The game had two levels and featured two controllable player characters, AI with multiple states (patrol/idle, investigating, attacking), a custom node-based pathfinding system and dynamically-drawn vision cones using blended surfaces.
- Enemies outside of vision are hidden by the fog of war (red circles represent enemies moving within hearing range)
- Player character vision circle is properly obscured by walls
- Some of the guards follow patrol routes
- Enemies will investigate nearby areas upon seeing a dead body