SKYHILL places survival in a luxury penthouse after a bio-weapon turns the world outside into a mutant-filled nightmare. Supplies are dwindling, so the player must leave the relative safety of the hotel room and search the skyscraper for food and useful objects. The building’s floors become a dangerous route through a changed world, with time running out and threats waiting along the way.
Its roguelike RPG structure makes each session feel different through randomly generated maps. Exploration is paired with experience, crafting weapons and gathering items that may prove useful. Encounters use turn-based combat, where choosing a head or body shot is a risk-and-reward decision rather than a simple matter of firing. Special abilities can be unlocked, and the elevator offers fast travel through the hotel. Difficulty options let players choose between a more forgiving attempt at survival and harsher conditions.
Its tension comes from balancing the need to search for supplies against the danger of moving through the tower, while the open-ended question of whether hope remains gives the struggle its narrative frame.