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Project Overview
mindmap
root((Veiled Dominion Engine))
Core Concept
"4-Player Asymmetrical Chess"
Restraint Fantasy
"\"Daddy's Little Mortis\" Universe"
Unique Mechanics
The Radius of Ruin
AoE debuff around Rebirth
Afflicts own pieces too
The Veiled State
Pieces lose special moves
Lasts 1 full round
Victory by Leadership
Earn points for merciful moves
Win by not using power
Repository Status
Prototype Phase
Detailed Design Docs
Seeking Contributors
Tech Stack
"Unity or Unreal"
"Uses C# or C++"
14x14 Cross-Shaped Grid
3D Models and Shaders Planned
Veiled Dominion is a digital prototype and systems architecture for a unique 4-player, asymmetrical chess variant. It reimagines chess not as a battlefield of conquest, but as a "classroom for the cosmos" where one player learns restraint while others struggle to survive 【turn0fetch0】.
The game introduces a "Restraint Fantasy" - you start overpowered and win by not using your power. The board is your victim, not your enemy 【turn0fetch0】.
The game features 4 players with distinct roles:
- 1 Rebirth Player: Controls a piece of immense, terrifying power who must learn restraint
- 3 Mortal Faction Players: Try to survive, exploit Rebirth's inexperience, or checkmate her before she masters her aura 【turn0fetch0】
Rebirth emits a 1-square aura (8 adjacent squares). Any piece (friendly or enemy, excluding Death and Rebirth) ending its turn within this radius enters the Veiled state 【turn0fetch0】.
- Trigger: Ending a turn within Rebirth's Radius
- Duration: Exactly 1 full round
- Effect: Piece loses all special movement, can only move 1 square forward, and cannot capture 【turn0fetch0】
| Piece | Locomotion | Special Abilities |
|---|---|---|
| Rebirth | Queen movement | Radius of Ruin aura, can "Dash" through pieces with upgrades |
| Death | King movement | Cannot be captured, provides "Sanctuary" from Ruin radius, pieces can pass through him |
The game features three distinct paths to victory:
- Standard Checkmate: Eliminating a player's Leader
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Rebirth Wins (Leadership/Mercy): Accumulating 10 Leadership Points through:
- Withdrawal: Moving out of attack range without capturing
- Shielding: Protecting Leader/Rebirth
- Coexistence: Ending turn adjacent to enemies without capturing
- Mortals Win (The Fall): If Rebirth accidentally "Veils" 5 of her own pieces 【turn0fetch0】
- Phase: Prototype Phase 【turn0fetch0】
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Activity: 7 commits, but minimal code (currently only
index.htmland documentation) 【turn0fetch0】 - License: CC BY-NC-SA 4.0 【turn0fetch0】
/veiled-dominion
├── /docs # Design bibles, lore, aesthetic references
│ ├── QUEENS_JOURNEY.md # Raw worldbuilding & thematic logic
│ └── PITCH_DECK.md # Visual/Investor presentation logic
├── /src # Core game engine (not yet implemented)
│ ├── /board # 14x14 cross-grid topology & coordinate logic
│ ├── /pieces # Base piece classes & locomotion rules
│ ├── /systems # Radius of Ruin AoE, Veil state machine, LP tracker
│ └── /input # Turn phase management, UI state hooks
├── /assets # 3D models, VFX, SFX (planned)
└── README.md # Comprehensive design document
- Target Engine: Unity (C#) or Unreal (C++) - decision pending 【turn0fetch0】
- Board: 14x14 cross-shaped 4-player grid with 2x2 neutral center 【turn0fetch0】
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Planned Features:
- 3D models with special shaders for Death (light absorption) and Rebirth (internal refraction/glow) 【turn0fetch0】
- Ambient audio and state-change cues 【turn0fetch0】
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Prototype Engineer: Build the 14x14 grid, piece locomotion, and
RadiusOfRuin.csstate machine 【turn0fetch0】 - Technical Artist: Create shaders for Death (void/absorption) and Rebirth (translucent/glow) 【turn0fetch0】
- Systems Designer: Run mathematical simulations on the "Martyr's Boon" economy and 4-player LP scaling 【turn0fetch0】
The project follows standard open-source practices:
- Fork the repository
- Create feature branches (
git checkout -b feature/radius-logic) - Implement changes with clean, commented code
- Submit PRs with explanations of interactions with the Turn Structure Loop 【turn0fetch0】
- Innovative Concept: The "restraint fantasy" mechanic is genuinely unique in strategy games
- Comprehensive Design: The README contains detailed rules, edge cases, and design philosophy
- Clear Vision: Well-defined universe ("Daddy's Little Mortis") and thematic consistency
- Open Development: Transparent about being in prototype phase and seeking contributors
- Minimal Implementation: Only documentation exists; no actual game engine code yet
- Early Stage: No releases, packages, or active contributors yet 【turn0fetch0】
- Technical Ambiguity: Uncertainty between Unity/Unreal may delay development
This project represents an ambitious fusion of deep mechanical design with narrative themes. The asymmetric multiplayer chess variant with psychological elements (restraint vs. aggression) could appeal to:
- Strategy game enthusiasts seeking innovation
- Narrative-driven game design communities
- Developers interested in complex state machines and AoE systems
💡 Note: This appears to be a passion project from LoptrLab (contact: questions@loptrlab.com), likely an independent game design collective focusing on experimental gameplay mechanics 【turn0fetch0】.
📖 If you're considering contributing...
- Assess your skills against the three immediate needs (Prototype Engineer, Technical Artist, Systems Designer)
- Review the design docs thoroughly - the README is the "absolute source of truth" for mechanics 【turn0fetch0】
- Consider the 4-player geometry challenges - this isn't standard chess implementation
- Prepare portfolio examples of relevant shipped titles or projects 【turn0fetch0】
- Contact via email with links to your work and specific interest areas
The Veiled Dominion Engine repository represents a well-conceived but early-stage project with genuinely innovative game mechanics. Its success will depend heavily on finding skilled contributors who can translate the detailed design documentation into functional prototype code, particularly for the complex 4-player grid system and "Radius of Ruin" state machine.