# IStalk

A horror-parkour-extraction game where a giant living Eye hunts Runners through a procedural dollhouse castle.

Read the Documentation →
33
Systems
35
Documents
16
Designed
48%
Complete

## How It Looks

Conceptual visualizations of the core gameplay perspectives

### The Eye's Perspective

2D side-view of the dollhouse. Pan and zoom to scan rooms. Spot runners, fire lasers, place traps. You see everything... almost.

Eye Player

### Runner's FPS View

First-person parkour through corridors. Wall-run, dash, slide under lasers. Grab loot, manage weight, find the extraction altar.

Runner Player

### Weight System

Every item adds weight. Light = full parkour. Overloaded = walking target. Drop loot to regain speed, stash it for later.

Core Mechanic

### Procedural Dollhouse

Every match generates a unique castle from room prefabs. No memorization — pure adaptation. Rooms connect via doors, corridors, and vertical shafts.

Map Gen

## Anatomy of a Match

Every match follows an escalating arc — from cautious exploration to desperate extraction

0:00
GRACE PERIOD

### 30 Seconds of Safety

The Eye's vision is obscured. Runners spawn inside the dollhouse and orient themselves. Grab nearby loot freely — the clock is ticking.

0:30
HUNT BEGINS

### The Eye Awakens

Full vision restored. The Eye scans rooms, fires the laser, places traps. Runners must use cover and parkour to stay alive while collecting loot.

5:00
MID-GAME

### Weight Builds, First Deaths

Runners get heavier. Movement degrades. The Eye earns Dread from mistakes. First kills turn Runners into Minions hunting their former allies.

10:00
THRESHOLD RACE

### Betrayal Temptations Peak

Runners approach extraction threshold. Do you sacrifice an ally to draw the Eye? Steal their stashed loot? Trust is a luxury you can't afford.

14:00
EXTRACTION CRISIS

### Do or Die

Altars activate. Runners must reach them and channel for 8 seconds — completely exposed. The Eye focuses everything on denial. Minions block corridors.

18:00+
OVERTIME

### The Castle Collapses

No resolution? Rooms seal off. The map shrinks inward. Nowhere to hide. Final confrontation forced. Someone wins — or everyone dies.

## Game Pillars

🏃

### Movement is Identity

The Runner's skill expression lives in movement. Every map, item, and mechanic serves parkour flow.

⚖

### Greed Has Weight

Every advantage costs mobility. The weight system is a constant negotiation between power and freedom.

👁

### The Eye Orchestrates

Wins through strategy and patience — reading behavior, placing traps, timing incarnations. Not mechanical aim.

⚡

### Escalating Inevitability

Every match tightens. Dead Runners become minions. The Eye grows stronger. No stalemates allowed.

👻

### Paranoia is a Feature

Objects might be watching. Other Runners are unreliable. Trust is a resource that depletes.

IStalk
⌘K