Dark fantasy RPG in development, built in Godot 4.
Two kingdoms have been at war for generations. Behind the conflict is something older: five cosmic entities using mortals as pawns in a struggle that predates the world itself. A king has found a way to steal power from all five at once — and five characters are about to discover they're the only ones who can stop him.
| Region | Description |
|---|---|
| Velthar | Northern kingdom — militaristic, declining, desperate |
| Kethara | Southern theocracy — outwardly stable, internally fractured |
| Meredan | Contested border territory — lawless, ruined, full of scars |
| Arcanis | Corruption zones — interdimensional spaces where reality breaks down |
Cosmic entities that predate the world. They cannot act directly without destroying reality, so they work through mortal champions. The player characters are those champions — whether they know it or not.
| Ancient | Domain |
|---|---|
| The Architect | Structure, law, order |
| The Abyss | Void, entropy, annihilation |
| The Verdant | Life, growth, corruption |
| The Sovereign | Power, will, dominance |
| The Deep | Knowledge, profundity, madness |
- Champion mechanics — each character is tied to an Ancient; abilities evolve through trauma and cosmic contact
- Corruption zones — optional areas offering stat gains and lore at a cost to the character
- Skill-check dialogue — branching conversations that reward your build
- Tactical combat — turn-based, position-aware, ability-driven
- Narrative-driven progression — characters change through what happens to them, not just XP
5 playable characters, each tied to one of the Ancients, with full backstory, motivation, arc, and psychological profile defined in the GDD.
| Area | Technology |
|---|---|
| Engine | Godot 4 |
| Language | GDScript |
| Architecture | Autoload singletons: EventBus, WorldState, GameManager, AudioManager |
| Version control | Git |
Design phase complete. Implementation starting.
- 4 regions with full worldbuilding
- 5 playable characters + 8 NPCs designed
- Narrative architecture and main story arc
- All gameplay systems documented
- Godot 4 technical architecture defined
- Base autoloads (EventBus, WorldState, GameManager, AudioManager)
- Isometric exploration prototype
- Dialogue system with skill checks
- Tactical combat prototype
- First playable vertical slice
| File | Contents |
|---|---|
VESTIGIOS_GDD_MAESTRO_v1_2.md |
Master game design document |
GAME_DEV_BIBLE.md |
Style, tone, and development reference |
VESTIGIOS_GAMEPLAY_SYSTEMS_v1.md |
All mechanics in detail |
LORE_NPCS_HISTORICOS.md |
World lore and NPC profiles |
RULES_REFERENCE.md |
Combat and skill check rules |
VESTIGIOS_SETUP_GUIDE.md |
Dev environment setup |