PORT: Proto Object Research — Gameplay Trailer
Real 11.1.0 desktop gameplay: descend into the facility, break four symbols, enter the hallways and shoot a Hook Flower. Includes a scenario-assisted close view of an existing threat.
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Use this short prompt as a starting point. It captures the idea, not the original creator's instructions.
Descend a malfunctioning research facility, receive a monster index gift before the hallways, then survive 4 nightmare difficulties in intersecting corridors.
v11.1.0 - September 24, 2026 · PlayDrop License
A first-person facility horror incident through a corrupted field camera. Watch walls assemble into a lit elevator, inspect the creature only through the tablet feed, then sprint through the facility toward a brighter hallway glimpse beyond the open big-room gate.
The gate seals, the forgotten intercom gifts a Monster Index and briefs the symbol trial, then shooting dangling symbols reopens lit cross-section corridors. Entering the hallways grants a strict 30s safe grace period where all hallway monsters remain completely dormant. Encounter active Walking Lotus roamers that stalk the floor and reel players in with 3D vine tongues, and Hook Flowers dangling from the ceiling that lash down barbed grapple hooks to hoist players to ceiling jaws. Giggus Biggus roams actively with a glowing red outline visible through walls in frenzy until parried with revolver click or contact. TIME emerges through dense green fog with a clock-face body and segmented arms. Leviathan rushes down any hallway (X and Z corridors) with ceiling blood telegraphs. Secret routes include the Farlands / 4D Realm (4D Tree with spinning hypercube elevator to space) and the Backrooms (yellow buzzing rooms with exit door).
4 Difficulties: LEVATHIN (ceiling blood telegraph & dashing serpent down any hallway), THE SINS (frozen eye, 7 sin hazards, Crouse the God of Flesh), LITTLE CHUBS (bouncing creatures alerting foes & multiplying Habee Bees), and THE SHADOW (phases through walls, pulls to shadow realm, visible through walls).
Controls: WASD move, Q/E or arrow keys look, drag-look fallback, Space jump (or select difficulty at red pad), hold Shift to sprint (break free from tongue reel), mouse look, click to shoot symbols / stun flora / parry frenzy, Monster Index after the gift, R restart. Player-visible REVIEW ROUTE scenarios enable immediate deterministic testing.