A 3D survival game for PC ยท In development

Lini: Huma

Long after machines and magic went to war, the world still burns. Now it's your turn to survive what they left behind.

Chapter 1

The World After the War

Many years ago, machines and magic fought a war that nobody won. Cities fell, the skies turned hostile and the land itself was poisoned. Lini: Huma begins long after the last battle, in the broken world the war left behind.

The world still turns through its seasons, but the weather is no longer just weather. Every journey depends on reading the sky.

Summer and Winter

Two seasons that change how far you can travel, what you need to carry and how long you can last out there.

Wind and Storms

Strong winds, storms and heavy rain roll across the land, hiding the path ahead and slowing every step.

Acid Rain and Poison Winds

Some rain burns. Some winds carry poison in waves. When they come, you'd better already know where to hide.

Heat Waves

Days so hot that water runs out faster than you can find it. Survivors learn to travel when the heat breaks.

Chapter 2

Becoming a Survivor

Every journey starts with a survivor. You have four character slots, and every survivor you create is yours for good. Once creation is done there's no going back, so every choice matters.

Choose male or female, then shape who you are: hair colour, eye colour, face shape, skin colour, body shape and long hair. Some survivors stand tall, others are half their size.

Staying alive means watching your body as closely as the horizon.

Health

Your life. Lose it all and the wasteland wins.

Hunger

Food keeps you moving, and what you eat shapes how agile you are.

Thirst

Clean water is rare in a poisoned world. Every drop counts.

Oxygen

Deep water, buried caves and poisoned air will test how long you can hold on.

Body Temperature

Too hot or too cold and your body starts to fail. The seasons and weather never stop pushing.

Chapter 3

Three Paths to Power

How you survive depends on how you grow. Three attributes shape every survivor: Strength powers your stamina, Intel powers your mana, and Agility is fed by the food you find.

Strength

Hit harder, recover health faster and carry a deeper pool of stamina for the long fights.

Agility

Sprint faster, hold on longer while climbing and recover stamina sooner. Eat well and you'll move like the wind.

Intel

Magic didn't die in the war. The sharper your mind, the deeper your pool of mana.

Chapter 4

From the Death Ray to the Red Lava

The world of Lini: Huma is procedurally generated, so no two worlds are the same, and it reaches far in both directions. At the very top, a death ray seals the sky. Far below, there's nothing but red lava. Everything in between is yours to explore.

  1. The Death Ray

    The roof of the world. Climb too high and nothing survives.

  2. Towering Ruins

    What's left of the old world. Some ruins rise higher than the mountains themselves.

  3. Mountain Peaks

    The highest natural ground, with a view across everything the war destroyed.

  4. Open Caves

    Caves that open to the sky and run from the highlands deep beneath the surface.

  5. The Deep Ocean

    Dark water that sinks far below the land. Watch your oxygen.

  6. The Deepest Caves

    Tunnels that reach almost to the bottom of the world, for those brave enough to follow them.

  7. The Red Lava

    The floor of the world. Nothing comes back from below.

Chapter 5

Every Corner of the World

The surface is split into biomes, each with its own ground, weather and dangers. The first two, the Desert and the Wastelands, are already shaped, and they're the lands the war hit hardest.

They're only the beginning. The war touched every land differently: some froze, some drowned, some burned and some were torn right out of the ground. Every one of them is waiting to be explored.

65 lands across 8 regions

The Sunscorched South

8 lands

The hottest lands, where the machine armies fought longest and the heat bakes everything it touches.

  • The Desert

    Scorching heat over sand, quicksand and hard sand, broken by stone, sulfur and pockets of lava. Cactus and short bushes are the only cover, and sandstorms can swallow the way home. Hidden among the dunes wait pyramids, ruins and tombs, and rare water pods where dry grass, palms and cactus trees still grow.

  • The Wastelands

    What the war left behind: concrete powder, scrap yards, bones, mud pits and dry, cracked soil. The water is poisoned, the air is poisoned and lava pockets wait beneath your feet. It's almost as hot as the desert, but somewhere in the rubble, crystal shards are waiting to be found.

  • Savanna

    Dry grasslands under flat-topped trees.

  • Savanna Plateau

    Raised grasslands with views across the burning south.

  • Shattered Savanna

    Wild, broken ground where blasts pushed the earth into towers.

  • Red Badlands

    Layered red clay canyons with old mines dug deep inside.

