Parts & materials
Choose the material for each part. Materials are designed as trade-offs, not straight upgrades. Condition runs Rusty → Worn → Fair → Good → Perfect → Pristine.
// IN ACTIVE DEVELOPMENT
SURVIVAL SHOOTER / RTS / RESOURCE GATHERING
Fight in the field. Command the war.
Survive and fight in first person, gather resources and haul them home, then step back and command your squad like an RTS. It all happens in one persistent world, and your soldiers die for good.
Solo-developed in Unity 6 by Jacob C · Platforms & release: [TBA] · Footage: work-in-progress greybox

You lead a small squad into dangerous, procedurally generated regions to grab what you can and get out alive.
Minute to minute, you're on the ground in first person: clearing towns, fighting rival factions and the infected, cracking crates and salvaging anything useful. At any moment you can pull back to a command view and give your squad orders like an RTS. Same world, same moment, no separate mode.
Whatever you extract comes home to a private base you build up between runs. Craft ammo, mod guns, cook rations, recruit people, then deploy again stronger. Bring back the loot and you get stronger. Lose a soldier and they're gone for good.
Fight it yourself, or step back and command it. Both run in the same live simulation.
Your people level up by doing the work. Whoever you play is in command, and when someone dies, they stay dead.
Every run comes down to one question: keep looting or get out with what you have?
Loot becomes buildings, ammo, gear and soldiers, and eventually an army that changes the map.
Seven steps, repeated at a bigger scale every time.

Pick a region and its settings on the deploy screen, gear up, and drop in.

Push through procedural towns and wilds. Every map is generated from a seed.

First-person firefights against AI factions and the infected, with your squad beside you.

Crack crates, search bodies, salvage clutter. Everything you carry is at risk.

Keep pushing or get out? Make it to extraction and the loot is yours to keep.

Back at your HQ, everything you extracted goes into your stash and stays there.

Build, craft and recruit, then deploy again stronger.
All images are real, unedited greybox captures. Final art is in progress.
RTS command and first-person combat aren't separate modes. They're two ways of controlling the same running simulation.


There's no fixed hero. The squad member you're controlling is the acting commander, so switching bodies is a core tactic: play your specialist when you need one.
in development Designed and approved; being built now.
No perk points. People improve by doing the work and through training facilities at your base. Nobody is ever locked out of a skill line, and mixing skills unlocks hybrid twists on top of the base abilities.
Today, Hacking grows by claiming and powering facilities. Higher levels are planned to unlock: hacking AI buildings · unlocking doors without a charge · taking down drones · hijacking and redirecting enemy airstrikes · cutting a site's power · stealing money from terminals and trader safes.
13 platforms × a part in every slot × a material for every part × rarity · quality · condition = millions of guns for every star. Mod sockets multiply it again.
The plan: 150 weapons and tools, 30 equipment types and hundreds of weapon slot modifiers.
That's why no gun in Black Swan is pre-listed. Each one is saved as a recipe and built the moment you craft it or find it.
Choose the material for each part. Materials are designed as trade-offs, not straight upgrades. Condition runs Rusty → Worn → Fair → Good → Perfect → Pristine.
Ammo presses, field kitchens and workbenches, each with real recipes, real materials and real crafting times.
A gun gets one socket; melee weapons and tools can get up to three, depending on the crafter's skill. Chips, gems graded by carat, and real Norse and Celtic runes that wear out with use.
Nine fuse kinds: timed, impact, proximity, remote, tripwire, pressure, airburst, delayed impact, anti-tamper. Each explosive family gets its own set.
Your private HQ is where loot becomes power, and it stays between runs. It's invite-only: nobody gets in or loots it unless you invite them.
Seeded worlds with towns, industrial sites, military positions, deposits and extraction points. Bigger multi-story buildings and megastructures are on the way.
Unexplored areas are black, explored ones go dark gray, and only what's visible right now is live. Radio towers push the fog back.
Factions that move, fight, defend valuable sites and respond to you. No armies out of thin air: they're built from resources and production.
Hordes are already in the field. Next up: distinct shamblers and sprinters, claw and bite attacks, and a horde mode.
Hit squads hunting you, bandit convoy ambushes, escort jobs, roaming bosses, trader caravans.
An optional language model running on your own PC for squad radio and after-run debriefs. The game runs normally without it.
Rare artifacts, nothing like ordinary loot. Tied to major progression, base unlocks and rare discoveries.
What they do: [classified, devlog reveal]
The next six months or so, through spring 2027, built from the actual task list. No exact dates, just order.
~300 jobs finished · ~680 on the roadmap
Order and scope may change as development goes. Design stance: no pay-to-win.
Work-in-progress greybox captures. Click any image to enlarge.
Black Swan is in active development. What you see here is a work-in-progress greybox, and systems change every week. Early access builds are rough, and space is limited.