Carve the monster from the inside.
Something came up under the ship and took it apart. Whatever was left of it got swallowed and you were still inside.
You come to in a consumption pod. There's no going back up the throat. Everything drains downward, toward a heartbeat you can feel through the floor before you can hear it.
The gun
You don't find weapons down here. You pull a feeding polyp off the wall, it latches onto your forearm, and from then on it eats what you kill.
It molts at the gene glands, and you pick what it becomes. Splinterjaw is a shotgun made of teeth, and it's the honest one. Toothspitter does twelve rounds a second and speeds up the longer you keep hitting, which sounds great until you're out of marrow in an arena you haven't cleared. Nervelance charges and skewers a whole line of them at once. Bilecaster throws wet rockets with a blast radius that includes you, though there's a gland that mostly fixes that and turns the splash damage into a way to get onto high ledges.
Your first pick is your gun for the whole run. Everything after that bolts onto it.
Ammo
Marrow is the only ammo in here and it only comes out of things you've killed. The game wants you moving forward and it starves you if you don't.
The heart
The heartbeat sits under the whole soundtrack and it gets faster the deeper you cut. At the bottom there's a pit that floods with marrow and something living in it called the Macrophage. It lobs comets, it eats the corpses you were counting on for ammo, and dying to it just puts you back at the start of the fight rather than the start of the run.
Kill it and you get the Necronomicon, which is what your ship was probably out there looking for in the first place.
Controls
WASD Move
Space Jump
Shift Sprint
Mouse Look
LMB Fire, hold to charge on some forms
RMB Organ (alt fire), once you've grown one
Esc Pause and settings
0 Regrow the map with a new seed
Gamepad is also experimentally supported.
What's in it
The full run from the wreck down to the heart, regenerated every time. Four weapon lineages with molt cards and cross-lineage traces. The Macrophage fight. Secrets behind membranes, and the tell is cysts that breathe slightly out of time with the heartbeat. End screen with your time, kills, and how many times you got reabsorbed.
Runs in a browser, no download. Made in 48 hours with Three.js for the Necronomijam at GameDevHub in Bangkok. Headphones recommended.
Pre-Production Transparency
The first commit in the repo is 24 July 2026, 05:28 UTC, and everything in the project was written inside the jam window. Two of us: Florian on code and design, Jahn Hummel on 3D art.
There was no pre-production prior to the Jam, everything was done during the jam.
Things we didn't make, all pre-existing and licensed:
The boss creature mesh and its animation set (idle, three melee attacks, roar, hit react, knockback) come from the game Paragon: Rampage, published for free on Fab.
The base of the grunt enemy is from Mixamo, however heavily edited. It uses a Mixamo armature with Mixamo clips retargeted in Blender, under the standard Adobe Mixamo license.
The flying enemy is an asset downloaded from OpenGameArt, licensed via a cc0 license.
UI font is New Rocker, SIL Open Font License.
Libraries: three.js, navcat, troika-three-text, @pixiv/three-vrm, Vite. All MIT.
Sound Effects and voice lines were generated using ElevenLabs or are CC0 assets from freesound.org
Music is generated via Suno
Everything else, meaning the level pieces, egg sacs, the pod, the weapon model, all textures and all audio, was made during the jam.
Which VIVERSE features we used
In the Belly of the Beast is a custom three.js boomer shooter, uploaded as a standalone WebGL app, that integrates three VIVERSE SDKs: Login & Authentication, the Avatar SDK, and the Leaderboard SDK.
How those features enhanced the game
Our rule was that no platform feature should look like a platform feature. The game is a roguelike set inside the body of a sleeping god and every SDK integration is dissolved into that fiction:
- Login becomes "anchoring." On the main menu, a logged-in player's VIVERSE identity appears among the credits as "ANCHORED AS <name>" — the god knows exactly which strain you are. Guests instead see "DRIFTING — anchor yourself," which is the login flow wearing the game's own language.
- Your avatar is your previous body. Every run begins in a rebirth pod, where the body coughs you back up after digesting you. If you're logged in, we load your actual VIVERSE avatar (VRM) and suspend it inside that pod — posed, head bowed, swaying in the amniotic dark, lit by the pod's own flesh-lamp. The first thing you see on waking is you: the body you were last time. It turns a profile picture into a story beat about what dying in this game means.
- The leaderboard is the body's immune memory. Scores are submitted at the end.
