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Hello! You're on the BUTCHER game development page. If you're here, it means you're interested, and I appreciate your time. Thank you!
On this site, I'll be posting progress, sharing thoughts and the story, and also uploading level screenshots. Oh, and I forgot to introduce myself.
My name is Sergey Polo, and I develop games. Regarding Butcher, it's my personal project (working after work). I hope to launch it soon.
So everyone who wants to can immerse themselves in the atmosphere of a good old 90s shooter.
Next, so as not to bore you too much, I'll tell you about the game itself and what it's about.
First, I'll tell you about the references I used: games and films such as Blood Game 1997, Doom, Ash vs. Evil Dead, and Spawn 1997.
Butcher is a bloody, single-player, first-person shooter, both single-player and multiplayer.
But let's start with the story!

BUTCHER — Game Lore

Max is the protagonist of the game.
In his former life he was a contract killer, working for the mafia, living by violence and crime.
When his life ended, he arrived exactly where he was destined to be — in Hell.

Hell became his new reality.

But even Hell has order.
And that order was broken.

One of the highest barons, a servant of the Devil — Baron Taurus — committed betrayal.
He stole the Nine Keys of the Portal Gates, ancient artifacts capable of opening passages between Hell and Earth.

After escaping to Earth, Taurus began building his own Hell.
His goal was not simple destruction —
he seeks to overthrow Satan himself and claim dominion over both worlds.

But the Devil has one problem —
his path to Earth is sealed.
He cannot intervene directly.

So he turns to the only soul suitable for this task.

To Max.

The Devil offers a deal:
complete forgiveness of all sins, freedom from eternal torment, and return to Earth —
in exchange for the destruction of Taurus and the recovery of the Nine Keys.

Max accepts.

Before sending him back, the Devil binds Max to a cursed mask.
The mask amplifies his body and mind, transforming his abilities into something supernatural, demonic.
Strength, speed, endurance, perception — and the power to destroy those who are already dead — become his weapons.

But the mask is not a gift.
It is a curse.

As Max progresses, level by level, he slowly realizes the true cost of the deal.
The stronger he becomes, the deeper Hell penetrates his mind.
And with this realization comes another truth:

Serving the Devil is no salvation.

Max becomes trapped between two evils —
the rebellious Baron Taurus
and the Lord of Hell himself.

Thus begins his journey.

Key by key.
Level by level.
Through ruined cities, corrupted zones, demonic fortresses, and fractured worlds born from the portals.

The world of BUTCHER is filled with black humor, brutal combat, dark irony, and grotesque violence —
a nightmare that laughs at its own madness.

There are no heroes here.
Only a hunter bound by a curse,
and a world that no longer belongs to the living.



P.S. If you have any questions or want to chat, you can email me at spprgames@gmail.com Sergei Polo.

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BUTCHER — Narrative Overview

When Baron Taurus escaped from Hell, the Earth had already begun to die.

Using the Nine Keys of the Portal Gates, he opened rifts between the worlds one by one.
From these portals, demonic entities, mutants, and creatures poured out, destroying everything alive in their path.

People died.
Many of them were turned into zombies, becoming part of Taurus’ endless hordes.
Thus, the world of the living slowly began to transform into a new Hell.

Only isolated pockets of resistance remained —
ruined cities marked by the traces of battle,
abandoned shelters,
and radio messages from those who were still trying to survive.

But the Earth was already dead.

The Return of Max

When the Devil sends Max back to Earth, he enters this world —
lifeless, destroyed, and overrun by demons and the dead.

The first thing Max must do is arm himself.

In his former life, as a gangster and contract killer, he hid a truck filled with weapons.
After locating the stash, Max transforms the vehicle into a true apocalyptic war machine:
spikes, armor plating, reinforced bumpers, and sheets of welded metal.

During one of the first raids through the city, when zombie hordes begin flooding the streets,
Max activates the truck’s special mode —
fire erupts from dozens of exhaust ports,
turning the vehicle into a giant flamethrower and a weapon of mass destruction.

The Nine Portals

Taurus distributed the nine keys among his most powerful servants.
Each servant guards a portal within their territory.

Every location represents a different sector of the dying world:

  • ruined city streets

  • an abandoned hospital

  • a prison with the giant boss Scalopendra

  • cursed swamps

  • and other corrupted zones

At the end of each zone lies a boss arena,
where Max destroys Taurus’ servant,
claims the key,
and seals the portal.

With every closed portal, the merging process slows,
and Taurus himself grows weaker.

The Path to Hell

After sealing all the portals, Max reaches the Gates of Hell,
where he faces a colossal demonic guardian — the Gate Sentinel Octopus.

After defeating it, Max descends into Hell
to return the keys to Satan and complete the deal.

But Hell is no longer what it once was.

