La Couleur de la Grenade / FPS / in development

Red Flags 2

Adapted from La Couleur de la Grenade

The machines keep going. So do you.

You are Viktor Ardent. Sainte-Anne, Paris, Luna Park: places still standing, instructions still legible, machines that never received an order to stop.

Red Flags 2 turns La Couleur de la Grenade into a first-person shooter. Violence moves through physical spaces: corridors, streets, attraction frameworks, a substation and service entrances. The story travels through what is found, what is seen and what continues to operate.

Status
In development · campaign in production
Genre
First-person shooter
Protagonist
Viktor Ardent
Engine
UZDoom
Source
La Couleur de la Grenade
First-person view down a hospital corridor with a blue dado and cream plaster walls, green doors on both sides and a barred gate at the far end; a Browning pistol held in both hands, Viktor’s portrait and health at the lower left; the title Sainte-Anne, Les portes ouvertes, Paris, 14 juin 1940 across the frame
Development build TECH 1511, 2 October 2026 — Sainte-Anne, “Les portes ouvertes”: the corridor outside the room, at the title card.
Places

Places to move through.

Sainte-Anne gives the game its first architecture: rooms, passages, staff and procedures turned into pressure. Paris opens the route onto streets, a stopped tram, shop windows and signs of a city caught in another date.

At Luna Park, the service side of the attractions becomes the main terrain. A booth, a time clock, keys, a basin, frameworks and a dance hall follow the logic of maintenance. The substation needs intervention; the relit park shows its consequence. Behind the dance floor, a service exit leads into a different material of corridor.

A Paris street of Haussmann blocks under a grey sky: a shop window crossed with tape in the foreground, a stopped green tram on its rails with a passenger aboard, a body on the pavement; an FN FAL held at the lower right
Development build TECH 1511, 2 October 2026 — Paris, “Rue de service”: the tram stopped at the crossroads.
Luna Park seen from a raised wooden landing: the green striped Salle de danse on the left, a tall timber tower signed Les Chutes du Niagara, striped kiosks and an arcade of red doors around an empty paved square; an adversary stands by the tower and a body lies near the basin wall; an FN FAL in hand
Development build TECH 1511, 2 October 2026 — Luna Park, “Personnel technique”: the park from the dance hall landing.
The timber framework of the roller coaster, white posts bolted against a stone wall, beside the dance hall entrance, where a turnstile counter reads 617 behind iron railings; an FN FAL in hand
Development build TECH 1511, 2 October 2026 — Luna Park: the coaster framework and the dance hall turnstiles.
Three brass gauges on a marble switchboard, with brass plates naming the park’s lines: Grand huit, Chambre des glaces, Salle de danse, Pompes, Éclairage extérieur and Jerma; the game’s narration reports an unstable voltage; a Browning pistol in both hands
Development build TECH 1511, 2 October 2026 — the substation, “Les machines continuent”: the gauges of the park’s lines.
A concrete corridor whose walls are covered in peeling layers of paint over scratched graffiti, narrowing toward a dark passage lined with pipes; the end of a red stencil reading Erreur Ø on the left wall; a Browning pistol in both hands, no one in sight
Development build TECH 1511, 2 October 2026 — “La sortie du personnel”: the corridor behind the dance floor, without combat.
Combat and objects

A weapon in the procedure.

Combat uses weapons and animations built for Viktor, with the same arm in a black sweatshirt. The campaign carries the Browning Hi-Power, the FN FAL and the crowbar. New weapons advance through a separate bench before entering the maps.

Encounters are a translation made for the game. The adaptation adds its own adversaries and armed engagements to the novel’s material: orderlies, stretcher-bearers and register-bearers hold the first maps. Their silhouettes, gestures and place in the architecture matter as much as their resistance.

Objects keep their place and function. A punched card, a reflection, a machine glimpsed in a window and an inscription have different kinds of presence. The map carries those distinctions.

