A crew member in a pressure suit running down a wet, half-lit ship corridor toward a distant violet glow.
First-person co-op survival horror

Ginnungagap

/ˈɡɪnːuŋɡɑp/ — in Norse cosmology, the yawning void that existed before the world. Not empty. Waiting.

You will never see the whole picture. It will.

Crew 1–4 Structure Roguelike expedition Antagonist Adaptive Status In development
01 — Premise

A damaged ship, an incomplete map, and something that is paying attention

You and your crew keep an interstellar ship alive across a chain of jumps you cannot fully plan. The hull leaks. The sensors lie. And the thing living in the ship with you — the Bloom — is learning how you work.

Every system is operated physically. Navigation, repairs, fabrication and mission work happen at stations you walk to, not in menus you summon. The helmet display is reserved for your own body and suit: oxygen, pressure, dose, stability. If you want to know what is happening to the ship, you go and look.

The Wayfarer: a long armoured utility ship seen from three-quarter rear, nine engine bells lit blue, two internal bays glowing through transparent hull panels.
Plate 01The Wayfarer. Nine drives, two exposed working bays, and 1.4 km of hull you are responsible for.
A dark ship corridor lined with cabling, crates and gas cylinders, a bulkhead door open onto another compartment beyond.
Plate 02Main corridor. Every station in the ship is walked to, not summoned.
02 — The expedition

Seven steps, repeated until victory, loss, or self-destruction

One jump is one cycle. The order never changes; what you find at each step always does.

01

Arrive

Drop into a system with incomplete or corrupted information about where you are.

02

Survey

Read hazards, resources, routes and mission opportunities through sensors you cannot entirely trust.

03

Work the ship

Operate, repair and defend. Recover the materials the next jump will demand.

Three crew members in pressure suits pulling themselves along handholds through a dark zero-gravity compartment.
Plate 03Working the ship under lost gravity. Propellant is finite; handholds are not.
04

Choose

Commit to one of no more than six candidate destinations, on evidence that may be wrong.

05

Reach cryo before the window closes

Miss it and you carry the consequences. Stay outside the ship and you may not carry anything at all.

06

Jump

While you are frozen, the Bloom adapts — to the hazards you met and the choices you made.

07

Find out what changed

Only after you wake. Then begin again.

03 — The Bloom

It does not scale with you. It answers you.

The Bloom is xenobiological, distributed, and patient. It evolves during jumps, drawing on the hazards you survived and the tactics you leaned on.

Flush a corridor with vacuum and it will remember. Move only in the dark and it will stop relying on light. The game reports symptoms and consequences — a sound in the wrong compartment, a reading that will not settle, a door that was open yesterday. It never reports the Bloom's internal state, because the crew would have no way to know it.

A reactor compartment overtaken by violet crystalline growth, with a suited body slumped against the machinery.
Plate 04Reactor space, late-stage colonisation. The crew who logged this compartment as clear were not wrong at the time.
Four Bloom-corrupted figures in a line: a small quadruped drone, a tall industrial robot, a suited crew member and a heavily overgrown humanoid, all threaded with glowing violet growth.
Plate 05Recovered forms. It does not build bodies — it takes the ones already aboard.
Contact classification
INDETERMINATE
Corruption spread
DECK 3 - UNCONFIRMED
Adaptation since jump
NO DATA
Crew accounted for
3 OF 4

Sensor confidence degrades with distance, hull damage and Bloom corruption. Readings shown are the ship's best guess and are not authoritative.

04 — Crew

Four pressure-suit roles, and none of them can do the whole job

Specialisation is equipment, training and procedure — not a class fantasy. Everyone can patch a suit. Not everyone should be the one doing it.

Four crew members standing in a line wearing role-marked pressure suits: grey-blue, orange, white with red medical crosses, and dark red.
Plate 06Role suits, left to right, in the order given below.
Role 01

Crew

The generalist berth. Reads the approach, flies it, and works the salvage.

Trains Station Keeping, Veteran Spacer
Role 02

Engineering

Keeps the ship alive. Measured in what one pass at a fault actually accomplishes.

Trains Systems Familiarity, Suit Technician
Role 03

Medical

Triage through a suit, with gloves on, while the compartment is still venting.

Trains Trauma Response, Metabolic Management
Role 04

Security

Recovery and protection. Armour is mass; it never makes you faster.

Trains Armour Discipline, Composure
05 — Payload

Everything you learn is permanent. Only three things come with you

Passive training stays true of your character forever. Active procedures are drilled actions you trigger deliberately — and you carry three.

A suited crew member hauling a crate through a cargo bay while violet growth spreads across the far bulkhead behind them.
Plate 07Recovery under load. Mass you carry is mass you cannot move quickly with.
Slot 01

Emergency Reseal

Resin over a breach, held while it cures. The suit holds — and you are doing nothing else.

45 s active · 180 s cooldown · 2 per run
Slot 02

Controlled Breathing

Drop your rate and ride it out. A long stretch of very low consumption, if you can stay calm.

60 s active · 150 s cooldown · no use limit
Slot 03

Run Silent

Lamps off, deliberate pace. Very hard to pick out, and nearly blind for the same stretch.

30 s active · 180 s cooldown · 2 per run

Every procedure costs something while it runs. That is the point — a skill that only helped would be a passive, and passives are free.

06 — Build status

Honest state of the project

Ginnungagap is in active development on Unreal Engine 5.8, working toward a playable vertical slice. This is where it actually stands.

Built

Suit traversal, magnetic boots and thrusters; hazard, oxygen, radiation and pressure survival; the four-role skill tree with permanent passives and a three-slot active payload.

Built

Stealth and perception — light, noise and movement signature, with optional microphone input feeding enemy hearing.

Partial

Bloom adaptation across jumps, versus mode, and the destination picker exist in code and need tuning against real play.

Partial

Inventory and fabrication: containers, use and drop, quick slots and the full interface are unfinished.

Open

Authored mission chain, role oversuit art, and a balance pass across solo and co-op.