Sensing Max’s approach,
Taurus fled again — this time deep into Hell itself,
warping its structure, rewriting its laws, and turning it into his own dominion.

Now the hunt continues
on the other side of the world of the living.

LEVEL 01 — Dead City Road

Location Type:

Post-apocalyptic city / Vehicle gameplay

Objective:

Reach Point B through abandoned city streets

Level Description

This level introduces vehicle gameplay and breaks the standard on-foot FPS flow.

The player controls Max from a first-person perspective behind the wheel of his armored truck.
The task is simple:
reach Point B alive.

The city is completely abandoned — collapsed buildings, burning streets, overturned cars, broken bridges.
The environment is filled with roaming zombie groups and demonic creatures.

At first, enemies move randomly across the streets.
They react to movement and noise.

The faster Max drives, the more aggressively enemies respond:

  • slow movement → scattered zombies

  • medium speed → growing pursuit

  • high speed → massive hordes attacking the vehicle from all sides

Zombies climb onto the truck, smash the windshield, attack the sides, fall under the wheels.
Flying creatures strike from above.
Heavy mutants block the road.

At peak pressure, Max can activate the truck’s special ability —
the vehicle becomes a giant flamethrower, releasing fire from multiple exhaust vents and clearing massive enemy waves.

The level ends when Max reaches Point B, escaping the collapsing city zone.

Gameplay Goals

  • Diversify core gameplay

  • Introduce high-speed pressure mechanics

  • Combine shooting, driving and environmental destruction

  • Escalate intensity dynamically based on player speed

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LEVEL 02 — PRISON

Location Type

Abandoned Prison Complex

Primary Objective

Defeat the guardian, retrieve the Key, and seal the portal.

Narrative Context

The prison was one of the first places where Taurus opened a portal.
The outbreak began here.

Inmates, guards, and staff were slaughtered or transformed into undead creatures.
The remaining structure became a breeding ground for mutations and demonic growth.

The portal is located deep within the central cell block.

Level Description

Max infiltrates the ruined prison through a collapsed outer wall.

The environment is claustrophobic and brutal:

  • broken cell blocks

  • hanging cages

  • blood-stained corridors

  • collapsed watchtowers

  • flooded underground sections

Enemy types evolve as the player advances:

  • undead inmates

  • corrupted guards

  • crawling mutants

  • armored brutes

Environmental hazards include:

  • collapsing floors

  • electrified water

  • malfunctioning security systems

  • fire zones and gas leaks

Mid-Encounter

Max reaches the execution wing where the power system must be restored to access the inner cell block.

This section introduces:

  • wave-based combat

  • heavy mutants

  • environmental traps

Boss Arena

Boss: SCALOPENDRA

A colossal centipede-like abomination formed from fused bodies and demonic matter.

The arena is circular with collapsing platforms and toxic pools.

Boss Phases:

  1. High-speed pursuit and claw strikes

  2. Acid projectile phase

  3. Exposed core — finishing phase

Conclusion

After defeating Scalopendra, Max claims the Key and seals the portal.
The demonic activity in the area collapses, and the prison begins to crumble.

Max exits the complex as the structure collapses behind him.

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LEVEL 03 — CEMETERY

Location Type

Abandoned Cemetery & Underground Catacombs

Primary Objective

Defeat the guardian, retrieve the Key, and seal the portal.

Narrative Context

After sealing the prison portal, Max tracks the next demonic surge to an ancient cemetery on the edge of the dead city.

When Taurus’ influence reached this place, the boundary between life and death collapsed completely.
The ground itself began to reject the dead.

The portal is hidden beneath the oldest crypt, deep inside the underground catacombs.

Level Description

The level takes place at night, under constant fog and ash-filled wind.

Surface Area:

  • broken tombstones

  • collapsed mausoleums

  • open graves

  • burning funeral structures

Underground:

  • narrow crypt corridors

  • ritual chambers

  • bone-filled tunnels

  • flooded burial halls

Enemy progression:

  • shambling corpses rising from graves

  • skeletal warriors

  • spectral entities

  • necromantic cultists

Environmental hazards:

  • collapsing tomb ceilings

  • unstable ground

  • poison gas vents

  • darkness-driven ambush zones

Mid-Section: Catacomb Descent

Max descends into the ancient burial complex where demonic rituals are actively taking place.

Gameplay focus:

  • tight combat spaces

  • ambush encounters

  • multi-layer vertical combat

  • environmental puzzle: opening sealed crypt gates

Boss Arena

Boss — GRAVEWARDEN

A towering necromantic construct formed from bones, stone, and corrupted relics.
It commands the surrounding dead and resurrects fallen enemies during combat.

