Coming soon: Kamikaze Drone Defense, a reaction shooter about the sound of a drone finding you
· 7 min read
By Phil · building Legitsauce
For a couple of years now my feed has kept coughing up the same kind of clip. Grainy phone video from Ukraine, dashcam footage from around Iran, a soldier filming the treeline. What gets me every time is that the danger announces itself by ear well before anyone spots it. A thin buzz somewhere off frame, rising, and every person who knows what that buzz means starts moving fast. A three-hundred-dollar quadcopter with a warhead taped underneath has quietly rewritten what the sky feels like in a war zone. I could not get that sound out of my head, so I built a game around it.
Kamikaze Drone Defense is a first-person survival shooter, and I am playing it internally right now before it goes out to everyone. Consider this an early look while the build is still warm.

The setup
You are the gunner in the back of a jeep. Somebody else drives. The road ahead never ends, it just keeps unspooling through a country of dead trees and broken mud-brick, and the truck is flooring it. Your whole world is the sky out front. Drones climb in from the treeline and the far horizon, quick, and you get a rifle and a stingy little window to knock each one down before it reaches you.
That loop is the entire game. Watch, react, fire, reload, stay alive. The clock never stops and the pressure only climbs.
The opening goes for the throat
Before you touch a button there is a short cutscene, and I poured a silly amount of time into it, because it had maybe fifteen seconds to plant the feeling. A checkpoint of three jeeps waits in the trees. Far out on the horizon a swarm lifts off. The camera cuts to a rear gunner sweeping the skyline, and then, for one held beat, you are inside the lead drone, two rotors smeared across the edges of the frame as it picks its line.

The spotter clocks it, the warning goes up, and he throws himself flat behind the bed wall.

He gets lucky. The two trucks behind him do not. They go up, and then eight more drones fall on the ruins around the road, and the checkpoint dissolves into fire and black smoke while your driver stamps on the accelerator.

Your truck does not tidily steer around the burning hulks. It plows through them, slams them off the road, and the camera settles behind your eyes as you burst out the far side. Second zero. The rest is on you.

The sound does most of the work
This is the piece I obsessed over. In the game, same as in the footage, a drone gives itself away before it lands. Every one carries a rotor whine, and the pitch and the volume of that whine climb as it closes on you. Off in the distance it is a mosquito you can almost ignore. A second before it hits the truck it is a scream parked directly over your head. Shut your eyes and you could guess how long you have left from the noise alone, which happens to be the exact cruelty the real videos inflict on the people caught in them.
Under that I stacked a lock-on alarm and a low rotary throb, and the combat score cycles through seven tracks that wind tighter as a run turns grim. All of it points one direction: making an incoming drone something you feel in your sternum a half-beat before your eyes catch up. Winning or losing usually lives inside that half-beat.

Staying alive earns you help
Rack up enough kills and headquarters starts sending down supplies. A crate floats in under a parachute onto the road ahead, you scoop it up as the truck rolls past, and your kit grows. You open with a five-round rifle that makes you reload constantly, and that is on purpose, because in the early going a reload is a genuine little spike of panic. Push further and you unlock fat magazines, full-auto, armor plating for the truck, and a homing missile pod that hunts its own targets while your hands stay busy on the gun.
The drones scale up in step. The small ones are fast and flimsy and mostly a bother. The big ones lumber, and they will erase most of your health in a single hit if you let one reach you. A few drones just blow it, muff the dive and bury themselves in the dirt behind you, which feels like a gift until you notice you burned a shot flinching at one that was never going to touch you. The truck also breaks down at set moments, and while your driver curses and cranks the engine, you hold off a swarm from a dead stop.
It finishes with something enormous
Last long enough and the sky sends its heaviest thing. The final stand pits you against a drone as big as the trucks it stalks, a machine my testers took to calling the Cosmic Leviathan. It shoots back, it soaks up a serious amount of punishment, and it comes apart across three escalating phases. Every scrap you scavenged on the way here gets spent on this one target.

Why it looks like this
Everything we make here is built out of code instead of downloaded art, and this game holds the line. The trees, the trucks, the drones, the fireballs, the collapsing ruins, all of it gets generated inside the engine at load time. I pushed the palette toward a washed-out, leafless, tail-end-of-everything mood, since that is the register the source material lives in. Nothing about this place is green. The forest stands bare, the buildings are caved in, and the road just runs and runs.
Generating the art in code also keeps the download featherlight and the load quick in a browser tab, which is the promise this whole site is built on. A game about dread should still open in about two seconds.

Where it stands today
I am living inside the build, tuning the difficulty curve, and fighting to keep the fear fun and not just a stress test. That balance is the hard part. I want your pulse up and I want you grinning at the same second, which is a narrow thing to thread, and coaxing a drone into feeling scary without feeling like a cheap shot has taken pass after pass after pass.
It will be free in your browser like everything else on here, and it is close. Once it is ready for primetime I will put it on the front page. Until then, this is the quiet little war I have been fighting at my desk.