Carve the monster from the inside.
Something came up under the ship and took it apart. Whatever was left of it got swallowed and you were still inside.
You come to in a consumption pod. There's no going back up the throat. Everything drains downward, toward a heartbeat you can feel through the floor before you can hear it.
The gun
You don't find weapons down here. You pull a feeding polyp off the wall, it latches onto your forearm, and from then on it eats what you kill.
It molts at the gene glands, and you pick what it becomes. Splinterjaw is a shotgun made of teeth, and it's the honest one. Toothspitter does twelve rounds a second and speeds up the longer you keep hitting, which sounds great until you're out of marrow in an arena you haven't cleared. Nervelance charges and skewers a whole line of them at once. Bilecaster throws wet rockets with a blast radius that includes you, though there's a gland that mostly fixes that and turns the splash damage into a way to get onto high ledges.
Your first pick is your gun for the whole run. Everything after that bolts onto it.
Ammo
Marrow is the only ammo in here and it only comes out of things you've killed. The game wants you moving forward and it starves you if you don't.
The heart
The heartbeat sits under the whole soundtrack and it gets faster the deeper you cut. At the bottom there's a pit that floods with marrow and something living in it called the Macrophage. It lobs comets, it eats the corpses you were counting on for ammo, and dying to it just puts you back at the start of the fight rather than the start of the run.
Kill it and you get the Necronomicon, which is what your ship was probably out there looking for in the first place.
Controls
WASD Move
Space Jump
Shift Sprint
Mouse Look
LMB Fire, hold to charge on some forms
RMB Organ (alt fire), once you've grown one
Esc Pause and settings
0 Regrow the map with a new seed
Gamepad is also experimentally supported.
What's in it
The full run from the wreck down to the heart, regenerated every time. Four weapon lineages with molt cards and cross-lineage traces. The Macrophage fight. Secrets behind membranes, and the tell is cysts that breathe slightly out of time with the heartbeat. End screen with your time, kills, and how many times you got reabsorbed.
Runs in a browser, no download. Made in 48 hours with Three.js for the Necronomijam at GameDevHub in Bangkok. Headphones recommended.
Pre-Production Transparency
The first commit in the repo is 24 July 2026, 05:28 UTC, and everything in the project was written inside the jam window. Two of us: Florian on code and design, Jahn Hummel on 3D art.
There was no pre-production prior to the Jam, everything was done during the jam.
Things we didn't make, all pre-existing and licensed:
The boss creature mesh and its animation set (idle, three melee attacks, roar, hit react, knockback) come from the game Paragon: Rampage, published for free on Fab.
The base of the grunt enemy is from Mixamo, however heavily edited. It uses a Mixamo armature with Mixamo clips retargeted in Blender, under the standard Adobe Mixamo license.
The flying enemy is an asset downloaded from OpenGameArt, licensed via a cc0 license.
UI font is New Rocker, SIL Open Font License.
Libraries: three.js, navcat, troika-three-text, @pixiv/three-vrm, Vite. All MIT.
Sound Effects and voice lines were generated using ElevenLabs or are CC0 assets from freesound.org
Music is generated via Suno
Everything else, meaning the level pieces, egg sacs, the pod, the weapon model, all textures and all audio, was made during the jam.
Which VIVERSE features we used
In the Belly of the Beast is a custom three.js boomer shooter, uploaded as a standalone WebGL app, that integrates three VIVERSE SDKs: Login & Authentication, the Avatar SDK, and the Leaderboard SDK.
How those features enhanced the game
Our rule was that no platform feature should look like a platform feature. The game is a roguelike set inside the body of a sleeping god and every SDK integration is dissolved into that fiction:
- Login becomes "anchoring." On the main menu, a logged-in player's VIVERSE identity appears among the credits as "ANCHORED AS <name>" — the god knows exactly which strain you are. Guests instead see "DRIFTING — anchor yourself," which is the login flow wearing the game's own language.
- Your avatar is your previous body. Every run begins in a rebirth pod, where the body coughs you back up after digesting you. If you're logged in, we load your actual VIVERSE avatar (VRM) and suspend it inside that pod — posed, head bowed, swaying in the amniotic dark, lit by the pod's own flesh-lamp. The first thing you see on waking is you: the body you were last time. It turns a profile picture into a story beat about what dying in this game means.
- The leaderboard is the body's immune memory. Scores are submitted at the end.
