A singleplayer narrative game concept

DEATH
DRONES.

Good jokes. Bad sleep.
One more shift.

Original concept artwork / Not gameplay

Down to earth

Planned for PC / Singleplayer

The game

Fictional people. A very human distance.

YOU CAN SEE
EVERYTHING.
ALMOST.

A field. A camera. Three people who know exactly how to get on your nerves. And how to keep you going.

Take a seat with a fictional Ukrainian drone crew defending their home. Fly accessible missions, protect people on the ground, and trade deeply stupid jokes with the people beside you.

Then the feed cuts out. Someone asks what happened. What you saw, what you assumed, and what you put in the report are three different things.

Keep your people alive.
Keep something of yourself.

Remote warfareClose quartersDark comedyConsequences that accumulate

A moment from the world

Fictional in-engine-style concept animation · Not gameplay

SIXTEEN SECONDS.
THEN THE SILENCE.

A drone closes in on an armed enemy combatant at the orchard’s edge. The strike is brief. The camera stays.

An armed enemy combatant moves along the orchard wall. A drone enters the frame.

Fictional combat death · Non-graphic · Silent

The feed ends.
The shift does not.

Read the scene description

In this original fictional animation, a helmeted enemy soldier advances with a rifle beside a low orchard wall. A small drone and its shadow approach. The soldier raises his weapon. A localized burst of light and dust marks the impact, killing the combatant. As smoke disperses, a motionless clothed silhouette remains on the ground. There is no blood or graphic injury detail. The camera holds on the quiet lane.

The same place, another day

Interactive concept visualization · Not gameplay

THE FIELD
REMEMBERS.

Revisit one orchard across three shifts. The threads catch the light. The jokes keep coming. What you carry home gets heavier.

ORCHARD / ARCHIVE06:14:22
Shift 01 · First lightFICTIONAL FEED
A morning orchard, still mostly green. The crew has given every landmark a ridiculous nickname.
01

Still learning the names

“That shed has
more armour than us.”

The orchard gets a nickname. A stranded team gets home. Someone makes terrible coffee. For a moment, the room feels almost normal.

M
Maks

Petition to requisition the shed.

The incident record

The next shift starts
with your words.

A vehicle disappeared behind the pump house before the picture dropped. Choose what makes it into the record.

What can you put on record?
How will you caption it?
DRAFT / LOCAL PREVIEW

Tomorrow’s briefing

Choose evidence and a caption, then file your version to see how a briefing can inherit your certainty.

An illustration of the proposed mechanic. Your choices stay on this page and reset when it reloads.

A shift in five parts

Proposed gameplay loop

CLOCK IN.
CARRY IT HOME.

The flying gets familiar.
The people never become routine.

  1. 01

    The room

    Check in, argue about the playlist, read the briefing. Notice who hasn’t slept.

  2. 02

    The assignment

    Observe, protect, support an evacuation, or enter combat. Clear controls; incomplete information.

  3. 03

    The aftermath

    Find out who made it back. Sit with relief, uncertainty, and the things the feed never showed.

  4. 04

    The record

    Keep evidence, write a caption, leave room for doubt. Tomorrow’s crew will read your version.

  5. 05

    Off the clock

    A missed call. Something to eat. A friend’s voice note. A life that refuses to fit inside a mission.

On this side of the screen

YOUR CREW.
YOUR WORST
INFLUENCES.

Three colleagues. One borrowed room.
Absolutely no respect for your coffee.

Original room study · Concept artwork

M / 01

Maks

The instigator

Can turn an invading army’s press release into a group-chat sticker before the kettle boils. Calls everyone an idiot. Remembers everyone’s tea.

“Their tactical retreat has entered its third successful year.”
S / 02

Solomiia

The anchor

Hears the hesitation in your voice. Keeps the room talking. Has a private life she is fiercely, inconveniently determined to keep.

“Yes, the shed is still there. No, we are not giving it a medal.”
L / 03

Lev

The fixer

Can nurse a dying monitor through another shift. Cannot repair the office chair. Treats both failures as personal attacks.

“The chair is awaiting NATO certification.”

Laughing is part
of staying human.

The jokes are funny because these people are funny. Their targets are the invading military, its propaganda, its glorious paperwork, and the absurd equipment holding everything together.

Over repeated shifts, an old punchline can land differently. So can a genuine win. Relief, friendship and joy deserve room here, too.

There is no surprise “you were evil all along” reveal. Defending people matters. So does what repeated distance and violence do to the people doing it. And the operators’ own room is not beyond danger.

Early concept / In development

An honest look at what comes next

A SMALL SLICE.
A LONG SHADOW.

First, make twenty minutes matter.

The proposed vertical slice follows one crew, in one room, over two assignments in the same area. A focused test of flight, banter, consequences and the incident record.

Explore the concept visualization
Next milestone
20-minute vertical sliceProposed scope, not available to play
Campaign ambition
2–4 hoursSingleplayer · PC · Subject to development
Release
When it’s readyNo announced date, demo or store page

A planned contribution to Ukraine.

We plan to direct a portion of game proceeds to Ukrainian aid. The recipient, percentage and terms will be announced before sales begin. This is a proposal; no partnership or donation is being claimed.

A few things
worth knowing.

Is this a playable game?

Not yet. Death Drones is an early game concept in development. This website and its interactive scene communicate the intended experience. There is no released game, playable demo or announced launch date.

What am I looking at?

Original procedural artwork built for this website with HTML, CSS and canvas. The terrain, cinematic, room, dialogue and record interaction are concept visualizations, not gameplay footage or real military information.

Is it an arcade game or a war story?

The ambition is both: approachable fictional flight and varied assignments within a character-led story. The dark comedy and crew banter are central. Observation, protection, evacuation support and combat would share the same shift structure.

What kind of mature content is planned?

War, death, grief, stress, strong language and dark humor. The focus is on people and aftermath, not real victim footage, graphic spectacle or realistic weapons instruction. The characters and locations are fictional.

Can I wishlist it or support it now?

There is no verified store page, crowdfunding campaign or payment channel. For now, explore this overview. Purchase and support options will be shared only when they exist, with clear terms.

Tomorrow, the same field.
Tonight, put the kettle on.

Back to first light