Arena Features:

  • circular burial chamber

  • collapsing pillars

  • ritual flames

  • rising corpse spawns

Boss Phases:

  1. Summoning and area control

  2. Direct melee assault

  3. Core exposure — finishing phase

Conclusion

After destroying the Gravewarden, Max retrieves the Key and seals the portal.
The cemetery grows silent.
The restless dead collapse into dust.

Max exits the ruins as the fog slowly lifts.

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LEVEL 04 — HOSPITAL

Location Type

Abandoned Medical Complex

Primary Objective

Defeat the guardian, retrieve the Key, and seal the portal.

Narrative Context

Following the collapse of the cemetery breach, Max detects another massive demonic surge coming from an abandoned city hospital.

During the initial outbreak, this facility became a failed evacuation zone.
Patients, doctors, and refugees were trapped inside when the portal opened.

The infection spread instantly.

The portal is located beneath the surgical wing, in the underground research level.

Level Description

The hospital is partially destroyed and heavily corrupted.

Upper Floors:

  • shattered waiting halls

  • overturned medical equipment

  • burning operating rooms

  • blood-flooded corridors

Lower Levels:

  • experimental labs

  • quarantine wards

  • isolation chambers

  • collapsed emergency tunnels

Enemy progression:

  • infected patients

  • mutated medical staff

  • crawling test subjects

  • airborne parasites

Environmental hazards:

  • flickering lights and blackout zones

  • toxic medical gas leaks

  • electrical discharge in flooded areas

  • collapsing ceilings and debris

Mid-Section: Quarantine Wing

Max must reroute emergency power to access the lower research levels.

Gameplay focus:

  • defensive survival sequences

  • high-pressure corridor combat

  • environmental traps

  • multi-directional ambush waves

Boss Arena

Boss — THE SURGEON

A grotesque fusion of surgeon and experimental subject, armed with surgical machinery and corrupted medical implants.

Arena Features:

  • rotating operating platforms

  • hanging surgical arms

  • toxic fluid pools

  • collapsing support structures

Boss Phases:

  1. Long-range mechanical attacks

  2. Close-combat mutilation phase

  3. Core exposure — finishing phase

Conclusion

After destroying The Surgeon, Max retrieves the Key and seals the portal.
The hospital’s systems fail completely.
Emergency lights die out.

Max escapes the collapsing structure as the building sinks into silence.

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LEVEL 05 — SWAMP

Location Type

Corrupted Wetlands & Sunken Ruins

Primary Objective

Defeat the guardian, retrieve the Key, and seal the portal.

Narrative Context

After sealing the hospital breach, Max tracks the next energy surge to the outskirts of the dead region — a massive swamp formed after the land collapsed and flooded during the early days of the invasion.

This area became a feeding ground for creatures that thrive in decay and corruption.

The portal is hidden deep within the flooded ruins at the heart of the swamp.

Level Description

The swamp is vast, dark, and constantly shifting.

Surface Environment:

  • sinking villages

  • twisted dead trees

  • fog-covered water fields

  • half-submerged buildings

Submerged Zones:

  • underwater tunnels

  • collapsed bunkers

  • ancient drainage systems

Enemy progression:

  • swamp walkers

  • parasitic leech swarms

  • amphibious mutants

  • flying demons hunting from above

Environmental hazards:

  • toxic water

  • sinking ground

  • acid gas pockets

  • limited visibility ambush zones

Mid-Section: Flooded Ruins

Max navigates through partially submerged structures while under constant attack.

Gameplay focus:

  • mobility under pressure

  • environmental hazard management

  • vertical combat using ruined towers and tree platforms

Boss Arena

Boss — BOG LEVIATHAN

A colossal amphibious horror rising from the deepest waters, combining organic mass, swamp vegetation, and demonic growth.

Arena Features:

  • circular flooded battlefield

  • rising and falling water levels

  • destructible terrain

  • multi-layer combat space

Boss Phases:

  1. Long-range acid and tentacle attacks

  2. Close-quarters assault

  3. Exposed core — finishing phase

Conclusion

After defeating the Bog Leviathan, Max retrieves the Key and seals the portal.
The swamp begins to drain.
The fog thins.

Max moves on as the corrupted wetlands slowly collapse behind him.

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LEVEL 06 — GATES OF HELL

Location Type

Hellgate Battlefield & Demonic Threshold

Primary Objective

Defeat the guardian and enter Hell.

Narrative Context

With the last Earth portals sealed, Max tracks the source of Taurus’ power to the final breach point — the massive Gates of Hell.

This is where the remaining demonic forces make their last stand.

Beyond these gates lies Hell itself.

Level Description

The battlefield before the Gates is colossal and war-torn.