  • Wooded Mesa

    Badlands crowned with stubborn, dry woodland.

  • Eroded Spires

    Clay spires carved thin by years of acid rain.

The Frozen North

11 lands

Where frost magic broke loose and never stopped. The cold drains body heat fast, so fire and shelter decide who makes it through the night.

  • Snowfields

    Flat white silence, broken only by the frozen wrecks of war machines.

  • Ice Spires

    Towers of ice that burst from the ground where frost spells struck.

  • Snowbound Pines

    Dark pine forests under heavy snow: shelter from the wind, but little food.

  • Frozen Shore

    Grey sand and ice where the sea meets the cold.

  • Frost Grove

    Quiet hillside groves buried in powder snow.

  • Snow Slopes

    Steep mountainsides where one wrong step starts a slide.

  • Jagged Peaks

    Knife-edged summits that drain a climber's stamina.

  • Glacier Crowns

    Mountaintops locked under packed ice that never melts.

  • Frozen Rivers

    The fastest roads through the north, as long as the ice holds.

  • Frozen Sea

    Icebergs drifting over black water.

  • Deep Frozen Sea

    Freezing depths beneath the ice, where oxygen runs out fast.

The Cold Wilds

10 lands

Windswept highlands and old forests that the war mostly passed by. Wood and game are plentiful, but so are the things that hunt them.

  • Pine Taiga

    Cool spruce forests full of game and timber.

  • Ancient Pines

    Giant pines that were already old before the war began.

  • Elder Spruce Woods

    Towering spruce where light barely reaches the ground.

  • Windswept Hills

    Bare hills where the wind never rests.

  • Gravel Hills

    Loose stone slopes still scarred by old artillery.

  • Wind-Bent Woods

    Trees bent sideways by a hundred years of storms.

  • Stone Shore

    Rocky coasts battered by grey waves.

  • Stone Peaks

    Bare summits of cold grey rock.

  • Cold Sea

    Chilly waters rich with fish.

  • Deep Cold Sea

    Dark trenches where wrecked warships rest.

The Green Remnants

16 lands

Lands where life fought back. Food and clean water are easier to find here, which is exactly why survivors fight over them.

  • Plains

    Open grassland and the easiest place to start over.

  • Sunflower Fields

    Golden fields that somehow survived the fire.

  • Forest

    Mixed woods with timber, berries and cover.

  • Wildflower Woods

    Forest floors carpeted in flowers, with traces of old magic in the soil.

  • Birch Woods

    Pale, quiet birch forests.

  • Tall Birch Woods

    Ancient birches that stretch far above the canopy.

  • Darkwood

    A canopy so thick that midday feels like night, and things hunt in the shade.

  • Ashen Grove

    Grey, drained trees where the war pulled the magic out of the land.

  • Highland Meadow

    Calm mountain meadows full of flowers and bees.

  • Cherry Blossom Hills

    Pink-blossomed slopes, the most peaceful place left in the world.

  • Fungal Isles

    Remote islands of giant mushrooms, strangely untouched by the war's monsters.

  • Swamp

    Murky water and twisted trees, poisoned in places.

  • Mangrove Marsh

    Tangled roots over thick mud that slows every step.

  • Overgrown Jungle

    Vines and giant trees that swallowed whole cities.

  • Jungle Edge

    Where the jungle thins out into open ground.

  • Bamboo Thickets

    Dense bamboo forests that are hard to cross and easy to get lost in.

The Drowned World

7 lands

The seas rose after the war, swallowing coastlines and cities. Everything below the surface is a race against your oxygen.

  • Beaches

    Sandy coasts littered with what the tide brings back.

  • Rivers

    Lifelines of fresh water running through every land.

  • Open Sea

    Endless water with sunken ruins below.

  • Deep Sea

    Dark depths where the remains of naval machines lie.

  • Mild Sea

    Gentle, warm-ish waters full of life.

  • Deep Mild Sea

    Deeper waters with ruins waiting to be found.

  • Coral Sea

    Bright coral reefs growing over the wrecks of the war.

Beneath the Surface

3 lands

The world goes down a long way. The deeper you go, the less air you have and the stranger things get.

  • Dripstone Caverns

    Caves where stalactites hang like spears.

  • Glowroot Caverns

    Lush underground gardens lit by glowing roots.

  • The Silent Deep

    The deepest caves, where something listens for every sound you make.

