Step into first-person view. The raycaster engine renders Wolfenstein-style 3D environments - textured walls, floor casting, and billboard sprite enemies - all running in the browser at 60fps via HTML5 Canvas.

First-person exploration  - Abandoned Station
// First-person exploration - Abandoned Station

Exploration missions use the raycaster for navigating alien structures, abandoned stations, and colony ruins. A gun HUD with hitscan combat handles close encounters. Billboard enemies face the camera at all times, scaling with distance for that authentic retro-FPS feel.

This mode also drives NPC interaction. Walk through settlements like Ashfall Forward Camp in first person, approach characters, and press Z to open dialog. The raycaster transforms Sector Zero from a pure shooter into something with real depth - you're not just flying through space, you're walking through the world the Kepler colonists left behind.

October 2026: a clearer enemy family

The approved grunt design rendered inside the station map.
// The approved grunt design rendered inside the station map.

Grunts, chargers and sentries now have distinct approved designs: an upright brawler, a low pursuer, and a broad defender with a chest weapon. This first integration uses front-facing artwork with movement, attack, hit and death feedback. Directional animation sheets are still to come.

The Kepler and Cinder Relay objective routes are connected, an enemy placement inside a wall is corrected, and Kepler replays have a reachable exit after the black box is recovered. In first-person combat missions, approach the marked objective and press E or tap Interact to collect it. Z / Space or Fire shoots. Colony conversations retain Z / Interact.