Surface Environment:

  • shattered military barricades

  • burning wreckage

  • massive demonic structures

  • rivers of fire cutting across the land

Enemy progression:

  • elite demonic legions

  • flying war beasts

  • corrupted heavy units

  • siege-class monsters

Environmental hazards:

  • artillery impacts

  • collapsing structures

  • fire storms

  • demonic energy surges

Mid-Section: Final Earth Stand

Max pushes through massive enemy waves while the Gates begin to destabilize.

Gameplay focus:

  • large-scale combat

  • constant forward pressure

  • battlefield chaos

  • multi-directional assaults

Boss Arena

Boss — HELL GATE SENTINEL

A colossal demonic octopus-like entity fused with living metal and infernal energy, guarding the Gates themselves.

Arena Features:

  • multi-level combat platforms

  • destructible terrain

  • environmental weapons

  • shifting battlefield geometry

Boss Phases:

  1. Tentacle domination & area control

  2. Energy bombardment phase

  3. Core exposure — final collapse

Conclusion

With the Sentinel destroyed, the Gates of Hell open.

Max descends into Hell.

The Earth campaign ends.

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LEVEL 07 — HELL: GIANT SPIDER

Location Type

Infernal Depths & Webbed Catacombs

Primary Objective

Defeat the Giant Spider and continue the hunt for Taurus.

Narrative Context

Max enters Hell expecting familiar torment —
but discovers something far worse.

Taurus has already been here.

Hell’s structure is damaged, corrupted, reshaped by his presence.
Entire regions are twisted into monstrous ecosystems that no longer obey the old laws of the underworld.

This sector has become the domain of a colossal entity —
the Giant Spider, an ancient demon that now serves Taurus’ will.

Level Description

This region of Hell resembles a nightmarish hybrid of cavern, cathedral, and living organism.

Environment:

  • massive organic caverns

  • web-covered structures

  • pulsating flesh walls

  • hanging bone spires

The entire space feels alive.

Enemy progression:

  • spiderlings

  • web demons

  • corrupted infernal knights

  • shadow hunters

Environmental hazards:

  • sticky web traps

  • collapsing organic bridges

  • acid pools

  • sudden creature ambushes from walls and ceilings

Mid-Section: Web Labyrinth

Max navigates a massive web network suspended over endless darkness.

Gameplay focus:

  • vertical combat

  • movement-based survival

  • environmental navigation under pressure

  • enemy ambush coordination

Boss Arena

Boss — GIANT SPIDER

A titanic infernal arachnid fused with demonic armor and glowing sigils.

Arena Features:

  • circular vertical battlefield

  • destructible web structures

  • shifting platforms

  • extreme vertical combat

Boss Phases:

  1. Rapid movement & web entrapment

  2. Spawn swarm & acid assault

  3. Exposed heart — final execution

Conclusion

With the Giant Spider destroyed, the path deeper into Hell opens.

Taurus’ trail continues.

Hell itself begins to collapse under the weight of his corruption.

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COMING NEXT — THE HELL CAMPAIGN

After crossing the Gates of Hell, Max enters a world that no longer belongs to its creator.

Taurus has reshaped Hell itself, turning entire realms into his own dominion.
What lies ahead is not just another battlefield —
it is the collapse of an ancient order.

 LEVEL 08 — INFERNAL CITADEL (In Development)

A massive fortress built from living stone and burning metal.
The Infernal Citadel is Taurus’ war headquarters — a city of pain, fire, and corruption.

Here, the last loyal forces of Hell and Taurus’ elite guard prepare for the final confrontation.

The deeper Max descends, the more the world itself resists his presence.

 LEVEL 09 — THRONE OF TAURUS (Final Chapter)

At the core of Hell stands the Throne of Taurus —
a colossal chamber suspended above the abyss.

This is where the rebellion ends.

This is where the deal is broken.

The fate of Hell, Earth, and Max himself will be decided in blood and fire.

🤝 Support & Collaboration

BUTCHER is an independent passion project developed with long-term commitment and a clear creative vision.
The project is actively growing, and I am currently open to collaboration and support from people who would like to become part of its development.

 I am looking for:

  • Programmers (Unreal Engine / Gameplay / Systems)

  • Animators

  • Technical Artists

  • Sound Designers

  • Level Designers

If you are interested in contributing your skills, building something meaningful, and growing with the project —
I would be glad to connect.

💰 Support & Sponsorship

If you like the project and would like to support its development financially,
any form of sponsorship or donation is deeply appreciated.
Your support directly helps move the project forward.

📩 Contact

If you are interested in collaboration, partnership, or support,
please feel free to reach out:

Email: spprgames@gmail.com
Facebook: https://www.facebook.com/sergeypolovnikovdesigner

Thank you for your interest in BUTCHER.
Every message, every share, and every bit of support matters.

 BUTCHER game

spprgames@gmail.com

       Sergei Polo

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