Your mission in Carbon Instinct is to become the perfect bionic predator.
Explore a colossal mechanical world, traversing walls and flying over bottomless chasms. Unlock new modules, upgrade your weaponry, and build your own mech-spider design.

The main feature of the project is free movement across all surfaces, which creates entirely new gameplay scenarios and tactical possibilities.

The massive complex is divided into three zones; the player’s goal is to find the terminals in each zone and complete the timed trials: run to all terminals without taking damage.
Completing all three trials unlocks access to the boss arena.
The environment is scattered with obstacles: geysers that blast the spider off the walls, scorching resin that restricts movement, and orange rocks that inflict damage upon contact.
The spider has six module slots that define its armament, mobility abilities, and passive modifiers.
Each slot can hold up to two crystals that boost the module’s power. They are hidden in various corners of the level and guarded by enemies.
Crystals are a rare resource and there won’t be enough for every slot. The player decides which modules are most advantageous to enhance in a given situation. Furthermore, the crystal configuration is not fixed—they can be freely moved between modules, allowing for experimentation with various setups.
The first crystal offers only objective improvements, while the second—an unstable upgrade—unleashes the module’s maximum potential at the cost of control.
This is a choice for the experienced player who can handle the spider’s full power.
By using rare green resources, you can boost armor durability and maximum health. This will be useful when fighting the boss!
The demo features 10 modules that form 16 possible combinations. Considering the upgrade of each module, the player has access to thousands of spider ability combinations.
The demo features three main weapon modules. The spider build allocates two slots for them, allowing you to switch between them in combat and combine attacks.
Machine gun—the first weapon in the spider’s arsenal, available at the start of the game. Its ammunition is unlimited, but firing requires managing overheating and recoil. At a low level of progression, the recoil and overheating are significantly higher, but so is the damage dealt.
Shotgun — an option for close-quarters combat. It deals high damage but loses effectiveness quickly with distance. It has a limited ammunition supply of 6 shells. The unstable shotgun upgrade causes the spider to recoil upon firing, which, in skilled hands, can become an advantage in movement.
Claws — a melee weapon that allows the spider to lunge toward a target, dealing high damage. This module is not as safe to use as another, longer-range weapon, but it compensates for this drawback with added mobility.
Special weapons are a dedicated slot for modules possessing immense firepower. These abilities feature a long cooldown, but with strategic application, they can save the spider in the most desperate situations. The demo includes two such weapons.
Launcher — a system for firing ordnance with automatic targeting. Within a short time window, the player must lock onto enemies in their sight, after which each target sustains a destructive barrage.




