Centti - Matrix Universe

Build large-scale sci-fi siege encounters with mechanical tentacled enemies, defensive mechs, automated turrets, and a destructible underground dock environment. Sentinels share enemy information through a hive-mind system while individually searching, pursuing, and attacking targets. Configure combat encounters featuring airborne swarms, defensive crossfire, and a staged drill breach.

The included demonstration environment brings these systems together in an underground industrial stronghold with elevated platforms, connecting bridges, and a central tower.

Video Trailer

Physics tentacle Sentinels

  • Force-driven flight with obstacle-aware 3D path finding

  • Procedural tentacles that bend, wrap and react to walls, floors and characters

  • Grab-and-throw attacks: sentinels seize players and NPCs and hurl them with real physics

  • Ragdoll deaths and a shutdown sequence when a sentinel is destroyed

Swarm AI that scales

  • Hive coordination: sentinels share targets, flank and avoid crowding each other

  • A spatial grid and simulation tiers, so hundreds of sentinels run at playable frame rates

  • Distant sentinels are drawn as animated instanced meshes, and close sentinels use full physics

  • A built-in performance benchmark and automated regression tests

Crewed walker mech

  • A pilotable bipedal walker for the player or AI, with cockpit seating

  • AI pilots board, patrol, jump only onto solid ground, and fire burst volleys

  • When the fight is over, the crew climbs out

Reactive NPCs

  • Civilians with moods: calm, alarmed, fleeing and fighting

  • Location-based damage: headshots kill instantly; arm hits make them drop out of the fight; leg hits make them limp

  • Fistfights: NPCs punch back when attacked, and nearby crew join in

  • Friendly fire during battles is forgiven, but attacking civilians in peacetime makes them hostile

  • Fall damage and ragdolls

Combat systems

  • Ballistic projectiles with travel time, mass and surface-aware impacts

  • Defense turrets and burst volleys

  • A combat HUD with health, hit feedback, death and respawn

  • Procedural audio for engines, impacts and footsteps

Everything is exposed to Blueprints and tunable in Details panels. A demo map is included.