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Steam News15 May 20261mo ago

ROOTKIT://死 - SECTOR 0 - DEMO OUT NOW

The demo is live NOW. ROOTKIT://死 - Sector 0 is free to play NOW! **Scoring hud was disabled in this trailer WHAT IT IS It's a first-person extraction runner.

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Full ROOTKIT://死 (ROOTKIT PROTOCOL DEATH) update

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What changed

0 fixes0 additions4 changes1 removal
  • UI and audio
  • Gameplay
removed*Scoring hud was disabled in this trailer
changedWHAT IT ISIt's a first-person extraction runner. You spawn in a hostile sector with kill teams already closing in, and you reach extraction before the system locks you out. No sprint button, no dash, your speed comes from how well you handle the movement. It runs on the same air-acceleration model that made bunny hopping a thing in Quake. The catch: your speed is your difficulty. Move slow and every shot connects. Move fast and they're shooting where you were two frames ago, but you're also blowing past every weapon and medkit on the floor. The whole game is routing around that.
changedWHAT IT ISAbove 500 - shots start going wide. At 600, nothing connects, but you're also blowing past every weapon, medkit and ammo drop on the floor.
changedWHAT IT ISFull bhop movement - no speed cap
changedNERD STUFF - A FEW THINGS UNDER THE HOODThe blood splatter is based on a paper too. Droplet sizes aren't eyeballed, each splat samples a Weibull distribution with a power-law prefactor, the forward-spatter drop-size model from Comiskey, Yarin & Attinger's 2018 physics paper on blood spatter from gunshot wounds. One tweak: their numbers are for a 9mm round. I scaled them up for a full humanoid body going through someone's skull, so the math is peer-reviewed, the input however is not. — BREAKDEATH Games P.S Mister Henry El Gato is saying Hello to everyone reading this!

The demo is live NOW. ROOTKIT://死 - Sector 0 is free to play NOW!

**Scoring hud was disabled in this trailer

WHAT IT IS

It's a first-person extraction runner. You spawn in a hostile sector with kill teams already closing in, and you reach extraction before the system locks you out. No sprint button, no dash, your speed comes from how well you handle the movement. It runs on the same air-acceleration model that made bunny hopping a thing in Quake. The catch: your speed is your difficulty. Move slow and every shot connects. Move fast and they're shooting where you were two frames ago, but you're also blowing past every weapon and medkit on the floor. The whole game is routing around that.

  • Below 200 u/s - aim is perfect. Every round connects. This is what happens when you stop, land flat, or eat a wall.

  • 200–450 - enemies track you but lead shots and miss around corners. This is where you can fight.

  • Above 500 - shots start going wide. At 600, nothing connects, but you're also blowing past every weapon, medkit and ammo drop on the floor.

Sector 0 is one block. About 20 minutes if you fight everything, under two if you learn the route. It's the first of six sectors. First block of many more... In the demo:

  • Full bhop movement - no speed cap

  • Ghost replays - every run records, race yourself OR others, you can also rewatch replays from the first person

  • Reactive skybox and radio chatter that shift as the fight turns

  • Steam Deck support

  • Sector 0 - Block 0 - Address 0x00-0x03

  • Combinator Combo system

WHAT'S NEXT

I'm building this solo, and Sector 0 is the start of it. If you want to see where it's headed, the roadmap's here: phiality.com/roadmap If you play it, I'd really like to know what you think. Wishlist to follow along, and the Discord's open: discord.gg/YVFfueQnQH

NERD STUFF - A FEW THINGS UNDER THE HOOD

The shotgun spread is a real forensic ballistics model. Pellet dispersion isn't a random cone, it's the logistic response model from Rios, Thornton & Guarino's 1986 paper "Multivariate Statistical Analysis of Shotgun Pellet Dispersion." It's the same math forensic analysts use to estimate firing distance from a crime-scene pattern, running in reverse.

  • Every pellet commits to its deviation at the muzzle and never re-rolls, exactly like a real one.

  • About 15% of pellets are flagged deformed: barrel friction wrecks their aerodynamics, so they peel off the cone and follow parabolic curves outward (that detail's from Wallack 1977, cited in the same paper).

  • The paper's residual sum of squares, 27.99 / 108.61 = 0.258, is baked in literally, as the per-pellet unexplained-variance noise.

The blood splatter is based on a paper too. Droplet sizes aren't eyeballed, each splat samples a Weibull distribution with a power-law prefactor, the forward-spatter drop-size model from Comiskey, Yarin & Attinger's 2018 physics paper on blood spatter from gunshot wounds. One tweak: their numbers are for a 9mm round. I scaled them up for a full humanoid body going through someone's skull, so the math is peer-reviewed, the input however is not. — BREAKDEATH Games P.S Mister Henry El Gato is saying Hello to everyone reading this!

Source

Steam News / 15 May 2026

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