Carve the monster from the inside.
Something came up under the ship and took it apart. Whatever was left of it got swallowed and you were still inside.
You come to in a consumption pod. There's no going back up the throat. Everything drains downward, toward a heartbeat you can feel through the floor before you can hear it.
The gun
You don't find weapons down here. You pull a feeding polyp off the wall, it latches onto your forearm, and from then on it eats what you kill.
It molts at the gene glands, and you pick what it becomes. Splinterjaw is a shotgun made of teeth, and it's the honest one. Toothspitter does twelve rounds a second and speeds up the longer you keep hitting, which sounds great until you're out of marrow in an arena you haven't cleared. Nervelance charges and skewers a whole line of them at once. Bilecaster throws wet rockets with a blast radius that includes you, though there's a gland that mostly fixes that and turns the splash damage into a way to get onto high ledges.
Your first pick is your gun for the whole run. Everything after that bolts onto it.
Ammo
Marrow is the only ammo in here and it only comes out of things you've killed. The game wants you moving forward and it starves you if you don't.
The heart
The heartbeat sits under the whole soundtrack and it gets faster the deeper you cut. At the bottom there's a pit that floods with marrow and something living in it called the Macrophage. It lobs comets, it eats the corpses you were counting on for ammo, and dying to it just puts you back at the start of the fight rather than the start of the run.
Kill it and you get the Necronomicon, which is what your ship was probably out there looking for in the first place.
Controls
WASD Move
Space Jump
Shift Sprint
Mouse Look
LMB Fire, hold to charge on some forms
RMB Organ (alt fire), once you've grown one
Esc Pause and settings
0 Regrow the map with a new seed
Gamepad is also experimentally supported.
What's in it
The full run from the wreck down to the heart, regenerated every time. Four weapon lineages with molt cards and cross-lineage traces. The Macrophage fight. Secrets behind membranes, and the tell is cysts that breathe slightly out of time with the heartbeat. End screen with your time, kills, and how many times you got reabsorbed.
Runs in a browser, no download. Made in 48 hours with Three.js for the Necronomijam at GameDevHub in Bangkok. Headphones recommended.
Pre-Production Transparency
The first commit in the repo is 24 July 2026, 05:28 UTC, and everything in the project was written inside the jam window. Two of us: Florian on code and design, Jahn Hummel on 3D art.
There was no pre-production prior to the Jam, everything was done during the jam.
Things we didn't make, all pre-existing and licensed:
The boss creature mesh and its animation set (idle, three melee attacks, roar, hit react, knockback) come from the game Paragon: Rampage, published for free on Fab.
The base of the grunt enemy is from Mixamo, however heavily edited. It uses a Mixamo armature with Mixamo clips retargeted in Blender, under the standard Adobe Mixamo license.
The flying enemy is an asset downloaded from OpenGameArt, licensed via a cc0 license.
UI font is New Rocker, SIL Open Font License.
Libraries: three.js, navcat, troika-three-text, @pixiv/three-vrm, Vite. All MIT.
Sound Effects and voice lines were generated using ElevenLabs or are CC0 assets from freesound.org
Music is generated via Suno
Everything else, meaning the level pieces, egg sacs, the pod, the weapon model, all textures and all audio, was made during the jam.
Which VIVERSE features we used
In the Belly of the Beast is a custom three.js boomer shooter, uploaded as a standalone WebGL app, that integrates three VIVERSE SDKs: Login & Authentication, the Avatar SDK, and the Leaderboard SDK.
How those features enhanced the game
Our rule was that no platform feature should look like a platform feature. The game is a roguelike set inside the body of a sleeping god and every SDK integration is dissolved into that fiction:
- Login becomes "anchoring." On the main menu, a logged-in player's VIVERSE identity appears among the credits as "ANCHORED AS <name>" — the god knows exactly which strain you are. Guests instead see "DRIFTING — anchor yourself," which is the login flow wearing the game's own language.
- Your avatar is your previous body. Every run begins in a rebirth pod, where the body coughs you back up after digesting you. If you're logged in, we load your actual VIVERSE avatar (VRM) and suspend it inside that pod — posed, head bowed, swaying in the amniotic dark, lit by the pod's own flesh-lamp. The first thing you see on waking is you: the body you were last time. It turns a profile picture into a story beat about what dying in this game means.
- The leaderboard is the body's immune memory. Scores are submitted at the end.