FLORA

FLORA — THE WORLD WANTS IT BACK

Status: MVP Development — In Progress

Flora is a survival game set in a dystopian future where genetically engineered plants have rapidly evolved to hunt humans. You play as Sylva, a botanist struggling to survive against nature. The game combines Bullet Haven combat mechanics with Base Building at an abandoned Radio Tower.

TECHNOLOGIES & PLATFORMS

Unity (C#) 3D Low-Poly Isometric Camera Object Pooling A* Pathfinding RevenueCat SDK Google Play

The Chlorophyll Awakening: Set in the 2050s, a global project called "Yeşil Şafak" meant to absorb extreme carbon emissions backfired. Plants mutated to hunt animals and humans for nutrients. The World Environment & Climate Council (WECC) collapsed, and now humanity is almost extinct.

GAMEPLAY MECHANICS

Bullet Haven Combat

Inspired by games like Vampire Survivors. Survive waves of mutant plants. Combat relies on movement and positioning while automated botanical weapons fire at enemies.

Base Building

Between runs, players construct farms, survivor tents, and defenses at the Radio Tower hub on an isometric grid. Upgrades provide permanent progression.

Charity Integration

In-app purchases are linked to a real charity API (Trees for the Future). Buying a specific package plants real trees, verified through an escrow system.

WORLD & ART VISION

Dystopian Low-Poly

The world is defined by a contrast between grey, ruined concrete cities and vibrant, overgrown mutant vines, rendered in a striking 3D Low-Poly aesthetic.

Toxic Atmosphere

Due to severe climate disaster, the sky has lost its blue color, replaced by hazy yellow and green tones caused by carbon poisoning and floating plant spores.

Isometric Perspective

The camera is locked to an isometric angle, enhancing the strategic feel of base building and providing clear visibility during chaotic combat swarms.

THE FLORA & FAUNA

The enemies in Flora are not zombies, but highly evolved plant life and mutated wildlife.

Moss

A creeping, half-formed root creature that drags itself along the ground. Basic enemy that attacks by lunging headfirst.

SporeHead

A slender vine with a disproportionately large, onion-shaped yellow head that acts as a living bomb, exploding upon proximity.

Iyv

A quadrupedal plant entity that spits toxic acid from a distance. Lacking arms, it moves quickly on four legs.

Wolfey

A mutated, hairless wolf-hybrid. Its teeth have overgrown so much it can no longer close its jaw, resulting in a horrifying, aggressive predator.

Chinar (Boss)

An ancient, colossal tree. It attacks with heavy melee slams and flings giant wooden spikes if the player tries to escape its range.

THE TEAM

Yiğit Aybey

Project Lead & Developer: Handled Unity architecture, A* pathfinding, object pooling, combat loop, and the charity API integration.

Yusuf Özbakır

Story Director & Writer: Created the lore of "The Chlorophyll Awakening", Sylva's background, WECC faction, and overall world-building narrative.

Yusuf Yüksekbağ

3D Artist: Designed the Radio Tower, WECC barrels, enemy concepts, and established the 3D low-poly aesthetic across the game.

TEAM & GALLERY

Early development footage, team photos, and behind-the-scenes moments from the Flora project.

Team Photo
Gallery Image
Gallery Image
Team Photo
Team Photo
Team Photo
Team Photo