The Molten Deep

5 lands

Close to the red lava at the bottom of the world, heat and leftover magic twisted the land into something else entirely.

  • Ember Wastes

    Red rock, fire pools and air that burns to breathe.

  • Valley of Lost Souls

    Blue-fire valleys of grasping sand, scattered with the giant bones of the fallen.

  • Crimson Woods

    Forests of red fungal trees that pulse like something alive.

  • Twisted Woods

    Teal fungal forests warped by stray magic.

  • Basalt Deltas

    Ash-choked fields of black basalt pillars.

The Shattered Sky

5 lands

When the war ended, magic tore pieces of the world loose. They still drift high above the land, just beneath the death ray.

  • The Last Isle

    A pale island hanging in darkness, guarded by something ancient.

  • Sky Highlands

    The tallest of the drifting lands, with ruined towers of the old mages.

  • Sky Midlands

    Rolling stone fields floating in the void.

  • Sky Barrens

    Empty, broken edges of the floating world.

  • Drifting Islets

    Small fragments of land scattered across the sky.

Chapter 6

Giants and Strangers

You're not the only thing still moving out there. The war left giants behind: machines that never stopped fighting and magic that never stopped burning. Between them, other survivors are trying to make it through, just like you.

World Bosses

Most of them rule a corner of the world, and one never stops moving. Learn their patterns, bring the right gear and pick your moment, because none of them fight fair.

  • The Storm Engine

    A weather machine built to drown the mages' cities. It still roams the world, dragging storms, acid rain and poison winds behind it.

  • The Dune Titan

    A siege machine buried in the Desert since the last battle. When sandstorms strip the dunes away, it wakes and walks again.

  • The Scrap Sovereign

    A war machine that never stopped repairing itself. It pulls the scrap yards of the Wastelands into its body and keeps growing.

  • The Rimebound Archmage

    A war mage frozen inside the spell that raised the Ice Spires, and still casting it.

  • The Drowned Dreadnought

    Most warships in the deep are wrecks. This one still patrols the Deep Sea, its guns turned on anything floating above.

  • The Listener

    The thing in the Silent Deep. Blind and enormous, it hunts by sound alone, so the deeper you go, the quieter you'd better be.

  • The Bone Colossus

    Not every giant in the Valley of Lost Souls is at rest. Blue fire pulls one back together whenever the living come too close.

  • The Ancient

    Whatever guards the Last Isle was already old when the war began. Nobody who reaches it comes back to say what it protects.

NPCs

Not everyone out there wants you dead. Some will trade with you, teach you or fight beside you. Others will take everything you carry.

  • Wandering Traders

    Caravans that cross the regions trading water, food and scrap. What they sell, and what it costs, changes with the seasons.

  • Settlers

    Survivors holding on to the clean water and fertile ground of the Green Remnants. Help them and they'll remember it.

  • Scrapsmiths

    Tinkerers who turn old machine parts and crystal shards into tools, weapons and gear, if you bring them the scrap.

  • Mage Hermits

    The last who still practise the old magic, hidden in ruined towers. Survivors with a sharp mind can learn from them.

  • Tomb Keepers

    Desert folk who guard the pyramids and tombs, and know where the rare water pods are hidden.

  • Raiders

    Survivors who decided taking is easier than finding. They watch the roads, the ruins and the water holes.

  • Machine Remnants

    War machines still following orders from a war that ended long ago. Some patrol, some guard, and a few have started to think for themselves.

Where It Stands

Development Progress

Lini: Huma is in early development. Here's how far the journey has come and what's next.

1 of 7 milestones done ยท Now: Character creation

  1. Done

    Game concept and story

    The post-apocalyptic world after the Machine vs Magic war, its seasons, weather and lands

  2. In progress

    Character creation

    Building the survivor creator: four character slots, appearance, survival needs and attributes

  3. Planned

    World creation

    A procedurally generated 3D world from the death ray to the red lava

  4. Planned

    First biomes

    The Desert and the Wastelands

  5. Planned

    Every corner of the world

    More than sixty lands across eight regions, from the Frozen North to the Shattered Sky

  6. Planned

    Seasons and weather

    Summer, winter, storms, acid rain and heat waves

  7. Planned

    First playable build

    Stepping into the world for the first time

Help Lini: Huma Grow

Lini: Huma is built in my own time. If you'd like to see it come to life, you can chip in any amount through PayPal.