It is dark, you are robot with a low battery level – seeking for a charging station that can be usually found at the next exit elevator. The only help you have is a kind of shooting device that shoots bouncing balls, whose trajectories manifest in glowing stripes and make the environment architecture visible. By this method you draw the vicinity between environmental objects by your play action, creating a unique construction of lines that let you see the pathways you can go.
Axiomatik uses elements of Arcade games and transfers them into VR: neon like looks, simple geometrical structures, sound in 8-bit synth aesthetic and in the game play by using mechanical elements of platformers.

AXIOMATIK Trailer (coming soon)
VR Game, Exit Game Platformer Adaption Unreal Engine 5
TOYS
The FÖ_ÖHN 3000
charging single projectile device
The Mizeritsa 2K10
charging shotty device
The ultimate Bubblehamma
hit strength depending projectile catapult
WRIST UI
Best interactive display available in your simulation – well known to any wastelanders – finally available in VR!

AXIOM 0:
WHY? AI
Any AI needs a purpose to do the expected – best idea is : give it a survival instinct! Almighty or not, you (the AI) depend on energy / battery which is your life time…. battery time can be prolonged by a charging pad or will just run out. Reach charging pad!
AXIOM 1:
„A straight line may be drawn between any two points.“
Two dots in space can be connected with a line. Bouncing ball trajectories draw lines between hit points on the environment and reveal the negative space by drawing lines in the gaps between obstacles.

AXIOM 2:
Dead && — II Alive
Bonus system: open a Schrödinger box ! In the box exists a cat and radioactive source that decays with a certain probability. When this happens a radioactive detector will trigger a poising gas to be released.
While the box stays unopened the cat exists in both states „dead“ and „alive“ representing the quantum states of dead and alive. By opening it, the wave function of both states collapses and determines the cats fate. Result: you get a cat (dead or alive and ! glowing in the dark). Cat will accompany you :D
AXIOM 3:
ENERGY IS EVERYTHING
projectiles = cat food
cat food = energy
energy attracts cats (dead or alive)
Keep your cats (dead or alive) happy and make them follow you to the next level! Provide cat food! Eaten cat food generates projectiles into your magazine – the only help when your are running out of bullets!

AXIOM 4:
Matter can be waves – the photon (particle) exists!
Wave particle dualism: particles can be treated as waves and waves behave like particles. We have developed a portal riddle that bases on the famous double slit experiment.
Whether you are a particle or a wave the pathway after the slits is different. No worry, you will not be stuck here and you might figure out how this teleportation algorithm works!
AXIOM 5:
Can waves pass matter? Does it matter?
Some matter is transparent to light and some is not. Actually this depends on the electron configuration of solid state matter and the energy of light passing through it.
Anyway solid matter will block you, some blocking is invisible – but does not matter, we give you a LiDAR scanning device… does it feel like parking a car?


AXIOM 6:
Time can be relative.
Time dilatation for relative movements – the not moving observer sees the clock of an moving other going slower (moving quite fast).
As we send the clock to your headset: when you move faster it will slow your time. This phenomena is delivered to you by the invariance of the speed of light – meaning: c=299 792 458 m/s stays as a limitation of max speed and is the same in every reference system.
AXIOM 7:
Movement can be relative.
And is depending on your position. Platform will move you relative to other platforms – do not fall!
And many more to come :)
SCREENSHOTS
TEAM

Julia Braenzel
Concept, Gamedesign Programming, Sound, physicist

Jacob Brosda
Concept, Leveldesign, Modelling, Environmental Design

Stephan Guertler
Q&A, Accounting