that dives into madness, experimentation, and revenge. The player's journey should evoke fear, anger, empowerment, and ultimately, liberation.
- High-Quality Visuals and Atmosphere: Craft environments rich in horror aesthetic — flickering lights, blood-drenched halls, and disturbing audio cues that enhance immersion and dread.
- Focused Accessibility and Pacing: Streamline controls and UI for clarity and immersion. Include scalable difficulty and tutorial guidance to welcome a broader range of players while keeping the hardcore challenge intact.
- Linear but Impactful Progression: Use a structured narrative path to create high-intensity moments and paced escalation. Ensure each level introduces new elements — enemies, weapons, or lore — to maintain forward momentum.
- Replay Value through Mastery: Encourage replays with unlockable weapons, higher difficulties, and alternate escape routes. Give players reasons to dive back in and perfect their runs.
Features
Player Mechanics
- Movement: Walk, run, jump, crouch
- Combat: Melee (Knife, Saw), Ranged (Pistols, Shotguns)
- Urge Meter: Increases over time, resets with kills, maxing leads to negative effects
- Inventory: Limited slots
Game World
- Setting: An old, multi-level, abandoned asylum
- Style: Realistic horror aesthetic
- Atmosphere: Constant tension through ambient sounds and creepy visuals
Characters
- The Protagonist (Subject 17): A tortured test subject
- The Doctor: Antagonist and tormentor
- Other Subjects: Failed experiments turned enemies
Enemies
Levels
- 1. Cell Block
- 2. Morgue
- 3. Maintenance Wing
- 4. Observation Halls
- 5. The Core Lab
User Interface
- HUD: Health, Urge Meter, Ammo
- Menus: Inventory, Pause, Settings
- Style: Bloody overlays and glitch effects
Player Experience
- Feelings: Tension, desperation, power
- Journey: From hunted to hunter
- Drivers: Combat, visuals, story
- Moments: First blackout, finishing moves, final escape