CUZ / PROJECT_02

A normal combat capture with Floki shooting on a floating island.View full size ↗
Top-down shooter / rogueliteIn development

FLOKI
HEAVEN.

Cute face.
Unkind world.

Floki is a small rabbit crossing floating islands with an unreasonable amount of firepower. Shoot, jump and choose your upgrades as a procedural route carries you through seven floors.

  • Single-player runs
  • Seven procedural floors
  • Weapons, relics and combos
Explore the systems ↘

On this page

Inside the current build

  1. 01Jump above the bullets.
  2. 02Seven biomes, a different route each run.
  3. 03Build around the weapon you find.
  4. 04One active slot. Make it count.
  5. 05Stop for the people and the side paths.
  6. 06Learn the warning before the attack.
  7. 07Unlock more ways to start again.

01 / Inside the current build

Jump above the bullets.

Floki aims with the mouse and fires with the left button. The jump lifts him above incoming bullets, with a ground shadow that helps you read where he will land. A blank clears hostile bullets and pushes enemies away when the screen gets crowded.

Hits have knockback, and enemies can collide, bounce against obstacles or fall from an island when pushed out. Recoil, impact pauses, muzzle flashes and damage feedback make different weapons feel different. Jumping still requires watching the landing area; it does not clear the whole room for you.

A normal combat capture with Floki shooting on a floating island.View full size ↗
Floki's original running frames.

Original rabbit sprite

Floki

The game keeps its pixel-art rabbit and adds visible upgrade combinations as the run develops.

Original game sprites. Animation pauses offscreen and respects reduced-motion preferences.

02 / Inside the current build

Seven biomes, a different route each run.

The current run crosses Sky Islands, Autumn Grove, Twilight, Storm Ruins, Frost Garden, Spore Refuge and Ash Crown in a shuffled order. A seed builds the room network, bridges, encounters, props and rewards rather than replaying one fixed route.

Larger floors have optional branches with useful exploration events. Combat rooms close their gates until you clear them, while treasure, shopping, activities and the boss provide reasons to choose a path or come back. Hidden caches reward looking beyond the direct route.

A hidden cache on an optional exploration route.View full size ↗
An icy island in the development build.View full size ↗
An ash-colored island with a local activity.View full size ↗

03 / Inside the current build

Build around the weapon you find.

Twelve weapons cover a starting shotgun, revolver, rapid fire, an arcane staff, rockets and a sword, plus unlockable alternatives. Aurora Carbine favors precision; Lead Bloom sends a wide pellet fan; Moon Needle pierces enemies; Prism uses bouncing crystals.

Twenty-three passives and three curses modify the run. Five named combinations add extra effects. Cloud Guardian can clear nearby bullets on landing, Pocket Storm adds fragments to a final ricochet, and Explosive Feast charges healing through kills. Several upgrades also stack visible changes on Floki, such as wings, spikes or a crystal plate.

Floki wearing several original visual upgrade layers.View full size ↗
Shotgun
Shotgun
Revolver
Revolver
SMG
SMG
Arcane staff
Arcane staff
Bazooka
Bazooka
Sword
Sword
Aurora Carbine
Aurora Carbine
Lead Bloom
Lead Bloom
Moon Needle
Moon Needle
Prism
Prism
Ember Launcher
Ember Launcher
Shatterer
Shatterer

04 / Inside the current build

One active slot. Make it count.

Barrier gives brief protection, Decoy distracts ordinary enemies, and Sentry places a short-lived turret with its own shots. You carry one active item at a time and use it with C. A preview shows what you are accepting before you equip it.

Four distinct kills recharge the item; swapping equipment does not provide a free refill. The inventory shows your current active alongside weapons and passives. Turret projectiles respect obstacles, so placement matters as well as timing.

The inventory showing the equipped active item and its charge.View full size ↗
An active Sentry fighting in the game.View full size ↗

05 / Inside the current build

Stop for the people and the side paths.

Íris, Lume and Gomo appear as travelers you can meet during exploration. Conversations, secrets and activities become discoveries in the Journey collection. These encounters are part of the procedural world, not a fixed traveler assigned to each of the first three floors.

A campfire restores health and ammunition for coins. A forge offers a choice of one of three relics, and a challenge crystal starts an optional fight with a reward after you clear it. Completing the activity, rather than only opening its menu, counts toward the related objectives.

A campfire encounter on the expanded map.View full size ↗
A forge offering an optional relic choice.View full size ↗
The challenge crystal and its combat area.View full size ↗
A traveler conversation in the development build.View full size ↗

06 / Inside the current build

Learn the warning before the attack.

Demonic Centipede, Root Guardian and Eclipse Watcher are the three boss types currently implemented. They are shuffled across the seven floors without immediate repeats, with difficulty increasing as you progress. Seven floors does not mean seven unique bosses in this build.

Charges, rings and directional bullet patterns have wind-up cues that give you a chance to reposition. The Guardian and Watcher have their own active and warning poses. Victory follows the boss on the seventh floor; the route before it can vary with each run.

Root Guardian during one of its attack patterns.View full size ↗
Eclipse Watcher during a boss encounter.View full size ↗

07 / Inside the current build

Unlock more ways to start again.

The Journey records objectives, arsenal, relics, bestiary, equipment and discoveries across normal runs. Goals unlock additional weapons, relics and starting active choices. You can select an unlocked starting weapon in the Arsenal before the next run.

This progress adds variety rather than permanent purchases of health or damage. Defeating enemies reveals bestiary entries and practical hints; meeting travelers and completing exploration goals opens other starting choices. The collection gives you something to work toward even when a run ends before the last floor.

The Journey collection with starting equipment choices.View full size ↗

Development notes

Controls

Move / aim and shootWASD or arrows / Mouse + LMB
JumpSpace / RMB
Clear bullets / active equipmentF / C
Interact / reloadE / R
Change weaponQ / Mouse wheel / 1–6
PauseEsc / P

In development

More information coming soon.

Floki Heaven is still in development. This page covers the systems and content already in the build; future bosses and campaign additions will be shown here when they are implemented. We have not announced a public release date or download.

These are real captures from development builds, including staged system showcases. Features and visuals may change. Text inside the screenshots keeps the original build's language.

Explore the other game: ZZZombie Assault ↗