LUCENT: RUSH.
An open-world FPS built around movement and combat.
DEVELOPMENT / STEAM PAGE LIVESilas.
Silas is the protagonist of LUCENT: RUSH. His design is part of the game's evolving visual identity.
LUCENT: RUSH is an open-world FPS I have developed over roughly two years, set in a procedurally generated desert with brutalist architecture.
Sliding, wall-running and dashes shape traversal, alongside responsive, boots-on-the-ground shooting.
Dynamic weather, a day and night cycle, and procedural worms and robots are among the systems I have built. The visuals have evolved through several overhauls as my skills improved.
Movement built around the slide.
Sliding began as an accidental mechanic. I kept refining it until it became the foundation of LUCENT: RUSH.
Wall-running, dashes and momentum-based traversal add mobility without replacing grounded movement and combat.
- Slide-focused movement
- Wall-running and dashes
- Fast traversal and grounded gameplay
An endless desert.
The landscape is generated procedurally, with sand environments and brutalist architecture extending beyond a fixed map.
Changing weather and a day and night cycle shape the atmosphere. Procedural worms and robots are part of the systems developed for this world.
I have created the assets and game systems myself, rebuilding the visual direction several times during development.
- Endless procedural terrain
- Dynamic weather and day/night cycle
- Procedural worms, robots and self-made assets
Grounded gunplay and fluid combat.
Movement is central, but shooting does not depend on constant speed. LUCENT: RUSH also has smooth, boots-on-the-ground FPS gameplay.
Silas is the protagonist, and combat is designed to work both on foot and during faster traversal.
- Responsive on-foot shooting
- Combat alongside fast movement
- Silas as the main character

