A NEW PROPHECY AWAITS...
CenCon: Awakening is a story-first 2D pixel-art RPG.
It is set in a distant future where climate change has ravaged Earth. Humanity's last glimmer of hope lives on inside artificial environments encased in massive domes. But secrets surround their construction, hiding the true purpose behind them and what powers them.
Eighteen years ago, your father went to work in CenCon Valley and never came home. The town that built the domes is now abandoned, flooded and left to rot.
Now grown, you set out to retrace his steps and uncover the truth of what happened, with Bebop at your side: a mechanical companion built around an artificial intelligence core, simply known as an Assistant. Your father made Bebop as the last birthday gift he ever gave you.
What waits there is the remnant of a secret society with dubious intentions. As you pull on the thread of your father's past, you unknowingly set off a chain of events that embroils you further in conspiracies. The truth runs deeper than anyone will admit.
FEATURES
DEVELOPMENT
Built by Thunderbloods, in Rust, on the Bevy engine.
DISCLAIMER: Gen AI is used in development only for coding and most sprite art. Read our full Gen AI Statement here.
CHANGELOG
BUILD 0.1.38
- Mutes all sound when the game window isn't focused
- Adds SFX:
- Jackal's Howl
- Rally
- Gator Stomp
- Ground Slam
- Mosquito sting
- Desert Madman hurt
- Desert Madman shooting
- Lab Elevator
- Water
- Updates SFX for Desert Madman stab laugh
- Mosquitos will now land and stop on swamp tiles instead of avoiding ending their turn on one
- Adds VFX for Water, Oasis and Swamp
- Adds new connected map to Outskirts: Outskirts Tunnel, between Meatcakes' food truck and The Swamp
- Marshal now plays footsteps SFX in the Director cutscene
- Refines timing of Lab Elevator sequencing to line up better with SFX
- Updates Swamp Blisters look
- Refines Gatorlok conversation
- Refines Fie's dialogue
- Refines colliders on swamp tiles, no more hidden corners/edges to get stuck on
- Solar array in Cliffside now requires "hacking" into a terminal to reboot the array but first you have to find the item that allows you to do this
- The terminal in the Desert Sandstorm is now also locked and requires "hacking"
- Lucky and Barney have a new progression flow
- The Outskirts Tunnel is now open with special guests, Tommy Jeans and Nasty Nash
- Refines New Game process, now includes a build step that allows you to spend 3 Attribute Points
- Fixes combat target hit chance readouts from constantly flickering on hover and also will now render correctly above a target's head no matter the height of the target or their elevation
- Moves the VENDOR option in dialogue to the top of the list for every NPC
BUILD 0.1.37
- Revamps the skill trees, some new abilities and some removed. Attempts to rebalance them into 3 distinct categories:
- Might: Offense
- Finesse: Balance
- Systems: Defense
- TECH attribute now increases Bebop's Energy for each point that Bebop spends in it
- TECH attribute now also increases damage for Systems specific abilities
- STR and TECH tooltips now accurately list what they affect
- Adds remaining VFX and poses for abilities that did not yet have any, every single ability (attack or buff) should now play an animation + VFX
- Revamps pistols and staves, includes a new set
- Adds a Resolution setting under Display, which renders the game world at a lower resolution and scales it up to fill the screen, for smoother framerates on older or weaker machines. Menus and text stay sharp at full resolution
- Older Intel Macs now default to 720p rendering for a playable framerate, all other machines default to full resolution
- Fixes the player and party members jittering against the background while walking
- Renders pixel art evenly in both overworld and combat, prior some subtle squashing or stretching was being done depending upon the aspect ratio of the monitor
- Player, Big Billie, Fie, Whistler, Lem, Meatcakes and the Spirit Guide are now drawn at their full size, so their pixels stay crisp at every resolution
- Bebop is still scaled down so may continue to look fuzzy at lower resolutions. Will need to work on updating his pixel art into a smaller size so we can scale it back to 1.0
- Adds the Spirit Realm to Map Select
- Tidies up the Settings and Map Select menu a tad
- Adds SFX to:
- Thunderbloods boot logo
- Barrier/Bulwark
- Guardian Angel
- Quickstep
- Berserk
- Brace/Mass Brace
- Targeting Matrix
ROADMAP
-
MAR 2026
THE IDEA
Draft storyline and gameplay mechanics completed. Technologies chosen: Rust + Bevy + Tiled.
-
APR-OCT 2026
WORKING PROTOTYPE
Work begins in earnest. Build all the systems: Tiled map parsing, scripted scenes, combat, skill trees, puzzles, inventory, crafting, UI components, persistence, diagnostics, audio cues, music handlers, interactables, and many more.
-
NOW
REFINE SYSTEMS & FINALIZE CHAPTER ONE
CenCon Valley: connected zones and interiors, story progression and dialogue. Refine mechanics for combat and skill trees.
-
DEC 2026
PUBLIC RELEASE
A free build of Chapter 1 on itch.io, playable in the browser or downloadable for Mac, Windows and Linux.
-
FUTURE, HOPEFULLY?
CROWDFUND A PIXEL ARTIST
Leverage Kickstarter or some other crowdfund platform in an attempt to contract a pixel artist and replace the generated sprites by hand.
-
JAN-MAR 2027
CHAPTER TWO
Underground Lab and E34T District.
-
APR-JUN 2027
CHAPTER THREE
Finally arrive to CenCon proper.
-
JUL-SEP 2027
CHAPTER FOUR
Conspiracies, factions and uncomfortable truths.
-
OCT-DEC 2027
CHAPTER FIVE
The choice is yours.
-
JAN-MAR 2028
BUGS & POLISH
Fix bugs and refine into a full game worthy to be sold for your hard-earned cash.
ENTER CENCON
Play the latest build, or help keep it going.









