Transmission received // ZANOKA is in development Follow development

Roguelike action hack-and-slash swordfighting combo game · In development

ZANOKA

Turn every run into your own fighting style.

Battle enemy waves with fast-paced swordfighting combos, then shape your run through upgrades, elemental boons, and build combinations that open new ways to fight. Every run is different—and every run can reveal a build that's uniquely yours.

Roguelike Hack-and-slash Swordfighting combos Perfect dodges & timing Elemental boon synergies Boss fights Permanent upgrades Single-player Windows + Steam Deck Controller + keyboard/mouse support Controller-playtested · haptic + vibrational feedback

01 / The run

Every run starts with a choice.

Every run is different. Every run can reveal a new build.

ZANOKA is a fast-paced action roguelike hack-and-slash swordfighting combo game where Zanoka battles enemy waves through expressive sword attacks, upgrade choices, and combo-based combat. Beyond elemental synergies, a variety of upgrade and build combinations can be discovered to give each run its own combat identity. Every run is different, and every run can reveal a new build.

Controller-playtested for haptic and vibrational feedback — prepare to feel every strike, dodge, and impact.

See what waits below

02 / The loop

Make the next run yours.

Find the rhythm between swordplay, upgrades, and risk — then push it one encounter further. Every run is different; every new build can change the way you fight.

01

Swordplay

Combos, Upgrades, Build Variety

Chain sword attacks, heavy strikes, perfect dodges, and combo chains into expressive melee combat.

02

Elemental boons

Build the reaction.

Combine lightning, fire, ice, venom, bleed, and shock into boon synergies that evolve the way your combat works.

03

Upgrade expression

Make every upgrade count.

Mix survivability choices, enemy pulls, knockback, summons, decoys, and phantom weapons into a build that feels like yours.

04

Run identity

Take the risk. Keep the streak.

Choose how you survive, chase timing-based rewards, and shape a personalized combat style to overcome enemy waves and bosses.

Elemental boons

Build the reaction.

Combine lightning, fire, ice, venom, bleed, and shock into boon synergies that evolve the way your combat works.

Venom
Fire
Ice
Lightning

Upgrade expression

Make every upgrade count.

Mix survivability choices, enemy pulls, knockback, summons, decoys, and phantom weapons into a build that feels like yours.

Implemented game frames

From sketch to combat-ready.

See each game concept beside its individual polished frame. The source sprite atlases stay off the page.

01Zanoka
Original concept
Polished Zanoka combat frame
Polished in-game frame
02Enemy concept 01
Original concept
Polished knight enemy frame
Polished in-game frame
03Grog
Original concept
Polished Grog enemy frame
Polished in-game frame
04Shepherd
Original concept
Polished Shepherd enemy frame
Polished in-game frame
05Lizward
Original concept
Polished Lizward enemy frame
Polished in-game frame
06Morbix
Original concept
Polished Morbix enemy frame
Polished in-game frame
07Bobzee
Original concept
Polished Bobzee enemy frame
Polished in-game frame
08Count Pudula
Original concept
Polished Count Pudula enemy frame
Polished in-game frame

Additional studies

Early sketches, cut concepts, and supporting character studies from development.

Enemy Mob original colored pencil concept by Malaika Raheel
09Color conceptOriginal concept
Scrapped Mob original concept art by Malaika Raheel
10Scrapped MobCut concept · not implemented
Additional enemy concept sketch by Malaika Raheel
11Concept studyOriginal concept
Additional enemy concept sketch by Malaika Raheel
12Concept studyOriginal concept
Additional enemy concept sketch by Malaika Raheel
13Concept studyOriginal concept
Additional enemy concept sketch by Malaika Raheel
14Concept studyOriginal concept
Additional enemy concept sketch by Malaika Raheel
15Concept studyOriginal concept
Additional enemy concept sketch by Malaika Raheel
16Concept studyOriginal concept
Additional enemy concept sketch by Malaika Raheel
17Concept studyOriginal concept

Original game concept art. All rights reserved.

04 / Lore

The sky did not break.
It opened.

  1. 01
    The callA signal returns from the dark.
  2. 02
    The trailEvery facility hides a fragment.
  3. 03
    The answerSomething beyond the ring is listening.

Before the silence, there was a promise: a machine that could carry a world beyond its own ending.

When the first transmission came back, it did not belong to the dead or the living. It reached through the ruins in a voice only one operative could hear.

Zanoka follows the transmission from one abandoned nuclear facility to the next. The reactors are cold, but their warning lights still breathe; inside the sealed chambers, tritium glows like a second heartbeat.

Now the frontier is folding in on itself. Every station hides a fragment. Every upgrade leaves a mark. And somewhere beyond the last ring, something is waiting for an answer.

Recovered signalFACILITY 07

Beneath the abandoned nuclear facilities, tritium still flickers through dormant arrays. The reports call the lights UAPs, the voices possible NHI contact, and the repeated coordinates point toward Zeta Reticuli.

The archive never names what answered. It only repeats one instruction: keep going.