Claim the arena
Draw out into danger, establish new safe ground and balance bold territory gains against sudden exposure.
Contain the threat. Protect the space. Survive the next run.
Build containment fields, capture territory, outmanoeuvre enemies and push deeper into hostile worlds. A sharp, fast sci-fi arcade game built for solo play and chaotic local co-op.
In-engine development screenshots · Not a released game

Every run is a test of nerve and timing. Push out from safety, draw containment lines, secure territory - then decide how much space you dare claim before something reaches you.
Hektyk combines territory capture with arcade combat and roguelite choices. Enemies adapt, arenas turn hostile and each pilot craft brings different tools to the fight. The challenge is reading the room while everything in it tries to stop you.


Draw out into danger, establish new safe ground and balance bold territory gains against sudden exposure.
Vanguard, Bulwark, Engineer and Slicer bring contrasting movement, defence, utility and control styles.
Designed for one-to-four-player local sessions, with a dedicated interface and tactical decisions that change with the team.
Encounter-changing boons and longer-term research systems are part of an evolving roguelite progression loop.
Scorchers, plasma threats, disruptive enemies, guardians and environmental pressure make every new area matter.
Sharp native-resolution interface work, controller navigation and layouts designed with 4K and ultrawide displays in mind.
Distinct biomes and environmental hazards reshape how you move, defend and reclaim territory. The larger design spans multiple acts, alien guardians and memorable showdowns, with environments refined as development continues.


When a run ends, the decisions aren't necessarily over. Hektyk's progression design includes selectable boons, character-specific tactics and research to unlock new possibilities over time.
The goal is an arcade rhythm that rewards skill and experimentation without asking players to sit through long setup screens.

The story begins with an abduction and a battle you're told you must help fight. Two artificial intelligences - HEKTE and HEKTA - each have their own version of what's happening, and perhaps of what you're really doing there.
Repeated runs reveal more of the world, its history and the uneasy relationship between those directing your mission. We're keeping the bigger discoveries under wraps.
HEKTE“Your games showed patience. Your choices showed a conscience. I knew you would help.”
HEKTA“She praised your choices. Interesting that she never offered you one.”
These captures come from staged in-engine development review scenes. They show the visual direction and evolving interface, not polished release footage or a guaranteed final feature set.






Hektyk is being developed in C# using MonoGame/XNA technology. Work spans controls, enemy behaviour, character and environment art, 4K and ultrawide interface design, effects, game balance and the audiovisual identity.
Some biomes, systems and effects are works in progress; plans may change based on playtesting.
Playable PC development project. Not released or on sale.
There is no announced release date, store or wishlist page, online multiplayer offering or console release. Windows PC is the present development focus; other platforms are aspirations only.
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