Building vertical exploration into our UE5 survival game - two ways into an abandoned hospital in 1982 Tokyo

This is some gameplay from an older build of Ghosts in the City.

One of the things we’re trying to make distinctive is vertical exploration. We want rooftops, façades, windows and elevated structures to be part of how you navigate the city, rather than keeping exploration mostly at street level.

In this sequence, the player takes the direct route and climbs down the outside of an abandoned hospital to enter through a window.

There’s also another solution: scavenge fuel, get a generator running and use the two cranes to lower the suspended platform to the window.

Do you think multiple paths are a good idea for a survival game?

u/Maxxi75 — 1 day ago

Experimenting with an anime-inspired look for our alternate 1982 Tokyo in UE5 - looking for feedback

Hi! I’m Olivier, the creative director on Ghosts in the City, our indie game currently in development.

I've been experimenting with an anime-inspired visual style for our alternate 1982 Tokyo in UE5.

This is captured directly from our current build.

I’d be really interested to hear what other Unreal devs think of the overall art direction and visual style.

Feedback welcome :)

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u/Maxxi75 — 2 days ago

Exploring 1982 Tokyo vertically — finding the best way to climb down into an abandoned hospital

This is Ghosts in the City.

A lot of people on our first post asked to see more actual gameplay, so here’s a short exploration sequence from an older build.

One of the things we want to make distinctive in Ghosts in the City is vertical exploration. We don’t want exploring Tokyo to happen only at street level — rooftops, façades, windows and elevated structures should all become part of how you navigate the city.

In this sequence, the player takes the direct route: climbing down the outside of an abandoned hospital and entering through a window.

But there’s another way in. The suspended platform is connected to two cranes. You can scavenge fuel, get a generator running and use the cranes to lower the platform to the window instead.

The idea is that exploration shouldn’t just be about where you go, but also how you get there — take the faster and riskier route, or spend time and resources creating a safer one.

This footage is about a year old, so it’s also a good opportunity to see how much the project has evolved since then.

Which route would you take?

u/Maxxi75 — 7 days ago
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We’re giving our 1982 Tokyo game an anime-inspired look — what do you think?

Hi! I’m the creative director on Ghosts in the City.

We’re a small team making a 1- 4 player co-op survival game set in an alternate 1982 Tokyo.

This is captured directly from our current build. I’d love to know what you think of the overall art direction.

u/Maxxi75 — 9 days ago

Ghosts in the City — first real-time footage from our co-op survival game set in alternate 1982 Tokyo

Hi! I’m Olivier, creative director on Ghosts in the City. We’re a small team making a 1- 4 player co-op survival game set in an alternate 1982 Tokyo.

This is the first time we’re showing the game running in real time. I wanted to share something quiet and atmospheric rather than combat — just walking through the city and letting the world speak for itself.

We’re designing the four survivors around unique abilities and asymmetric co-op roles, so each player contributes to the team in a different way. The game also currently includes hunger and thirst, resource gathering, and crafting for weapons and vehicles, although these systems are still evolving.

I’d love to know if the atmosphere works for you, and what you’d like to see in the next video.

u/Maxxi75 — 14 days ago