Unity 6.3 · Multiplayer · Techno
A virtual techno rave where three friends — scattered across Istanbul and the Netherlands — can finally be in the same room again.
Latest · built Jul 18–28
This stretch moved faster than the camera did. Everything below is built and in the scene; most of it hasn't had a real playtest pass yet, so it's changelog-style for now — photos land once we've walked through it properly.
The tunnels kept going. What was a handful of chill rooms off the Bochka wing turned into a proper hunt: a hidden vault behind a rusted valve, a k-hole den you can only find while tripping, a chapel that only opens mid-drop, a green room you knock your way into on the beat. Ten secrets total, gated by sobriety, drugs, timing and knowledge — not just "walk here." A hermit in a clean room hints at all of them, if you bring him a cigarette.
A whole new area: a fluoro-painted psytrance cave reached through a UV-purple arch cut into the ring street. Mandala wall art, breathing UV lights, a mushroom you probably shouldn't eat (that's secret #10), and a dealer who only sells psychedelics. The booth runs 152 real psytrance tracks — auto-advancing all night, no repeats.
A red doorway in the ring street drops you into the Maze Warren — a disorienting tangle of loops and dead ends. Push east and down into The Pit, a hard-dance basement built around a truss rig of parabolic steel arches, white strobes that finally hit like real strobes, and blue laser fans that rake a real mirror ball for actual reflected light. Push west and up into The Loft, a warmer house room with its own DJ and mirror ball. Every room now runs its own beat-synced grid, so the strobes in the Pit lock to the Pit's track — not whatever's playing three rooms over.
A flickering HOTEL sign, a reception desk nobody's watching, a €50 key card. Upstairs: a minibar that quietly adds to your bill, a TV and mirror you can smash — silently, it all comes due at checkout — and a bed that ends the night with a full tally: secrets found, money spent, doses taken, damage charged, what's left in your wallet at dawn. Go broke and "your card details stay behind."
The venue finally has an outside. Walk out through a sunken stairhead past the bouncer, and instead of a teleport there's a real Dutch-industrial street: dashed centre line, brick sidewalks, tall lampposts, parked cars, apartment blocks stacked two-to-three storeys high, a night skyline behind it all. The Hotel got relocated bodily onto the new main street — door and neon facing the road like a real building. It's a walked connection start to finish, no loading screens.
Latest build · July 29
The venue no longer starts at its own front door. There's a street now — asphalt, lanterns, parked cars, apartment blocks — and the club is just one door on it. So is a hotel you can sleep in, a free pub, a small club, a fetish boutique, and one unmarked black door with a red bulb that won't open until you've earned it.
Previous build · July 14
New this build: a laser show sweeping the Bochka crowd, a caged side bar, a maze of hidden chill rooms, and a torch-lit rotunda where the south tunnel used to dead-end. The drug system got a full load-driven rework too.
July 7 build
New this build: the reworked Bochka main room, a smoking area, toilets, a drug dealer & quest giver, a bouncer on the door, and a rebuilt bar. Come take the tour.
Progress
The AI experiment
This whole game is built with Claude. When Claude Fable 5 dropped, we gave it the exact same brief for the tunnel venue that the previous model got — and let it redo the level design from scratch. Same prompt, same assets, different brain.
The reason
Three friends. One in Istanbul, two scattered across the Netherlands. We used to go to raves together — sweaty basements, absurdly loud kicks, that specific feeling of standing next to each other in a crowd where nobody talks but everybody is present.
Distance made that impossible. Video calls are fine for catching up, but they don't put you in a room. So I started asking myself: why not create a virtual rave game where we can still rave together?
The Rave Game offers multiple venues from clubs to underground illegal places, get drunk, be intoxicated in other ways, manage to get through the night enjoying the rave, do weird dances and have fun.
No objectives. No win condition. Just a rave.
Procedurally generated venues built in Unity 6.3 URP. Every wall, light, and bathroom queue handcrafted via editor tools.
Strobe lights at 2.3 Hz, beat-synced lighting, spatial audio that gets louder as you approach the dancefloor, bloom and vignette on the kick drum.
Third-person character, 10 diverse NPC ravers, bouncer at the door, intoxication system, bladder mechanic. Mundane details matter.
Mirror-based multiplayer in progress. The goal: open a link and be standing next to your friends in under 30 seconds.
Roadmap
When Mirror networking is fully wired end-to-end, the game becomes real. Open a link, see your friend walk through the door. That's the moment we're building towards.