Satirical survivor roguelite

Surveillance Survivor

Stay untrackable. Break the grid.

Active pre-alpha · simulator-ready · not release-ready

Surveillance Survivor title screen: a fog-bound San Francisco street of Victorian storefronts, trolley rails, and surveillance masts

What it is

A satirical survivor roguelite about staying untrackable in a surveilled world.

Pre-alpha: playable in simulator, not a public release yet.

In short

Tone is paranoid slapstick, not horror realism. The game is being rebuilt as a single polished San Francisco level: manage Exposure, survive escalating enforcement, defeat the Algorithmic Moderate, and reach Extraction, with three run-local upgrades. It runs on iPhone (iOS 18+, landscape) with a deterministic 60 Hz Swift core that owns game truth; SpriteKit projects state; SwiftUI supplies the shell.

Physical-device acceptance and App Store owner fields remain open—do not describe the project as release-ready.

Built with

  • Swiftlanguage for the game rules and the app
  • SpriteKitdraws the city, characters and effects
  • SwiftUItitle screen, settings and results screens
  • iOS on iPhoneiOS 18 or later, played in landscape
  • Core Hapticsvibration feedback for hits and warnings
  • VoiceOverreads results, tutorial and captions aloud
  • GitHub Spec Kitmethod for writing the specifications before code

Changelog

Milestones in plain English, newest first, to Nov 7, 2026

  • The final boss now finds its way around buildings instead of getting caught on corners.
  • A LETHAL THREAT warning now flags incoming attacks that would end your run.
  • One enemy's mines are now drawn as a clear ring that is easier to spot.

  • Stealth pass finished with a Captain Court climax, medals and a reward for a quiet approach.
  • Fixed touch controls in release builds and repaired combat feedback so hits read clearly.
  • New Court rehearsal lets players practise the final boss fight directly.
  • VoiceOver now reads results, tutorial and captions, and results fit larger text sizes.

  • The iPhone app ran for the first time, with original art, music, a title screen and settings.
  • Game-feel pass added hit-stop, screen shake and clearer impact effects.
  • Enemies can start unaware and be struck first, and chosen Cameras now call in reinforcements.
  • Runs retargeted to five to eight minutes, plus a Daily Run with a shared seed, ghost and run card.

  • Reboot began: the game was narrowed to one polished San Francisco level, specified before coding.
  • New game core built with Exposure, destructible Cameras, three upgrades, the boss fight and Extraction.

  • First prototype on iPhone: an on-screen thumbstick, a steady game clock and a SpriteKit scene.

Roadmap

What comes next. Plans, not promises, and no dates.

  • In progressTesting on a real iPhone and recorded playtests are still needed before the level is called finished.
  • In progressFinishing the player character's art and animation comes first, then the enemy art.
  • PlannedMore cities would only be considered after this first level passes its quality gates.