Level



Levels are built from chunks, chunks are built from bits, and bits are built by the Grand God of Randomness, srand(t). The short version here is that the game shifts from precise platforming to intense combat in a blink and does so in new ways all the time. Each level adheres to a certain mashup of themes with its own set of mechanics and enemies. Players have an idea of what CAN come at them but no idea how it WILL.

Themes

 * Arctic Datacenter: an arctic data center (to save on cooling costs of course)
 * Skytemple: a massive stone city in the sky (how else to ominously ship insane quantities of stuff across the globe?)
 * Flamelab: a deep-earth volcanic transmission center, using geothermal energy to move goods beneath the earth's surface
 * Spacejungle: a high-orbit botanical research station, intended to yield shippable oxygen