Kentiq Series #1 — Prometheus Steps

:trident: Kentiq Series #1 — Prometheus Steps

“Not every step needs to be fast.
Some steps need to feel divine.”


:bulb: What is it?

Prometheus Steps is a voxel-based, physics-inspired footstep deformation system built to simulate presence, weight, and terrain responsiveness.

It is not a visual effect. It is not a UI.
It is a world-reactive movement engine — made for moments when you want the environment to feel your entity.

Whether you’re designing a bossfight, a cinematic entity, or a god-like creature, this tool lets the ground react, deform, and push back.


:milky_way: Core Features

  • :brick: Dynamic voxel terrain
    Auto-generated grid of tiles with spring-based depression logic

  • :foot: Directional foot pressure detection
    Deforms the floor locally using per-foot raycasting and look direction

  • :roller_coaster: Spring-based bounce interpolation
    Tiles react with tension and recover gradually

  • :running_man: Adaptive movement logic
    WalkSpeed dynamically adjusts to local pressure under the feet

  • :hammer_and_wrench: Modular constants
    Tweak spring feel, pressure gain, slowdown ratio, tile size, and grid dimensions

  • :computer: Fully client-side & plug-and-play
    No server dependencies — drop it in StarterPlayerScripts and run


:video_game: Preview

Demo using Humanoid rig, two foot raycasts, and full voxel bounce simulation.
Best viewed with sound (terrain compression + camera bobbing FX)


:brain: Ideal Use-Cases

  • A celestial titan whose steps deform time-space
  • A cinematic intro where terrain reacts to your entity’s presence
  • A heavy mech crushing the ground as it walks
  • A lava beast melting everything under its weight
  • A low-gravity planet where terrain feels elastic and alien

:inbox_tray: Download

Prometheus Steps.rbxm (4 KB)


:gear: Developer Notes

-- Depress the terrain at a given position, in a given direction
depressVoxel(position: Vector3, lookDirection: Vector3)

-- Dynamically adjust player WalkSpeed based on pressure underneath
humanoid.WalkSpeed = getSlowFactorUnderFeet(character)


:stars: Preview #2 — Astral

“A cosmic entity in my world?”

This system was originally used in Astral V2, a short cinematic where every step from a cosmic entity reshapes the world — blending visual tension and audio feedback.

A cool scene, right?‎


:satellite: Connect with me

Want to collaborate, give feedback, or just vibe around cinematic dev work?


10 Likes

I love this, I’ll use it and mess around with it for sure

1 Like

Hehe thanks u for the feedback, Don’t hesitate to show us what you do with it :grinning: