Project case study

Sanctum of the Evergreen Solitude

Defend a sacred sanctuary using movement, projectiles and time-rewind mechanics.

A released Unity HTML5 action game built around projectile combat, movement and a distinctive rewind mechanic — playable directly inside the portfolio.

Playable in browserUnityHTML5

Project snapshot

Sanctum of the Evergreen Solitude is a released Unity HTML5 game built around defending a sacred sanctuary from an approaching supernatural threat. Because the original itch.io release is browser-playable, I can let you run the same public build right here on desktop without asking you to install anything.

How it plays

The player combines movement and positioning with several projectile behaviours. A standard projectile can be fired quickly, a heavier attack can be charged, and both projectiles and enemies can be rewound. Dash adds another layer of movement and gives the combat loop a strong sense of repositioning and timing.

The public control set is deliberately compact:

  • WASD — movement
  • Left Shift — dash
  • Left click — fire a projectile
  • Hold left click — heavy projectile attack
  • Right click — rewind the projectile
  • Space — rewind enemies

Story and setting

The game follows an immortal guardian bound to the Sanctum of the Evergreen. After ages of isolation, the sanctuary is threatened by a sorceress and forces seeking its power. The player takes the role of the guardian and uses the sanctuary’s celestial abilities to defend it.

That story gives the rewind mechanic more context than a purely mechanical prototype: the player is not only attacking enemies, but manipulating the flow of combat around a character connected to an ancient, almost timeless place.

Public credits

The original itch.io page credits Zebedee Wright-Allen, John Policarpio, Haziel Fabro, Charlie Bird, Tahnee Evans, Noelle Nakano, Xuan Liu and James Horner. I’m credited there under my previous surname Evans. The public page does not break individual responsibilities down further, so I’ve kept this description factual rather than assigning unverified ownership to specific systems.

Browser delivery

I like being able to show Sanctum as more than a downloadable archive. On desktop, you can open the released HTML5 build, play it and take it fullscreen directly from the Play section, with the controls and project context close by. On smaller screens, I’ve kept an in-game view in place while I source a suitable gameplay clip.