You are a brainless emo zombie who dreams of surviving a single school day.

The game's core architecture is a data-driven Dual-Slot Inventory System that manages stances. The primary slot sets active traversal abilities and locomotion meshes; the secondary slot manages weapon classes and attack logic. Runtime validation arrays handle slot clearing, pickups and quick-swapping through Enhanced Input.


A modular combat component tied to an independent Brain Rot State Machine. Looping timers transition the primary slot across three tiers — Fresh, Rotting, Rotten — each applying non-linear modifiers: up to +30% attack damage while cutting max velocity by 25%. An attack-based cleansing trigger resets the status once combat frequency crosses a threshold.

Autonomous AI for two enemy subclasses — Stacy the ranged spreader and Simon the area-denial hazard. Decoupled behaviour logic uses AI Perception sensing. Custom BT Tasks and Decorators handle tactical flanking, area-of-effect spray attacks and line-of-sight tracking.

A robust UI workflow in UMG handling full game-loop transitions. Screen-space slot graphics bind directly to Inventory Component delegates. Modular button event dispatchers across all menus — Main Menu, Level Select, In-Game HUD, Pause — eliminate input blocking and keep state management clean.