
The survey data was immaculate.
Forty thousand people believed it.
They were wrong.
Signal Decay
A sci-fi survival RPG where humanity is the experiment.
Read the SignalOur promise
Signal Decay has no pay-to-win mechanics. None. No premium currency that buys power. No loot boxes. No "convenience" packs that skip the grind. Every item, every enhancement level, every legendary earned.
I made this game because I grew up on text-based MMORPGs like Ultimate Dominion, LoN, Bots2, and others. Games where the grind was the point and the build was the reward. That’s the game I wanted to play again, So I built it.
This is a love letter to that era. No monetization tricks. Just a deep game that respects your time, your intelligence, your dedication and your creativity.
Field Reports
Excerpts from expedition logs recovered from Khael-Vorath. Classification levels vary.

The creatures in the Sporeveld scaled in a gradient. Weakest near The Wreck. Strongest at the edges. The gradient wasn’t random. It radiated outward from the crash site in concentric rings, as if something had arranged the basin’s entire predatory hierarchy around the place where the humans had landed.
Almost like a curriculum.

She measured every maintenance access panel on every heat exchanger she could reach. Thirty-seven panels across nine machines. Every one of them was sized for five-fingered hands with opposable thumbs.
The Architects had six-pronged radial manipulators. No hands. No opposable thumbs.
Except the maintenance panels.
Those were built for someone else. Someone who hadn’t arrived yet.

It wasn’t a message. It was telemetry. Biological telemetry heart rates, neural activity patterns, adrenal output, genetic drift calculations. The data formats were alien but the baselines were unmistakable. They matched human physiology within two percent.
Someone, somewhere, was receiving status reports on the colonists’ biological development. How close they were to completion.

The garden world never existed.
What the game actually is
Signal Decay is a single-player auto-battler RPG with deep, interlocking progression systems. You don’t just level up. You build a survival machine one stat point, one skill rank, one enhancement level at a time. Every system feeds into every other system. Here’s how it works.
Explore the Wastes
Move tile by tile. Kill everything. Do it again.
Grid-based wilderness maps. Move between tiles to spawn monsters, find merchants, and hit resource deposits. Some tiles rotate hourly bonuses. Kill streaks multiply your rewards the longer you survive, the more you earn. Die, and the streak resets.

Combat Protocols
Combat is automatic. Strategy is not.
Build conditional rule sets that control how your character fights. "When health < 40%, use salve." "When no shield, cast Ironwall." "Pre-combat: break Primal Shard." The right protocol turns a losing fight into a clean grind.

Stats & Skills
Five stats. Dozens of skills. Only three equipped. Choose wrong and you die.
Distribute stat points across Strength, Dexterity, Constitution, Intelligence, and Speed. Specialization has diminishing returns, so every build is a trade-off. Your class unlocks a pool of skills, but you can only equip three. Rank them up higher ranks require Monster Essences farmed from specific zones.

Enhancement
Push your gear higher. Or watch it shatter.
Enhance any equipment through escalating levels. Safe early, brutal late. At higher levels, failure downgrades your item or destroys it entirely. Rarer gear costs more and is harder to enhance. Stabilizer modules can prevent destruction, but not the downgrade.

Gem Shards
Boost your grind. Fuse for power. Lose everything.
Gem shards boost XP, gold, materials, equipment drops, or elite spawn rates. Multiple tiers from weak to devastatingly powerful. Fuse lower-tier gems into higher ones but fusion can fail and destroy both.

Boss Encounters
Collect fragments. Summon something terrible.
Farm fragments from zone monsters to summon bosses. Multi-phase fights with shifting mechanics. Rare legendary drops no pity timer, no shortcuts. Beat the boss to unlock the next zone.

Crafting & Consumables
Craft what keeps you alive. Waste it, and you won’t have it for the boss.
Biosynth, Signal Etching, and Alloycraft three crafting disciplines producing healing, defense, and damage consumables. Slot them into your Combat Protocols for automatic use. Materials are finite and consumables are single-use.

The Spinal Column
A tower descending into the planet. Something is at the bottom.
A vertical dungeon with escalating floors. Each floor adds random modifiers no healing, doubled armor, skill lockout. Bosses guard milestone floors with exclusive legendary rewards. Limited daily attempts. Death ends the run.
Death Penalty
You will die. It will cost you.
Death costs gold, experience, and your kill streak. As you level deeper, the penalties get worse crafting materials, then Monster Essences. At high levels, dying is devastating. There are no safe zones. Every fight is a risk calculation.

Personnel intake — Select classification
Your class determines your skill pool, but everything else is up to you. How you distribute stat points, which three skills you equip, how you rank them, what gear you enhance, what protocols you build around them. Two Bulwarks can play completely differently. A Drifter built for sustained poison plays nothing like one built for burst crits.
There is no respec. Every point is permanent. Build with intent.
STR / CONBulwark
Salvaged hull plating. Refuses to die.
Hold the Line
Skills
DEX / SPDDrifter
Scout-turned-predator. Strikes from blind angles.
Hit & Vanish
Skills
INTSignalborn
Channels the planet’s resonance into raw force.
Channel the Signal
Skills
CON / INTOathkeeper
Warrior-medic. Clings to the ark’s founding charter.
No One Left Behind
Skills
STR / SPDFlayer
Primal violence unleashed. Dies young.
All or Nothing
Skills
???
Something is changing in the signal. A new response is forming.
Coming Soon
Expedition Survey — Preliminary Findings
Initial reconnaissance has mapped the first regions beyond the crash site. Deeper zones remain uncharted. Expeditions are ongoing.
1–10The Sporeveld
The RootmotherFungal lowland surrounding the crash site. The mycelium grows in concentric rings weakest near the Wreck, hardest at the edges.
8–18The Miasma Flats
DregtharChemical fog neutralizes all technology. Whatever shaped this place wanted its occupants to fight on instinct alone.
15–25The Resonance Caves
The Lithic SovereignCrystalline caverns humming at frequencies tuned to human bone density. Nomads who linger come back changed.
22–35The Crucible
PyraxVolcanic highlands rigged with Architect heat exchangers. The maintenance panels are sized for human hands.
+ 8 more zones
Beyond the Crucible, the planet stops pretending to be natural.
Classification: Redacted
What’s coming
Guilds & Land Ownership
Form guilds, purchase territory on Khael-Vorath, gain tax from other players killing monsters on your land. Build outposts that generate resources for your guild and more.
Leaderboards
Compete for the deepest Spinal Column floor, the longest kill streak, and the fastest boss kills. Seasonal rankings with a lot of bragging rights and flashy titles.
PvP
Test your build against other players. Your Combat Protocols, gear, and skill loadout put to the ultimate test, can you create the best build and protocol out there?
???
Something is changing in the signal. A new response is forming.
The signal is getting stronger.
It always was.
Mobile · Web · 2025