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Game 1 128 Units

Shadowkeep

A top-down maze explorer where the Spectrum's attribute system IS the game — ink and paper define walls, floors, items, and danger.

Coming Soon

Shadowkeep is currently in development. Check back soon!


What You’ll Build

Top-down maze explorer. Navigate rooms of a dark keep, collect keys, avoid creatures, find the exit.

The attribute system is the game. Walls are INK colour, floors are PAPER, items are BRIGHT, hazards FLASH. Collision detection is a single attribute read. The Spectrum’s most famous limitation — colour clash — becomes the core mechanic.

Why This Game?

The ZX Spectrum’s attribute system is what made Spectrum games look distinctly Spectrum. Each 8×8 pixel block shares one foreground colour and one background colour. Most games fight this constraint. Shadowkeep embraces it.

Every room is built from attributes. You’ll learn:

  • Screen memory layout — the infamous non-linear thirds
  • Attribute memory — INK, PAPER, BRIGHT, FLASH bits
  • Wall collision — reading attributes to detect walls
  • Room data structures — tile maps for multi-room worlds
  • Item collection — keys, doors, and inventory
  • Enemy patrol AI — simple path-following creatures
  • Beeper sound effects — pitch variation for audio feedback

By the end, you’ll have a complete maze explorer worthy of the Spectrum’s golden age.

Skills You’ll Master

  • Attribute system — INK, PAPER, BRIGHT, FLASH
  • Screen memory — non-linear layout and thirds
  • Character-cell movement — 8-pixel grid navigation
  • Wall collision — attribute-based detection
  • Room data — tile maps and transitions
  • Item collection — keys, doors, inventory
  • Enemy AI — patrol paths and chase behaviour
  • Beeper sound — pitch variation effects
  • Multi-room worlds — room transitions and state

Prerequisites

This is Game 1. No prerequisites — just enthusiasm and a willingness to learn Z80 assembly.

Time Investment

128 units at 60-90 minutes each. Roughly 128-192 hours total.

Unit Roadmap

16 of 128 units available
Phase 2

Expansion

Add features and content

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

Refinement

Enhanced gameplay and variety

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

Integration

Connect systems and flow

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

Polish

Visual effects and menus

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

Challenge

Advanced modes and difficulty

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

Optimisation

Performance and memory tuning

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

Mastery

Distribution and final polish

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