Yuguang Shi
Game Designer
NoRail
Platform:
PC
Tools Used:
Unreal
Duration:
8
Team Size:
13
Role:
Designer Lead
Overview
NoRail is a sci-fi horror action roguelite set aboard a state-of-the-art space cargo train trapped in an endless loop through a dead solar system. As the train’s sole passenger, the player fights through warped pocket-dimension cars overrun by grotesque human-machine hybrids while scavenging abandoned stations that hint at a larger cosmic disaster.
Driven by the need to reach the engine and break the cycle, the journey gradually blurs the line between external horror and psychological collapse, raising a central question: is this nightmare caused by an incomprehensible higher existence, or by the protagonist’s own descent into madness?
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Project Positioning
NoRail is a third-person shooter roguelite that combines high-pressure combat, in-run weapon crafting, and modular buff building. The core experience centers on fighting through combat encounters, collecting resources, modifying a single weapon build, and adapting to different stage objectives across each run.
Core Gameplay Loop
Combat → Gather Resources → Return to Crafting Station → Modify Weapon / Craft Supplies → Improve Combat Capability → Proceed to the Next Encounter

2. Gameplay
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3C
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Camera
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Field of View (FOV)
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70
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Camera Distance
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Default: 270
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Aiming: TBD
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Character
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Movement ValuesSprint
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Speed: 550
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Hip-Fire Movement Speed:
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Forward
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Backward
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Left / Right
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ADS Movement Speed:
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Forward
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Backward
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Left / Right
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Jump
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Height: 1.2 meters
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Distance: 1 meter
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Damage Formula
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Weapon Damage:
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Base Weapon Damage × Weapon Damage Multiplier × Critical Damage × Enemy Vulnerability × Player Damage Multiplier
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Buff Damage:
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Base Weapon Damage × Weapon Damage Multiplier × Flat Buff Damage
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Grenade Damage:
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Player Damage Multiplier × Grenade Damage × Vulnerability
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Controls
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Movement: WASD
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Jump: Space
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Fire: Left Mouse Button
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Aim: Right Mouse Button
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Throwable: E
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Craft / Interact with Crafting System: F
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3. Rule Details
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Win / Lose Conditions
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Standard Rule Set
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Victory: Defeat the final boss
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Failure: Player HP reaches 0
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Stage Rules
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Defense Stage
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Stage Summary
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Once the device is activated, nearby enemies are attracted to attack it.
The player must defend the device through a limited number of waves and prevent it from being destroyed.
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Detailed Rules
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Victory Conditions
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All enemies are defeated
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Device HP is above 0
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Player is alive
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Failure Conditions
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Device HP reaches 0 or below before the required waves are completed
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Player dies
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Resolution
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Victory: The exit to the next stage opens
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Failure: Game over; the player returns to the starting point and begins a new run
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Stage Start Rule
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A defense device is placed in the level.The stage begins when the player interacts with it by pressing F, which triggers the first enemy wave.
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Wave Rules​​
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​​​​​​​​​​​​Wave Display
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At the start of the stage, the center of the screen displays the current wave in the format 1/X, where:
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1 = current wave number
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X = total wave count
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Whenever a new wave begins, the UI displays a wave-start message for X seconds
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Spawn Rules
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Once a wave begins, a countdown starts
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When the countdown ends, the next wave spawns automatically
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The next wave does not wait for the current wave to be fully cleared
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Device Rules
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HP Loss
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The device loses HP when attacked by enemies
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The device cannot regenerate HP
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The device has no damage reduction
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Display
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The device’s total HP is displayed at the top of the screen
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Capture Point
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StageStage Summary
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When the player enters the capture zone, the station begins charging and a countdown starts.The player must fill the charge bar before the timer expires.
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Detailed Rules
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Victory Conditions
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The capture progress bar reaches 100% before time runs out
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Failure Conditions
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The timer reaches 0 before the progress bar reaches 100%
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The player dies
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Resolution
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Victory: All enemies in the current area must be defeated, and no additional enemies will spawn. Enemies drop materials normally.
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Failure: Game over; the player returns to the starting point and begins a new run
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Stage Start Rule
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The stage begins when:
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The player enters the capture zone
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The capture progress bar starts increasing
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Enemy spawning begins simultaneously
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Capture Rules
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Progress Increase
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When the player remains inside the capture zone, progress increases by X points per second
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Total progress required is X points
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Progress stops increasing once the maximum value is reached
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Progress Decrease
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When the player leaves the capture zone, progress decreases by X points per second
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Progress cannot drop below 0
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