A stone-walled alley beside a row of iron gates: a stretcher-bearer pushes a gurney toward the player and an orderly follows, a body lies on the cobbles; the FN FAL fires, a muzzle flash at the barrel
Development build TECH 1511, 2 October 2026 — Luna Park: a stretcher-bearer and an orderly in the service alley.
A lowered iron shutter with the words ERREUR Ø painted in black; the game’s narration describes the fresh paint; an FN FAL held at the lower right
Development build TECH 1511, 2 October 2026 — Paris: the inscription on the iron shutter.
A wooden key board on a green wall with two brass labels, Chambre froide and Jerma, a key hanging under each; the game’s narration says Viktor takes the substation key; a Browning pistol in both hands
Development build TECH 1511, 2 October 2026 — Luna Park: the key board in the booth.
A four-panel drawn page: an open hospital door onto a wet courtyard, a hand on a door frame, Viktor seen from behind in a black hooded sweatshirt facing Paris rooftops, and an empty street of shuttered shops, with a one-line caption beneath
Illustrated transition page in production, as displayed by build TECH 1511 between Sainte-Anne and Paris. A drawn page, not gameplay.
In production

The next passage.

Jerma extends the route towards a ruined hotel and its maritime frontage. Its production direction combines hostile human occupants with rarer presences: the Retiré, the Salin and the Veilleur. The mattress, the pool, the shoe and the floppy disk remain narrative points around which the adaptation is built.

Two Jerma maps already close the playable chain as technical constructions, built from provisional material and without combat. Their occupants are a direction of production. They are not in the build, and nothing on this page counts them as delivered.

La Couleur de la Grenade — cover
Cover of the novel. A book jacket, not a capture of the game.
Literary source / published novel

The novel remains the source.

La Couleur de la Grenade is the adapted text. The game translates its spaces, objects and shifts of presence into a form that has to be played. It keeps Viktor Ardent and the material character of the corpus; its armed encounters are an adaptation created for the game.

Published under Pomegranate Editions. The edition record, and where the book can be obtained, is kept on the Editions page rather than here.

Development state / 3 October 2026

Seven maps in one chain. A campaign still being built.

The latest candidate joins seven maps in one chain: Sainte-Anne, Paris, Luna Park, its substation, the staff exit and the first two Jerma maps. Routes, saves and restarts have been exercised in that version.

The project has a base of twenty-three maps. Production advances place by place through architecture, assets, encounters and finishing. The rest of the campaign, artistic revisions and new arsenal batches remain in progress.

Red Flags 2 is in development. Each capture on this page names the build it shows and its date. A distribution page will be linked here when it exists.

Built and running

  • Candidate TECH 1511 of 2 October 2026: seven maps played in one chain by an automated run, with a save and a reload on the way.
  • Sainte-Anne, Paris, Luna Park and the substation carry combat against three families of adversaries: orderlies, stretcher-bearers and register-bearers.
  • Campaign weapons: Browning Hi-Power, FN FAL and crowbar, with Viktor’s own arm and his portrait in the heads-up display.
  • Five illustrated transition pages play between the maps.
  • The game runs on UZDoom 5.0.1 with Freedoom 0.13.0 as its base resource. No commercial game data is required.

Still open

  • Sainte-Anne is the reference map. Luna Park, the substation and the staff exit still need substantial work, and several of their objects are provisional.
  • The two Jerma maps are technical constructions without combat. Their hostile occupants exist as a production direction and on a test bench, not in the campaign.
  • Sixteen of the twenty-three base maps are blockouts outside the chain.
  • New weapons exist on a separate test bench only. None is in the campaign.
  • Sound is not final. The captures here come from automated runs of the real build.
  • The build is in French. No other language is present in it.
  • No standalone package exists: no release date, no price, no platform list and no store page.
Latest candidate
TECH 1511 · 2 October 2026
Maps in chain
7 of a base of 23
Engine
UZDoom 5.0.1
Base resource
Freedoom 0.13.0
Distribution
None yet