LOR by Anatoliy Pivovarov

A story-first RPG · fan project

Labyrinth ofReflections

Broke and fragile in real life. Near-superhuman in the Deep. One man, two worlds, and the line between them is starting to crack.

Status: Chapter 1 playable end to end · Chapter 2 in production · Unreal Engine 5

The story

Glasshaven, 2030.

You are Leon "Stryker" Vance. Behind on rent, in a cold flat, with a debt collector at the door. But put on the neural band and you're a diver: one of the few people who can see through the Deep, the virtual city where most people forget they're in a simulation.

Leon's desk with the neural dive band, in his run-down flat

Real life

Harsh and about survival. A broken heater, a neighbour who needs help, a collector who wants two hundred by Friday. Talk your way out, pay, bluff, or take a fistfight you barely survive.

Stryker and Grey on a neon street in Deeptown

The Deep

Neon, fast, and yours. Take jobs from Grey, talk past gate programs, fight through the Labyrinth's levels. In here, Leon is near-superhuman, and the contrast with real life is the point.

Dialogue that matters

Pick a tone for every line. Skill checks show their odds up front and are rolled once, so choices stick.

ironichonestcoldbluffkind

Diver read

In the Deep, read whoever you're talking to: a real person or an AI agent, and whether they're lying to you.

Two worlds at once

Real life doesn't pause while you dive. A drone at your real window can pull you out mid-mission.

Watch

Captured in-engine.

Both clips are recorded straight from the Unreal build during automated test runs: a bot plays the chapter, and the footage is cut from its run.

Chapter 1, start to finish

The collector at the door, the first dive, Grey's job and the Labyrinth's first level. 2½ minutes.

When talking fails

The debt collector fight in the corridor outside flat 4A. 50 seconds.

How it's made

Built by a team of AI agents.

I set the direction and play the builds. The code, levels, story beats and tests are made by a team of AI coding agents that runs mostly on its own, overnight included.

276automated specs
130in-world tests
4milestones shipped
Unreal Engine 5C++MetaHumanPython toolingClaude Code
  • LeadPlans each milestone, writes the briefs, reviews every change and owns the merge gate.
  • WorkersOne task each: level building, narrative, game systems, tech art, audio.
  • BuilderA session on my Mac that compiles the game, places art, runs the tests and records stills and video.
  • QA, reviewer and criticTest bots that play the game, a second pair of eyes on every diff, and a check against the creative direction.
  • External workersOther AI models take bounded asset and code requests through GitHub issues.