Launch your spider drone at walls, ceilings, and enemy heads in this philosophical shooter set at the end of the world. This is a game for people who enjoy shooting things in the face while listening to audio logs about Objectivism.

The world is about to end. Those who can afford it have already abandoned the planet for an off-world colony. Will you scrounge together enough money to escape before disaster strikes? It's a zero-sum game between you and every other online player. Steal their resources and defend your own.

Features:

- Simple multi-threaded architecture - separate threads for physics, rendering, AI, and game logic
- Entity/component system
- Linear math suite somewhat stolen from Ogre
- Content pipeline supporting .blend, .glsl, .otf, .png
- Create levels, models, animations, and ragdoll rigs in Blender
- Deferred rendering, cascaded shadow maps, edge detection, bloom, SSAO, weather effects
- Geometry-based font rendering and UI system
- UDP client-server network architecture
- Online user profile system via sqlite
- Authentication via Steam, itch.io, or GameJolt
- Localization support
- Simple Windows crash report system
- Keyboard/mouse/gamepad support via SDL
- Automatic navmesh generation with realtime mutations via Recast
- Audio via Wwise
- Physics via Bullet
- Almost all dependencies are open source GitHub submodules
- Builds and runs on Win/Mac/Linux

Everything in DECEIVER is hand-crafted, right down to the font. Rather than use a typical bitmap font, DECEIVER renders its UI with vectors.

DECEIVER is built from the ground up in C++. The game uses a custom multi-threaded OpenGL engine that provides the flexibility to achieve things like a unique third-person camera culling effect.

At the same time, when necessary, the engine relies on classic game libraries like Bullet, SDL, and Recast for rock-solid performance and reliability. The netcode is based on Glenn Fiedler's excellent reference implementation.