The Nest
Charlly begins close to food and a checkpoint. Collect meat, then stop and eat it. Picking up a portion is only the first half of the action: growth happens when the meal is completed.

In development / A Charlly adventure

Rise. Hunt. Evolve.
You are small. The world is hungry. Find your place in the food chain.
Survival has a face
PRIMAL ASCENT is a stylized 3D action and survival adventure about earning strength. Charlly leaves the safety of the nest and enters a valley of prey, rival hunters and ancient stone. The elevated camera lets you read the path, watch a predator prepare an attack and decide whether the next encounter is worth the risk.
Hunting brings food. Eating that food brings growth. New levels make Charlly more capable, but the valley never stops asking you to move, observe and choose. A stronger bite will not save you if you stand in the Alpha’s charge.

The survivor / Original 3D model
Orange skin, dark stripes, a pale belly and a red crest make Charlly recognizable from the nest to the hunting ground. Turn the actual development model, inspect its silhouette and switch between nine animations, from a quiet idle to claws, a roar and a ground stomp.

Original development model. Loads only when you open the viewer.
Drag to turn · Scroll to zoom · Arrow keys to rotate · + / − to zoom
Valley of Hunger / The Emerald Reach
The first chapter is a connected journey, not an open-world promise: a nest, fernwater trail, ancient shrine, ravine bridge, hunting ground and final overlook. Seven required objectives lead through the route; an optional discovery adds a reason to search beyond it.
Charlly begins close to food and a checkpoint. Collect meat, then stop and eat it. Picking up a portion is only the first half of the action: growth happens when the meal is completed.
Wild boars offer an early source of food, but injured or cornered prey can turn and bite. Raptors make the route more dangerous. Their attack windups give you time to leave the forward reach or dodge.
The ruins mark a pause between the falls and the hunting ground. Approach outside combat to record the expedition. Explore nearby before pressing onward: an optional food cache rewards leaving the most obvious route.
The valley’s oldest raptor guards the route to the overlook. An orange lane announces its charge in a fixed direction. Step sideways, dodge clear and use its recovery; at close range, watch for the red bite warning instead.
The end of the chapter records the expedition’s meals, hunts, discoveries, level and experience. Chapter objectives and Growth XP are separate: becoming stronger does not automatically uncover every discovery.
Growth changes the fight
The bite and dodge are your foundation. Levels two through five add active tools for damage, control and recovery. Every ability has a preparation or cooldown; use the gaps in an enemy’s attack, rather than trying to press everything at once.
Rending Claws
A short, forward arc aimed toward the cursor. Each creature can be hit once per activation; stone breaks the line of attack. Use the opening after a missed enemy bite to strike without standing still for a second exchange.
Primal Roar
Interrupt nearby lesser creatures and stun them for 1.4 seconds. A wall blocks the sound’s combat effect, and the Valley Alpha resists the stun. This is breathing room against smaller hunters, not a way to freeze every threat.
Ground Stomp
Strike within a 3.8-metre radius and briefly stun smaller enemies. The Alpha takes damage but keeps its footing. Enemies behind stone remain protected, so positioning matters as much as the size of the impact.
Regrowth
Recover 20% of maximum health after a short preparation. Movement, dodging or incoming damage interrupts it and still spends the cooldown. Create a safe opening first; regeneration neither consumes food nor awards Growth XP.
Values describe the local 0.2.0 prototype and may change during balancing.
The world we are imagining
Jungle canopies, glowing undergrowth and high mountain paths define the art direction. These nine original concepts explore the wider vision, including River King and Temple of Fangs. They are illustrations, not screenshots or a list of finished locations. Open any image to inspect it.









Inside development / Local version 0.2.0
The current build brings movement, feeding, growth, combat, checkpoints and a chapter conclusion together in a real 3D environment. The screenshots below show that prototype as it is, with its current art and interface. The more elaborate concept scenes above remain a direction for continued development.




What comes next
River King and Temple of Fangs are future chapters shown as Coming Later in the local menu. Their encounters and environments are not part of the delivered campaign. Art refinement, balancing and release plans remain in development.
Before the expedition
The game is PRIMAL ASCENT. Charlly is its orange, striped protagonist. The project’s tagline is “Rise. Hunt. Evolve.”
PRIMAL ASCENT is in development. A local Windows prototype of the first chapter exists, but this website does not currently offer a public download, purchase link or release date.
No. The concept gallery presents the intended visual direction. The separate prototype gallery shows the actual local build. Art, balance and the wider campaign are still being developed.
Eat collected meat with F. A completed meal restores health and gives 25 Growth XP, including when health is already full. Growth raises maximum health and bite damage, and levels unlock the four active abilities. Taking damage or issuing another order interrupts the meal without consuming the portion.
The prototype saves the expedition rather than only Charlly’s position: objectives, collected food, enemies, health, experience and ability cooldowns return to the recorded moment. Three save slots keep separate expeditions. Saving requires a safe moment outside combat.
MARTINEZ AI STUDIOS
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