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Game 1 128 Units

Exodus

A terrain puzzle in the Lemmings tradition. Creatures walk across a bitmap landscape — the player modifies the terrain to guide them to safety. The Blitter IS the gameplay.

Coming Soon

Exodus is currently in development. Check back soon!


What You’ll Build

A terrain puzzle in the Lemmings tradition. Creatures walk across a bitmap landscape. They fall into gaps, turn at walls, and march toward oblivion unless you intervene.

Your job: modify the terrain to guide them to safety. Dig tunnels. Build bridges. Redirect walkers. Every action is a Blitter operation — the Amiga’s custom chipset becomes the game design tool.

Why This Game?

Exodus makes the Blitter the core mechanic from Unit 1. Digging a tunnel is a Blitter clear. Building a bridge is a Blitter copy. Testing if terrain exists below a creature is a memory read from bitplane data. Every game action is a hardware operation — you see the chipset working because it IS the gameplay.

The Copper splits the screen for the UI panel. Paula plays satisfying terrain sounds. The 68000 orchestrates the creatures. The result is unmistakably Amiga.

  • Set up Copper lists for display configuration and screen splits
  • Draw terrain with bitplane graphics
  • Modify terrain with Blitter operations (dig, build, redirect)
  • Play sound effects with Paula
  • Read mouse input for creature selection
  • Manage creature AI (walking, turning, falling)

By the end, you’ll understand how the custom chipset renders every frame — because you’ll have built a game that depends on it.

Skills You’ll Master

  • Copper lists — programming the display, screen splits, gradient effects
  • Bitplane graphics — bitmap terrain as playfield data
  • Blitter operations — clear, copy, fill, cookie-cut masking
  • Paula audio — sampled sound effects
  • Creature AI — walking, turning, falling, ability assignment
  • Mouse input — cursor, selection, UI interaction

Prerequisites

This is Game 1. No prerequisites — just enthusiasm and a willingness to learn 68000 assembly.

You’ll need an emulator (FS-UAE), an assembler (vasm), and disk tools (amitools).

Time Investment

128 units at 60-90 minutes each. Roughly 128-192 hours total, spread across 8 phases.

Unit Roadmap

16 of 128 units available
Phase 2

Phase 2

Expand mechanics and variety

Units 17–32 ~16-24 hours Coming Soon
Unit 17 · Unit 18 · Unit 19 · Unit 20 · Unit 21 · Unit 22 · Unit 23 · Unit 24 · Unit 25 · Unit 26 · Unit 27 · Unit 28 · Unit 29 · Unit 30 · Unit 31 · Unit 32
Phase 3

Phase 3

Content and level design

Units 33–48 ~16-24 hours Coming Soon
Unit 33 · Unit 34 · Unit 35 · Unit 36 · Unit 37 · Unit 38 · Unit 39 · Unit 40 · Unit 41 · Unit 42 · Unit 43 · Unit 44 · Unit 45 · Unit 46 · Unit 47 · Unit 48
Phase 4

Phase 4

Visual polish and effects

Units 49–64 ~16-24 hours Coming Soon
Unit 49 · Unit 50 · Unit 51 · Unit 52 · Unit 53 · Unit 54 · Unit 55 · Unit 56 · Unit 57 · Unit 58 · Unit 59 · Unit 60 · Unit 61 · Unit 62 · Unit 63 · Unit 64
Phase 5

Phase 5

Audio and music

Units 65–80 ~16-24 hours Coming Soon
Unit 65 · Unit 66 · Unit 67 · Unit 68 · Unit 69 · Unit 70 · Unit 71 · Unit 72 · Unit 73 · Unit 74 · Unit 75 · Unit 76 · Unit 77 · Unit 78 · Unit 79 · Unit 80
Phase 6

Phase 6

Advanced features

Units 81–96 ~16-24 hours Coming Soon
Unit 81 · Unit 82 · Unit 83 · Unit 84 · Unit 85 · Unit 86 · Unit 87 · Unit 88 · Unit 89 · Unit 90 · Unit 91 · Unit 92 · Unit 93 · Unit 94 · Unit 95 · Unit 96
Phase 7

Phase 7

Optimisation and testing

Units 97–112 ~16-24 hours Coming Soon
Unit 97 · Unit 98 · Unit 99 · Unit 100 · Unit 101 · Unit 102 · Unit 103 · Unit 104 · Unit 105 · Unit 106 · Unit 107 · Unit 108 · Unit 109 · Unit 110 · Unit 111 · Unit 112
Phase 8

Phase 8

Final polish and distribution

Units 113–128 ~16-24 hours Coming Soon
Unit 113 · Unit 114 · Unit 115 · Unit 116 · Unit 117 · Unit 118 · Unit 119 · Unit 120 · Unit 121 · Unit 122 · Unit 123 · Unit 124 · Unit 125 · Unit 126 · Unit 127 · Unit 128