
Screenshots

Watch trailer on Steam ↗Silicon Gate
Nicholas Piscioneri · Published by Nicholas Piscioneri
Content notice: Depictions of gruesome first-person deaths and general horror related elements.
Last updated 28 Sept 2026
Explore a deadly prehistoric jungle concealed inside an arcade machine in this co-op survival horror game. Evade horrific creatures, complete dangerous quests, and extract with resources to expand your desert laboratory, solo or with friends, all while uncovering the secrets of Project Silicon Gate.
Action, Adventure · More free games
Venture into Nicholas Piscioneri's action-adventure game Silicon Gate, where you must evade terrifying creatures and uncover the mysteries of Project Silicon Gate in a co-op survival horror experience.
About this game
In this co-op survival horror game, you are part of a specialized field team stationed at a remote desert laboratory, assigned to investigate a classified project known only as Silicon Gate.
The Arcade Machine
At the center of the facility is a mysterious arcade machine capable of linking worlds, sending you on repeat expeditions into a hostile prehistoric jungle filled with aggressive creatures and unpredictable dangers.
Explore, Scavenge and Escape
Each expedition is a self-contained mission where you enter the machine, complete high-risk objectives, scavenge valuable materials, and interact with inhabitants of the world before conditions become too dangerous to extract alive.
Build and Craft
Successful runs allow you to return safely to the desert laboratory, where recovered materials can be used to expand your base of operations and craft new items. Build your desert laboratory into a sprawling research facility, or a cozy outpost: the choice is yours.
Co-op Gameplay
Survive solo in offline single player or with friends in online co-op, communicate with proximity chat, share your resources and tools, and work together to fulfill your objectives and escape alive.
Uncover the Truth
As you venture deeper into the arcade machine’s world, enemies grow more lethal and risks multiply. How far are you willing to push your luck? What will you discover if you venture deeper? Each expedition challenges you to weigh reward against survival while unraveling the secrets of Project Silicon Gate.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 (64-bit)
- Processor: TBD
- Memory: 16 GB RAM
- Graphics: TBD
- DirectX: Version 12
- Storage: 20 GB available space
- Sound Card: DirectX Compatible
- VR Support: Not Currently Supported
Recommended
- OS: Windows 10 / 11 (64-bit)
- Processor: TBD
- Memory: 32 GB RAM
- Graphics: TBD
- DirectX: Version 12
- Storage: 20 GB available space
- Sound Card: DirectX Compatible
- VR Support: Not Currently Supported
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Physically Accurate Interactive Foliage!
I've gotten quite a few questions on my instagram about the foliage system recently, and as it is a big part of making the jungle really feel like a jungle, I figured I'd write about it in some more detail. So first up, it's important to understand that all the foliage is instanced. This means the CPU submits a single draw call to the GPU for many instances to be rasterized on screen. This is standard in basically every game with foliage, and allows many many many instances of grass in a big open world game to become visible when you're in range (typically controlled in graphics settings). Given that I'm using UE5’s Lumen and Nanite systems, most foliage is authored with fully opaque materials, with the exception of geometrically complex plants like ferns. The objective is to minimize overdraw, which occurs when the renderer cannot efficiently reject fragments from plants that are partially or fully occluded by other geometry. Here is an extreme example of what happens when you don't properly optimize materials for Nanite, from UE's website (orange/yellow is overdraw, blue/purple is good culling): And here is a look at a denser section in my game, also note that the hotspots mostly appear on the ferns which intentionally aren't using an opaque shader: Most modern games still rely on masked materials with opacity maps for foliage, however, masked shading usually increases overdraw and can negatively impact performance, particularly in dense scenes, like a prehistoric jungle. My choice to focus on opaque materials improves lighting performance under Lumen, but also supports the artistic goal of achieving extreme foliage density, allowing the jungle to read as overgrown and dense without incurring the typical transparency-related performance penalties. But also, that mostly doesn't matter lol. People seem to obsess over minimizing overdraw, but it's rarely the culprit of bad performance. Almost always, shadows are the problem. Typically, shadows for objects are calcula...Read full article on Community Announcements (Pulse)






