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The first look of Tortura in the game prototype. It was so long ago it’s almost weird the forest didn’t grow in real lifeThat’s how the idea of Tortura was born - an unnaturally massive forest that suddenly, inexplicably (or maybe just forgotten by those who survived), grew and swallowed fields, villages, and entire cities.
This was the vibe we were aiming for - a brutalist housing block swallowed by a post-apo forestAnd with the forest came the murrain. A disease spreading through the land, sparing no one, reshaping everything it touched into a new, terrifying ecosystem. Tortura became home to those who weren’t lucky enough to escape - people now wandering mindlessly, guarding the ruins of their own lives. Once we had Tortura in our heads, the next question was simple: Why would anyone willingly go in there?
The heroes of this part of the world - Looters in their natural habitat, ready to risk their lives and roll the dice every single dayThat’s how the idea of the Looters emerged - scavengers, a bit like the stalkers from the Strugatsky brothers Roadside Picnic. They venture into forbidden zones to pull out treasures: a book, a jacket, a pair of glasses. Small relics of the old world. Enough to trade for a few more days of peace.
Well, well, well... what do we have here?
Tortura fitness trail
Smack that wallAnd Tortura itself is an ecosystem. Everything has its place. Some areas have stabilized; the forest has stopped advancing there. Others are still being consumed.
What are you lookin’ at?Looters can predict enemy movement, identify safe routes, and carve out enclaves - small pockets of safety where you can rest, trade, and share stories before heading back into the green nightmare.
Was that their family... or their next meal? Who knows. I don’tA suitcase left open. Clothes scattered. A car stopped in the middle of the road with something still inside. A cave with traces of someone who tried to survive there. A broken gate and signs of a fight that clearly didn’t end well. If you rush through, it’s just background. If you stop for a moment, there’s a story.
Poor bastard. Stuck here forever
So... what was the code again?That structure became a backbone for our level design. At the same time, Looter has strong action elements - platforming sections, combat sequences - so sometimes we intentionally break that loop and push players forward in a more linear, adrenaline-driven way.
One of the early scenes
…and its revampAt the beginning, I had zero idea how to design levels. I drew some zigzags on a piece of paper, recreated them in the engine... and somehow everyone assumed that was the plan. Looking back, I think I learned mostly by making mistakes. I still rely heavily on intuition - and yes, sometimes on “borrowing” zigzag inspiration from other games.
The legendary hand-drawn zigzags
And what those zigzags turned into inside the engineAt first, I tried to make everything realistic. Buildings that made architectural sense. Real metro stations. Real banks. Turns out: reality is often boring in gameplay. So over time I shifted from realism to plausibility. The levels still look like apartment blocks or industrial zones - but now they might contain platforms or ladders that wouldn’t make perfect real-world sense. And that’s fine.
First, the skeleton - the blue abyss
A few evil residents
Then some walls that have definitely seen better days
A couple of pieces of furniture and some scattered details
And done! Post-apocalypse fun for the whole familyAnd then comes my favorite part: the small stories.
Still a few more trees to cut down before this forest is finishedOur goal was always to create challenge - but also satisfaction. Satisfaction from mastering routes, defeating enemies, surviving traps, and uncovering secrets that aren’t immediately visible.
When you find one, it gets a little entry in your Journal, and a safe spot with a certain… peculiar human(?) NPC who’s been taking them in.
We adopted him from a shelter about a year ago. He never gets tired, whether he’s parked on your lap or out on a walk. And for some reason, he decided that gently biting your hand is his love language.
He’s 13 years old, but you wouldn’t guess it. He went from classic apartment lazy-cat life to becoming a full-time little huntsman, spending most of his days outside near his new home in a small town. He belongs to a programmer that had a key role in the beginning of the project, and helped a ton as we got closer to the finish line.
The one and only tactical dog herself and the inspiration behind our studio name and logo. She’s absurdly lovable and will absolutely love-tackle you if you don’t play it cool. Igła belongs to our programmer Łukasz and has basically been part of the team the whole time, keeping morale up during the long dev weeks. Also, she sheds like crazy.
Named after my friend’s favorite drink. A rascal from day one (and honestly, she earned it - her start in life wasn’t easy). She was once kidnapped and taken across the country, but her owner didn’t give up and managed to bring her back home safely. She loved to play nonstop and would “hunt” your hand whenever she had the chance. She also felt most comfortable up high - rooftops, beams, trees… so that’s exactly where you’ll be able to find her in Tortura.



Old art of Looters securing the loot
A glimpse at the upgrade menu
Display of ammo count in the inventory 


Handgun aim, shoot and reload animations
Unique brutal death animation
Old capture of flashbang stun gameplay
Old art of Looters camping
Shotgun in action
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