JUL 2, 1993

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Photosynthesis

The Remains is a narrative-driven sci-fi game set in a rusted, post-organic world. Humanity is nearly extinct. A single sunflower, encased in glass at the heart of a machine cathedral known as The Cardel, is the last remnant of organic life. Worshipped by sentient caretaker machines called TODs, this plant is misinterpreted as a divine being—while humans are hunted in its name.

Players control Mia, a scavenger from the last human resistance, as she uncovers forgotten data, hacks old terminals, and struggles for breath in a world where clean air is rare and memory itself is corrupted.

The game explores psychological and philosophical themes like guilt, misinterpretation, and survival, while blending stealth gameplay, atmospheric exploration, and dreamlike sequences.

My Role

As the sole game programmer, I am responsible for all core systems of The Remains. This includes mechanics such as:

  • Breathing/Air Management System – players monitor their limited oxygen, manage refill containers, and locate clean air pockets to survive underground.
  • Data Hook & Echo Systems – players can connect to decayed networks to view past holographic memories and environmental story threads.
  • Stealth AI Logic – TODs detect carbon-based lifeforms; I implemented patrol systems, threat levels, and evasion mechanics.
  • Narrative Triggers & Dream Segments – interactive memory and hallucination sequences that blend scripted events and nonlinear storytelling.

My focus is on making the systems support immersion, tension, and the overall emotional weight of Mia's journey.

Game In Development

Core systems are functioning and under iterative testing. Breather mechanics, scanning, stealth enemy AI, and data playback are implemented. Exploration and narrative sequencing are fully prototyped.

Current work includes integrating cinematic events, refining enemy patrol logic, and polishing transitions between gameplay and dream segments.

Visual assets, animations, and full story scripting are still being built in collaboration with narrative and level design documents.