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The MamonaShot mascot: a one-eyed green castor bean with its mouth wide open.

MAMONASHOTSTUDIO

Independent game development

Meet our project

MamonaShot Studio presents · in development

SURVIVAL
HORROR

Working title

They robbed a bank. Left bodies behind. The police cornered them. The abandoned hospital looked like a good place to hide.Next to what lives inside, they'll look like the good guys.

A third-person survival horror about exploring, surviving and finding a way out.

01 · The game

One stop that night cost them almost everything.

Five robbers flee a bank job that ended in deaths. The plan was to switch vehicles at a stalled construction site and go their separate ways. But the police get there first.

The escape goes on through the woods, in the rain, all the way to a disused psychiatric hospital. Walls, doors and a roof. For a few minutes, it seems like enough.

Cops, agents and criminals follow each other into the hospital. Inside, they find something that doesn't care about either side.

The guns still work. The escape plan, not so much.

The game's main menu, with the mansion in the rain behind it.

02 · What already works

Straight from the engine

Real captures from the project, in test scenes. Mannequins and blocks instead of final art: what you see here already runs.

Enemies that notice you

They see, hear and search. The eye at the top of the screen tells you when you've been spotted.

Walk, aim and shoot

Over-the-shoulder camera, an honest reticle, recoil and reloads, running and crouching. All tuned at the shooting range.

Item wheel

Three pistols, shotgun, sniper rifle, SMG and assault rifle, grenades, bottle, syringe and first aid kit. Expandable sections and an upgrade path for every weapon.

Menus and options

Five options tabs, three gamepad control schemes, the controls map and a live subtitle preview. All in three languages.

04 · From the blog

Development diary

All posts

Follow the development

MamonaShot is a small independent studio, and this is a living project: the story and the mechanics keep growing along with it. The idea is to one day see it polished, with the tension I have in mind, put out a demo and then release it. Until then, this is where you can follow along.

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Coming soon, I'm on it.