Swordplay
Combos, Upgrades, Build Variety
Chain sword attacks, heavy strikes, perfect dodges, and combo chains into expressive melee combat.
Roguelike action hack-and-slash swordfighting combo game · In development
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.
01 / The run
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 below02 / The loop
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.
Swordplay
Chain sword attacks, heavy strikes, perfect dodges, and combo chains into expressive melee combat.
Elemental boons
Combine lightning, fire, ice, venom, bleed, and shock into boon synergies that evolve the way your combat works.
Upgrade expression
Mix survivability choices, enemy pulls, knockback, summons, decoys, and phantom weapons into a build that feels like yours.
Run identity
Choose how you survive, chase timing-based rewards, and shape a personalized combat style to overcome enemy waves and bosses.
Elemental boons
Combine lightning, fire, ice, venom, bleed, and shock into boon synergies that evolve the way your combat works.
Upgrade expression
Mix survivability choices, enemy pulls, knockback, summons, decoys, and phantom weapons into a build that feels like yours.
03 / Early Game concept art
Early game concepts showing the shapes and silhouettes behind Zanoka and the enemy designs.
Implemented game frames
See each game concept beside its individual polished frame. The source sprite atlases stay off the page.








Additional studies
Early sketches, cut concepts, and supporting character studies from development.
Original game concept art. All rights reserved.
Concept comparison
Original game concept art. All rights reserved.
04 / Lore
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.
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.
05 / Stay connected
Wishlist the game, follow development, and find the next transmission wherever you keep up with games.