Pulsar 174

Pulsar 174

About the Game

Welcome to PULSAR 174! Explore the ancient ruins and complete challenges to unlock new areas to explore! Harness the remnants of OMNICORPS technology to help to beat your best times. OMNICORP have left the place filled with kinetic hazards, spinning laser walls, levitating rings, and industrial launchers. All whilst a dynamic drum and bass beat plays reacting to your gameplay!

⏱️ Beat the Clock. Unlock the Arsenal.

Push your skills in time-based challenges — beat stage records to earn:

(COMMING SOON)

  • Weapon unlocks: From precise pulse blasters to experimental audio-reactive tools

  • Character upgrades: Enhanced mobility, faster cooldowns, and new traversal tech

Style rewards: Custom skins, company emblems, and rare synth-trails

⚠️ High Speed Traversal

Confront a gauntlet of sleek, sci-fi obstacles including:

  • Bass Pulse Reactors – Floating rings that respond to your movement and the music

  • Rotating Laser Walls – Avoid high-energy beams and read the rhythm in their pulses

  • Velocity Launchers – Industrial platforms that fire you across space with precision

🧪 Built by Brands, Tested on You

You're just another test subject in the synthetic training arenas of OMNI-CORP. Each will be distinct, starting with ANCIENT RUINS.

FEATURES

12 Challenges
Tackle a series of hand-crafted trials that test your speed, skill, and creativity.

Minimalist UI & Brutalist Signage
Navigate a world where every sign and interface is stripped to raw function and bold design.

Speed-Run Traversal System
Chain double jumps, dashes, and mantles into fluid movement built for precision and pace.

Quartz-Driven Dynamic DnB Soundtrack
Experience evolving drum and bass beats that sync perfectly to your journey through the ancient ruins.

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🔧  Development Roadmap



   Now - Month 1:

  • Building out the rest of Ancient Ruins

  • Adding several more air jump challenges.

    Month 2:

  • Building out the new Dash area that will have a different theme

  • Tweaking the dash mechanic to suit the level design

 Month 3 - 4:

  • Develop the Gun Upgrade System

    • Unlockable weapon mods and firing modes

    • Gun points system refinement

    • Visual/audio feedback for upgrades

Ongoing:

  • New Challenges added to Ancient Ruins zone

    • Regular challenge drops throughout Early Access

    • Balance passes and performance-based rewards (ranks, unlocks)

 Month 5+:

  • Introduce New Locations

    • Unique biomes with themed visuals and soundtracks

    • New enemies, hazards, and movement mechanics

    • Fresh challenges built around each location’s identity

Initial Release