Evidence Room
Floor plan
Drag ◎ camera and + target. Polygon zones: tap vertices, then Finish. Select Zone to drag its handles.
Room description & connections
Move: drag room centers or door dots. Connect: tap two room edges, or drag between them. Drag empty space to pan.
Gold lines pair two doors. Each wall can hold several spaced openings. Move rooms to arrange the map; door dots set the playable entrances. Use Room plan for furniture and cameras.
Player levels
Refresh to browse recent levels from the host’s configured storage relay.
Stay alive. Keep moving.
W/S move forward and backward. A/D turn Soybert. Arrow keys also work. Hold Shift to run, hold K to turn carefully while aiming, and press Space or J to fire. Hold I (or K + Up) to aim upward: close shotgun blasts destroy heads. R reloads; E interacts with a door or uses a green herb. Escape pauses.
Clear every room to finish. Your shotgun is strongest at close range. Shelves and walls stop shots. Doorways connect the rooms; the demo skips the door animation.
Sound
Click Begin patrol to enable sound.
Sound on/off is available in the top bar. Available recordings play during patrol; pausing, leaving gameplay or losing focus stops playback.
Controller
Press a button to connect.
Left stick or D-pad: tank movement. LT: aim. RT: fire. Hold LT and push the right stick up to aim high. X / □: reload. A / ×: door or herb. B / ○: run. Start: begin, resume or pause. Losing controller connection pauses the game.
Build your own precinct
In Stage editor, select a room or add one. Drag props and camera zones on the floor plan. Tap to place zombies or Soybert’s spawn. Drag the camera and look-target handles; use the height/lens sliders or Frog view preset for a low perspective. The exact fields remain available. In Precinct map, drag rooms and connect wall points; drag door dots to reposition endpoints, or select and remove a link. Multiple doors can share a wall when spaced apart. Test stage restarts the game with your current map.
Export the schema PNG and its prompt. Use them together in an image AI, then import a 4:3 PNG/JPEG/WebP (under 2 MB) as the camera background. Export map includes custom art; Save draft keeps geometry and prompts. Exported files appear in the host’s Files panel for download.
First demo · initial audio batch; more sound cues, stacked floors and inventory are still coming.
Expand to 280 × 300 or open full screen to play and edit. Your session is preserved.