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IRON DESCENT

IRON DESCENT You are an obsolete war machine, awakened from centuries of rust. Reactivated by a desperate rogue AI, your mission is simple but suicidal: descend into the core of the planet and reboot the central infrastructure. Only then will the endless production of hostile machines finally cease. Iron Descent is a retro 2.5D raycasting first-person shooter built entirely from scratch — no 3D engine, no WebGL. Every wall, floor, and ceiling is drawn pixel-by-pixel on a 2D canvas using a custom DDA raycasting engine, the same rendering technique that powered classic shooters like DOOM and Wolfenstein 3D. Descend through procedurally-generated floors of a derelict machine city overrun by corrupted drones, automated turrets, and something far worse lurking in the flooded sewers below. Scavenge ammo, manage your flashlight battery, and fight your way to the core. Built for Gamedev.js Jam 2026 — Theme: Machines COMBAT Plasma Cannon — Your primary ranged weapon. Fires fast but overheats with sustained use. Manage your heat or face a forced cooldown. Energy Sword — Hold to charge, release to slash. Devastating at close range, risky against groups. Reactive Shield — Hold right-click to deploy an energy barrier that absorbs incoming fire. Drains energy while active — use it strategically. EXPLORATION Every floor is procedurally generated — rooms, corridors, locked doors, and enemy placements are randomized each run. Find keycards (or sewer valves on lower floors) to unlock the exit and descend deeper. Manage your flashlight battery as you navigate pitch-dark corridors — turn it off to conserve power, but beware of what hunts in the dark. ENEMIES Patrol Drones — Fly in predictable patterns, but fire relentlessly on sight. Turrets — Stationary but deadly accurate. Approach with caution. Sentinels — Heavily armored units that pursue aggressively. Stalker Gators — Lurking in the flooded sewers, they flee from your flashlight. Turn it off, and they close in for the kill. Sewer Boss — A massive corruption node blocking the path to the core. CONTROLS ActionInputMove WASD Look Mouse Shoot Left Click Shield Right Click (hold) Switch Weapon Scroll Wheel Flashlight F Pause/Settings ESC TECH & CREDITS Custom DDA raycasting engine with two rendering modes (classic column + true per-pixel 3D pitch). Built with Phaser 3 + Vite — pure JavaScript, zero 3D libraries. Runs entirely in the browser. Design & Code — Hayes1127 Retro Textures — Little Martian Sci-Fi SFX — JDSherbert

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