**  THIS GAME WAS MADE AS A PROOF OF CONCEPT FOR THE GAMEPLAY MECHANICS  **



UPRIVER puts you in command of a small armed patrol boat travelling through an endlessly generated war-torn river system.

Most of the time, the river is quiet.

You drift past villages, jungle, friendly bases, fishermen and abandoned positions while an old radio plays in the background. Your crew talks, smokes, complains, eats, drinks and slowly develops their own history.

Then somebody starts shooting.

Every sector is procedurally generated, ranging from huge open waterways to claustrophobic jungle channels where the trees practically hang over the boat. Enemy patrols, ambushes, RPG teams, boats and unexpected encounters can turn a peaceful trip into a desperate fight within seconds.

Your boat is your home, your transport and your biggest liability.

Damage carries forward. Engines fail. Steering gets hit. Hull sections need repairs. Ammunition, fuel and spare parts matter. Crew members physically move around the boat to repair damaged systems, operate weapons and perform their jobs.

Over time, the boat becomes increasingly your own through upgrades, repairs, armor, weapons and improvised modifications.

YOUR CREW MATTERS

Crew members are persistent individuals with their own:

  • names and backgrounds
  • personalities
  • dialogue
  • combat experience
  • health and morale
  • service history
  • wounds
  • decorations and medals
  • personal strengths and weaknesses

A wounded crew member can be taken to a hospital and eventually return to duty.

A crew member who dies is gone.

Veterans become increasingly valuable as they survive more sectors, gain experience and earn decorations. Losing somebody who has been with you for dozens of patrols should hurt a lot more than losing a random NPC.

COMMAND THE BOAT

From Commander Mode you can oversee the patrol, monitor boat systems, direct your crew and designate targets for the mounted weapons.

The boat can eventually be equipped with increasingly powerful weapons, searchlights, improved systems and field modifications.

Night patrols require illumination, mounted searchlights and flares to expose enemies hiding along the riverbanks.

A RIVER THAT KEEPS GOING

There is no fixed campaign map.

Each sector generates a new stretch of river with different terrain, vegetation, settlements, bases, threats and conditions.

One sector might be a broad peaceful river under the afternoon sun.

The next might be a narrow jungle chokepoint at dusk.

Then night falls.

The goal is not simply to reach the end.

It is to see how far you can push upriver — and what your boat and crew look like by the time you get there.

UPRIVER is currently an early private playtest.

Expect bugs, unfinished systems and things that will change substantially as development continues.

Published 22 days ago
StatusIn development
PlatformsHTML5
AuthorJestofson
Average sessionA few minutes
AI DisclosureAI Assisted, Code

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