
Rampage Runs
Something enormous is behind you and the camera is in front. Run toward the screen. Don't look back. (Look back.)
Helix Corp · Specimen transit area · Keep out
Peril & Pride
The most unhinged hero on your phone.
Rory Leo Vane was a wildlife geneticist — until he said no to his boss and got thrown into the splice chamber for it. Now he's half lion, all mane, loose on an island of caged animals, corporate machinery and one very smug villain. Run it. Jump it. Claw-spin it. Roar.
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The set-up
ROAR-E is a corridor-3D platformer in the classic mascot-platformer grammar — built for phones first, with a hand-painted look that moves like the key art. Saturday-morning cartoon, with teeth.
A scientist says no.
Rory sabotages his employer's illegal gene-splicing program. His employer is Dr. Cassius Rook. Rook has a chamber.
The chamber says yes.
He wakes up as Specimen V: half lion, enormous head, red t-shirt, torn lab coat, zero dignity. Rook only ever calls him by the number.
The island is a lab. Break it.
Five worlds of caged animals and corporate machinery. Every cage you smash adds a resident to your camp. Every boss you beat frees the hybrid they were built from.
Five worlds
Each world is a place Rook has colonised: a facility grafted onto an ecosystem. Five platforming levels, rides and arenas, then a lieutenant who chose the wrong side.

Beached coast facility
Beached cargo ships, cranes, tide pools. Rust-red containers on white sand, teal corporate signage, bright noon light.
Boss — Scuttle, a coconut-crab foreman with one enormous claw and a clipboard.

Jungle greenhouse belt
Kapok trunks, canopy platforms, glowing greenhouse domes. Bioluminescent lab-glow under volumetric god rays.
Boss — Morosa, the sloth warden on a hanging vine throne.

Arid scrap flats
Termite towers, scrap ramps, dust-devil trails. Golden grass, red earth, heat shimmer, scrap-metal glamour.
Boss — Gnash. Two hyena heads, one body, zero agreement.
Redactedby order of facility management
Undersea glass complex
Glass tunnels through reef, turbine halls, kelp. Sodium-orange lamps in teal depths. Footage withheld — World 4 ends in a blackout.
Boss — Volt, the electric-eel director. Waterproof tie.

Volcanic ridge and Rook's tower
Obsidian ridges, lava falls, the white spire interior. Magma rim light on sterile lab panels.
Final — Rook. And the cure. And a choice.
How it plays
One stick, two buttons, five verbs. The jump is the product: coyote time, input buffering and ledge forgiveness are tuned so a phone feels like a controller — and Bluetooth controllers work from day one.

Something enormous is behind you and the camera is in front. Run toward the screen. Don't look back. (Look back.)

Timed arenas. Grab every ember before the clock does. Medal ladders on every one.

Five lieutenants who chose Rook. Comedic, not menacing — until phase two.
Twenty-five corridor levels, five per world. Cages, crates, hidden branches, and one Cub hidden in every level.
Animal-back autorunners. Bastion Roll: a pangolin, a hill, and a very bad idea.
Side-camera crate-and-cage gauntlets tucked off hidden branches. Old school on purpose.
Hard remixes of levels you've already beaten, against the clock. Built for the fifteen percent.
One seeded daily challenge. Exactly one, so it never becomes a chore list.
Dev window
Straight from the engine, no polish: greybox floors dressed with the finished cages, checkpoints and the clamper enemy. Rory's animation rig isn't wired up yet, so he T-poses through the whole thing with total confidence. The jump, the bounce cages and the one-time TEACH glyphs are real.
Pre-alpha · World 1 · Sep 2026
Muted, loops, 21 seconds. Everything is still being painted.

W1-1 “First Light” — greybox corridor, real cages, real orbs.

TEACH beat: one fading glyph the first time, then never again.

Teal means safe. Amber means timed. Magenta means don't. One colour, one meaning, everywhere.
The camp is the home screen. No start-screen ritual: boot drops you straight into your camp, a small explorable space that physically grows with every rescue. Pearl's Workshop sells cosmetics — visible item, visible price — and every look previews live on your Rory.
Specimen files
Named characters carry adult-friendly attitude. Only the Cubs are allowed to be cute, and they know it.

The hero · half lion · all mane
Wildlife geneticist. Sabotaged his boss's illegal splice program and got thrown into the chamber for it. Woke up with an enormous head and a cracked ID badge. Runs, jumps, claw-spins, pounce-slams, slides, and — when the meter is full — roars.
“Smash. Free. Roar. Repeat.”

The Judge · ordinary possum
Non-hybrid, non-speaking, deeply unimpressed. Judged Rory worth following anyway. Rides on his mane, twitches an ear whenever a secret is nearby, and doubles as the roar meter.
“His sidekick? Zero percent impressed.”

The one that got away
A lioness uplifted by Rook's very first splice, years before Rory. Glimpsed, then feared, then fought beside. She did not wait to be rescued, and she is not about to start.
“She is cooler than him. And he knows it.”

The villain · fully human, proud of it
Rory's ex-partner. Gene-splicer, raven owner, cane enthusiast. The only clean, symmetrical, uncreased thing on the island, and he would like to keep it that way. Speaks mostly through the facility PA.
“The rest of the island is above your pay grade, Specimen V.”
Your camp fills up as you free them. Each one staffs a corner of your home screen.
Our promise to players
Trust is the moat. Every design and commercial decision in ROAR-E has to survive that test — so here is the contract, in writing, before the game ships.
Ten platforming levels, two Rampage Runs, Bastion Roll rides, the first Ember Rush arena, bonus rounds, the camp, the Daily Ember Run and every Cub in Worlds 1–2. Roughly two and a half to three hours of real game.
Worlds 3–5, every remaining ride and arena, Mirror Trials, both endings, the post-game relic hunt. Bought once, yours forever, with a restore-purchases button up front where you can see it.
Cosmetics in Pearl's Workshop are direct purchases — visible item, visible price, nothing random — and every season's earnable set is as good as the paid one. In the free tier only, you may be offered a strictly opt-in rewarded ad (a retry token, an ember doubler): capped per day, never an interstitial, never a banner, and gone entirely once you unlock.
The studio
ALPHA 444 IP Pty Ltd is an independent games studio based in Australia. ROAR-E is our first title.
It is a corridor-3D platformer built in Godot 4 with a hand-painted look, tuned for phones first and controllers always. We are a small team. We ship when it's good, and we would rather earn a five-star review than trick a one-star into paying.
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