
// OFFICIAL MEDIA KIT //
CAPTIVE 3000 PRESS KIT
A real-time first-person grid-based dungeon crawler inspired by the 1990 Amiga/Atari ST classic Captive.
Dystopian sci-fi atmosphere. Built the old way using traditional sprites (no 3D engines).
Assets below may be freely used by media and content creators for coverage of Captive 3000.
ANNOUNCE TRAILER
// broadcast transmission
FACT SHEET
// verified mission data
- TITLE
- Captive 3000
- DEVELOPER / PUBLISHER
- Twin-FX
- RELEASE DATE
- Full game on Steam, 6 November 2026. Free demo available now (browser and Steam).
- LAUNCH PRICE
- USD $19.99, with 40% discount for the first two weeks after launch.
- PLATFORMS
- Windows and Mac via Steam. Browser/iPad/tablet via play.captive3000.com.
- GENRE
- First-person dungeon crawler — real-time, grid-based, sci-fi, old-school, retro
- PLAYTIME
- About 50-60 hours for the average player to complete Mission 01 (13 hand-crafted levels), followed by infinite procedurally-generated missions
- CONTROLS
- Keyboard + Mouse | Touchscreen | PS and Xbox Gamepads (play anywhere!)
- WEBSITE
- captive3000.com
DESCRIPTIONS
// copy-ready briefing text
ONE-LINER
A real-time sci-fi dungeon crawler and spiritual successor to the Amiga classic Captive — retro design, built the old way with sprites, lightning fast.
SHORT DESCRIPTION
Captive 3000 follows a mysterious prisoner who wakes from cryosleep on a forgotten moon, contacts a droid on a distant planet, and uses it to mount a rescue, after the collapse of human civilization. It combines real-time first-person grid-maze exploration, tactical combat, and resource management, across 13 handcrafted levels, followed by infinite procedurally generated missions.
LONG DESCRIPTION
Captive 3000 begins when a decommissioned Optimus Mark I droid is reactivated on a distant planet by a mysterious prisoner who wakes from cryosleep. The prisoner discovers that Earth has fallen, and must stage their own rescue. Built in the lineage of Captive, Dungeon Master, Eye of the Beholder, Black Crypt, and Hired Guns, it delivers real-time first-person grid exploration, tactical combat, resource management, and an invulnerable stalker through a custom sprite-based engine designed for lightning-fast rendering without a commercial 3D engine. Its 13 handcrafted levels contain 26 hidden illustrated story murals that gradually reveal the player's identity and humanity’s fate, while roguelite mechanics keep every decision consequential. After Mission 01, infinite deterministic procedurally generated missions allow players to continue exploring new space stations and starbases forever. Players buy once and can then play through Steam on Windows or Mac, in a browser, or on iPad and tablet with cloud saves and cross-platform progress.
KEY FEATURES
// operational capabilities
- 0113 handcrafted levels with three interconnected floors each, forming Mission 01 (about 50-60 hours for the average player) — then infinite deterministic procedurally-generated missions
- 02Fast real-time combat — instant movement, traditional sprites, no sluggish 3D engine — against 25 enemy types with dozens of weapons and items
- 03An invulnerable stalker that cannot be killed, but can be trapped or evaded (one touch with shield down means death) adding a strategic element to gameplay
- 0426 hidden illustrated story murals that gradually reveal the player’s true identity and the fate of humanity
FIELD REPORTS
// feedback from active operatives
“After spending countless hours playing Captive on the Amiga and Atari ST ... Captive 3000 feels like the sequel I always hoped would arrive”
“a solid, immersive, and well-crafted dungeon crawler ... coherent, atmospheric, and simply fun to play”
“captures the spirit of old-school dungeon crawlers, but with a smoother, more modern pace”
“The sci-fi sprite art works incredibly well — it’s cold, a bit oppressive, and surprisingly immersive”
“ideal for an iPad, a sofa session, travelling or a spare twenty minutes ... portable and convenient, yet still feels like a proper game”
“captures the atmosphere and tactical depth of the original while using modern technology to make the experience more accessible”
“Captive 3000 rewards player ability. Success comes from understanding its systems, planning efficiently and executing well—not from endless grinding.”
“Captive 3000 exceeds my expectations. It is flexible enough for short sessions but deep enough to reward thought, dexterity and mastery.”
SCREENSHOTS & KEY ART
// full-resolution media archive

C3K-Nine-Grid.jpg
1920 × 1920

Dual-Panorama.png
1920 × 1920

C3K-Four-Windows-V3.webp
1920 × 1920

Galaxy-Chart-M01.jpg
1514 × 1512

Main-Floor-Panorama.png
1920 × 1080

Lower-Floor-Panorama.png
1920 × 1080

Screenshot-01-2.webp
1920 × 1080

Capsule-BASE.jpg
1920 × 1385

Logo-Main.png
1280 × 444 · Transparent PNG

Logo-Long.png
1251 × 283 · Transparent PNG
ORIGINAL SOUNDTRACK
// 108 transmissions from the void
Features an original 108-track futuristic trance soundtrack. Horror-tinged themes for lower floors, upbeat energy for main floors, and choral soundscapes for upper floors.
DEVELOPER STORY
// built independently in australia
TWIN-FX
Twin-FX is a solo developer based in Sydney, Australia. Captive 3000 was built as a tribute to a favourite childhood game, with 100,000+ lines of original code and no commercial game engine used. Twin built a custom engine from the ground up. Cloud saves, a global leaderboard, and cross-platform play all sit on that custom-built foundation, which can be easily adapted to create similar dungeon crawler games in other genres (traditional medieval fantasy, horror etc.).
CONTACT & LINKS
// open communications channel
USAGE PERMISSIONS
All assets on this page may be freely used, modified, and published by media and content creators for coverage of Captive 3000, including commercial use, provided credit is given to Twin-FX. Licensed under CC BY 4.0.
CAPTIVE 3000 AT A GLANCE
// key facts for quick reference
- What it is
- A real-time first-person grid-based sci-fi dungeon crawler, inspired by the 1990 Amiga/Atari ST classic Captive.
- Who made it
- Twin-FX, a solo developer based in Sydney, Australia — 100,000+ lines of original code on a custom sprite-based engine.
- What's in the game
- 13 handcrafted levels (about 50-60 hours for the average player), 26 hidden illustrated story murals, 25 enemy types, an invulnerable stalker, then infinite procedurally-generated missions.
- Where to play
- Full game on Steam (Windows/Mac, 6 Nov 2026, USD $19.99). Free demo in browser and on Steam now. iPad/tablet via play.captive3000.com with cloud saves.
- Press contact
- captive3thousand@gmail.com