[DEVLOG] A World We Can Build

For players - learn real mechanics, explore a twin world, and survive there.

For developers - create mechanics that feel true, extend their own projects, and unite ideas in synergy.

A world where a real street is easy to recognize. A believable survival rule is harder.

A world with a solid foundation - open source, data-driven workflows, modular frameworks, built with an epic engine and its community.

Let this thread grow with this world.

Why We Make ALIS: The Enemy Within

We accept the challenge - to create a world harsh and real down to the last detail, without killing the soul of the game.

We expose the abyss of war’s tragedy and, with clear-eyed honesty, the depth of human grief, loneliness, distance.

Our mission is to make Alis a tool for growth that helps you better understand yourself, those around you, and life itself.

May the project bring meaningful experiences and real connection.

Free open-source UE5 content automation: JSON to DataAssets to live editor updates

A free, open-source Unreal Engine 5 editor toolchain is available for developers working on data-heavy projects.

The core idea is simple: change game content as plain JSON, and the editor-side pipeline carries the update end to end — it detects the changed data, regenerates typed DataAssets, and propagates the new definition into actors already placed in the editor scene, without a C++ recompile or manual asset rebuilding.

This makes content text-based, version-controlled, diffable, reviewable, and safer for scripts, CI, and AI agents to propose.

The pipeline is split into four public plugins:

  • ProjectDefinitionGenerator (Plugins/Editor/ProjectDefinitionGenerator) — watches JSON-backed definitions, validates changes, and regenerates typed DataAssets from source data.
  • ProjectPlacementEditor (Plugins/Editor/ProjectPlacementEditor) — creates configured actors from generated definitions, then reapplies or replaces placed actors when definitions change.
  • ProjectAssetSync (Plugins/Editor/ProjectAssetSync) — keeps JSON references correct when assets are renamed or moved, and fixes redirectors.
  • ProjectEditorCore (Plugins/Editor/ProjectEditorCore) — a shared contract layer: the stages communicate through its events instead of hard-wiring the pipeline stage to stage, so they stay loosely coupled and each one is easy to read, fork, or extend.

Useful for Unreal automation, data-driven gameplay, CI content generation, and agent-assisted content authoring.

Want to test the public build, review the architecture, or contribute to ALIS? Start here: GitHub, fallintodusk/alis, Discussions.

Practical feedback is welcome: what should be clearer, more stable, more useful, or more convincing?

Source: GitHub, fallintodusk/alis

ALIS 1.0.0: first free playable Windows build — walk a reconstructed real city district

The first free playable build of ALIS is out for Windows.

ALIS is an early single-player prototype — not a finished game. It reconstructs a real city district you can walk through, with a metabolism simulation running underneath: vitals follow real medical timelines, and a dying state cannot simply be powered through.

In this build:

  • a walkable reconstruction of a real place
  • the vitals and metabolism system driving survival
  • the full source, open for inspection and contribution

Not in yet: polished gameplay loops, tuned performance, final content. This is a prototype for early testers and curious developers, and it will misbehave in places — reports are welcome.

The build ships as a release on the project’s GitHub, under fallintodusk/alis, with signed checksums so anyone can verify exactly what they downloaded.

If you walk it: what broke, what confused you, and what made you want to keep going?

ALIS will be featured at PlayB3yond Indie Game Fest 2026

ALIS — World Reborn will be featured at PlayB3yond Indie Game Fest from September 21–27.

Explore a survival world built from real places, where streets, routes, terrain, metabolism, vitals, inventory and world interaction shape how you survive.

ALIS is an open-source Unreal Engine 5 project with a free Windows prototype available now.

#PlayB3yond2026 #indiedev #survivalgame

The ALIS Codex: Learn. Survive. Connect.

ALIS cuts the noise: the game turns experience into skill and brings it back to real life.

Connections. Our goal is to create connections between people and support their interaction in the real world.

Resources. You learn to use resources effectively: water, food (real caloric value), sleep, injuries; energy drains by activity.

Mechanics. Realistic mechanics with practical value - sense beyond the screen.

Knowledge. A variety of useful information reinforced through gameplay as skills.

Learn. Survive. Connect - we’re in your next decision.

Explore real cities in ALIS — play release 2.0.0

For players:

  • Pick Kazan or Manhattan right from the main menu
  • Fly over vast city territories with fast overview controls
  • Terrain, water, roads, greenery and buildings rebuilt from real geography

For developers:

  • A deterministic pipeline that builds both cities from real geographic data
  • Unreal Engine 5.8, with the same generated world assets the release ships
  • Automated gates for world generation, streaming, gameplay routes and performance

Still an early prototype, so expect rough edges. Download, source and signed checksums:

A game that reaches the real world

We rebuild places from the grain of their ground. We recreate real-world locations, preserving their terrain and architecture.

Heightmaps drive our 3D geodesign to prototype relief with precision.

Satellite imagery and panoramic photos refine building shapes and layout.

The world comes together in the lines and forms you already know—absorbing the real and opening to you. Thus ALIS reveals itself as a new form of reality—detailed, trustworthy, alive.

Truth Has No Doubles

Trust Forged in Code: Our Promise Beyond the Horizon. In contingency, critical messages carry a cryptographic signature.

The public key verifies the authenticity of the signature. It’s published on open, verifiable mirrors - download it once and keep it offline.

Verification works offline and does not depend on our site or social accounts.

Keep the key—our word is yours to verify.

keys.openpgp.org 3B98 85F0 C2D8 D927 C27F AB58 F61A 5300 34CF B5E7

Will over Chaos

We are a small, tight-knit team, bound by a systemic approach and the will to build a game that brings real benefit - useful knowledge and skills.

Each of us carries a distinct path. Our knowledge and training span conflict studies, physics, computer science, architecture, economic geography, and data structuring.

We work to make a game that can be felt - and that carries meaning.

Mastering Entropy

One of our ongoing primary goals has been to create and maintain a library of general-purpose game assets for convenient reuse. An organized project structure makes complex development faster - and, in fact, possible at all.

The main folder for assets is Resources, which consists of: Material, Textures, Mesh, Elements, and Objects - so you can quickly focus on a specific entity. Each folder has its own level of abstraction, strengthening control over adding, modifying, and using assets. For example, Objects contains unique items (a specific car, a door, a self-contained prop), while the other categories can be applied more broadly to different things.

This classification simplifies navigation, helps you stay oriented in the project, and accelerates development by making it clear where each entity resides. Thanks to this approach, fewer mistakes occur - duplicates are avoided, and the right assets are used and quickly found.