Persistent World
- Evolving political pressure and faction dynamics
- Serverless architecture for world continuity
- Player-owned systems and economy
Game Heroically
Bold worlds. Defiant systems. Competitive and cooperative experiences that reward mastery, experimentation, and stories forged in conflict.
Geomancer: multiplayer prototype liveDevelopment reports, playtest access, and release announcements. No spam.
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Three titles. Worlds that react, systems that bite back, players who matter.
Current focus: Multiplayer stack live - SpacetimeDB server and Unity DOTS client. Synced hex grids, shared state. Next: faction pressure, economy hooks, persistent world simulation.
Development reports, playtest access, and release announcements.
A tile-based creature-collector where factions clash across a massive, persistent world. At its heart is an infinite spell system: every spell draws on the hex geometry of the world, so casts stay unique and dynamic. Six opposing elements—fire and water, earth and air, dark and light—shape the conflict. You and your faction fight to control territory and destroy the enemy’s elemental guardians, the bosses that gate progress through a galaxy of worlds. When the last guardians of an opposing faction fall, your faction wins. The world is serverless and player-owned; political pressure, scarcity, and long-term identity make every move matter.
A single-player world where you build, decorate, and run your life in a town that’s one bell-ring away from a brawl. Life-sim meets combat: you upgrade your home with tools that also matter in a fight, help the blacksmith improve their smithy for better gear and discounts, and support other citizens so the whole town grows. The hook is the bell. When you ring it, the whole town pours out for a massive, chaotic brawl. The bigger and more intense the fight, the more fame your town earns—and the more new characters show up to join and settle. Cozy until the bell tolls; then it’s a town-wide brawl for glory.
Soulslike arena combat, matchmaking-based but built around cooperation. You’re not here to fight each other—you’re here to take down the colosseum boss together. That boss is far beyond a usual soulslike: bigger, deadlier, and often one-shot lethal. You will die. You respawn in a cell and run back into the fray. The only way to win is to work together, learn the boss, and keep throwing bodies and skill at it until it falls. Not everyone will make it, but if the group is persistent enough, you can win together.
One game at a time. We're on Geomancer now (multiplayer prototype live: SpacetimeDB + Unity DOTS). Battle Bell starts next year; Colossus after that. Timelines are directional and will evolve with testing and community feedback.
Multiplayer prototype live: SpacetimeDB server + Unity DOTS client.
Faction framework and ownership model pre-production complete.
Persistent world simulation and economy tuning.
Prototype realm with PvEvP territory conflict and alliances.
Founder test campaign and persistent progression baseline.
Pre-production; world-building tools v1 and foundational combat systems.
Exploration biome expansion and boss encounter prototypes.
Vertical slice polish, UI simplification and onboarding.
Invite-only playtest and narrative progression validation.
Core arena loop locked, first ranked rule set finalized.
Closed alpha, matchmaking stress tests and ladder resets.
Loot/permadeath economy pass, anti-smurf and anti-cheat.
Public beta season and live events test window.