Hello and welcome to the first Red Light development log! It is an extraction shooter, where you raid the semi-abandoned government laboratory. It entails classic mechanics of this genre such as shooting, looting, inventory management and hardcore gameplay elements.
As of now, the development is done by me (game design, programming and most art) and my colleague LaserFish (he would like to stay anonymous for the time being) who is providing very pleasant to look at view model animations. The game is being developed for several months already, and I decided to start this devlog only now because I already have something to show.

The style of the game is a pretty consistent mix of textured and untextured low-poly. I didn’t want to cut corners too much, however I am still pleased with the current state of game graphics.
At this moment, Red Light has all core mechanics implemented. They are not bug-proof and need some improving, but they work relatively well. The core mechanics include:
- Player movement and interaction
- Weapon handling (Ammo is consumed from the inventory)
- Inventory management, storage containers, looting
- Enemies
- Gameplay loop
- Going to the Raid with randomly generated rooms, loot and enemies
- Dying and losing inventory or successfully extracting in the last room
- Sound effects



Thank you for reading this brief introduction into the game I am making. I am having lots of fun developing it and I hope in future you will have fun playing it. In the next devlog I will share the roadmap and general plans regarding Red Light.
Bye-bye!