Enemyzero Studio Games — Active Development
Survive. Command. Conquer.
A post-apocalyptic survival, colony command and territory conquest experience. Built on Unreal Engine 5.7. A world that punishes improvisation and rewards ruthless preparation.
The Game
Hell: The Abyss of the Damned is a brutal, systemic survival experience where the player starts as a lone survivor and rises to command a living, breathing colony in a post-collapse world contaminated by forces that blur the line between science and the supernatural.
The world punishes improvisation. Medical systems are real. Food has macro-nutrients. Water can kill. Colonists have personalities, trauma, and breaking points. Every system has consequence.
"Discipline saves. Today, I choose to live long enough to see the sun break through this smoke."
— The Protagonist
The threat is deliberately ambiguous — corrupted medicine and infernal ritual may be two faces of the same catastrophe. The player never gets a clean answer. Neither does the protagonist.
Food, water, sleep, disease, sanity and logistics all interact. No universal item fixes everything.
Colonists work, consume, fail, get sick, form relationships, and can die. The colony is an organism — not a list.
The player commands a force. Strategic filters, mass actions, global states: Peace, Alert, Siege, War, Evacuation.
Power is real and earned. Difficulty comes from the world — not from artificial protagonist handicaps.
Core Systems
No potions. A pressure-injector device with swappable tactical ampules — hemostatic, regenerative, adrenal, neurofocus, anti-rad, mental stabilizer, and more. Each with three tiers.
Protagonist sanity, individual colonist sanity, and collective psychological climate — each affecting gameplay differently, all interconnected.
A dynamic weather system creates conditions that directly affect mobility, visibility, extreme cold and heat, atmospheric toxicity, directly interfere with the health of the character and colonists, patrol routes and radio communications, and pose threats that exist only under these conditions.
Scent, sound, blood exposure, wind direction, terrain, armor weight — stealth has real trade-offs. Fanatical enemies adapt to player tactics.
16384×16384m continent. No invisible walls — only diegetic barriers. Toxic rivers, collapsed ruins, contaminated fog. Built in World Creator 2026.3.
The story ends. The world does not. A three-act arc leads to partial truth — and the planet stays hostile. DLC expansions open new frontiers without resetting progress.
Ecosystem
Hell integrates real-world brands as functional in-game systems — not decorative props. Every partner integration passes a strict canonical test: does it make sense in the post-collapse world and does it have real gameplay consequence?
DLSS, RTX and developer support.
The Team
Founded and led by Djon Silva dos Santos, Enemyzero Studio Games is an independent game studio based in Bahia, Brazil. The name Enemyzero has been the founder's professional identity for over 20 years.
Hell: The Abyss of the Damned is the studio's flagship project — a solo-developed, systems-first survival experience targeting a full commercial release with planned DLC expansions across Earth and beyond.
| Studio | Enemyzero Studio Games |
| Founder | Djon Silva dos Santos |
| Location | Bahia, Brazil |
| Engine | Unreal Engine 5.7 |
| Target Map | 16384m × 16384m — 16K resolution |
| Programs | NVIDIA Developer Program Member |
Get in Touch
Enemyzero Studio Games is open to partnerships, sponsorships, asset collaborations, and press inquiries. If your brand can survive the apocalypse, we want to talk.