In development · Solo-built in Godot
A top-down action RPG set beyond a mysterious portal — four classes, six elemental bosses, and a fight that only gets harder the deeper you go.
Built solo, from zero coding experience. Fishing, cooking, pets, and player-to-player trading over a living, server-run economy.
The Crowned Behemoth Balance Console models a full four-class party clearing all six bosses — live.
More than a boss fight — a full run from town, through the portal, and back.
Warrior, Mage, Healer, Tank — melee cleave, ranged burst, ten-shots-a-second spellfire, and a damage aura. Each plays nothing like the others.
The Crowned Behemoth in six flavors, with telegraphed bullet-hell patterns that erupt from the ground. Read them, or get read.
Fishing, cooking, pets, and player-to-player trading over a taxed economy. The game is more than the fight.
Every skill is server-owned, saves are server-authoritative, and 3,400+ tests run the game as if every player is hostile.
The road to launch, one build at a time.
I died, came back with full health, logged out, and logged back in on 52 HP out of 504. My own server had been catching it for weeks and I hadn't looked — the client was healing itself, and the check that watches for unexplained healing was trimming it back to what regeneration could really produce. It was right. Accepting death was still a decision made on the player's machine rather than a request the server had to agree to. Both ways out of the death screen go through the server now, and the gold you were carrying is properly destroyed rather than just vanishing off your screen and coming back at the next login.
A switch that makes me hostile. Flip it and the whole world is told — and it stays on screen for as long as it's true, rather than scrolling away like any other message. There's also a Players menu anyone can open: who is online, what they're playing, and where they are. One day I want to be the world boss.
Every line of chat and every notice from the server now says when it happened, in your own local time. That sounds small. It wasn't: the server had been sending the time all along and the game was throwing it away, so anyone logging in was handed a week of old announcements, every one of them claiming to be happening right now.
The Kingdom's Coffers counts every gold piece that leaves the world for good — and it now says how much of a player's contribution was given and how much was simply lost when they died. Deaths are counted too. Dying still climbs the board; the board just admits what it's made of.
Elusion is getting a sound. It took me over a year of asking to get Horizon into my Discord — he's 17, has been writing music since he was 15, plays football, and is a genuinely busy guy. He's working on the intro theme in secret and has assured me it's no problem. A placeholder is in for now; the real track is on the way.
Every skill is now server-owned. Attack, defense, agility, magic, fishing and cooking are granted and checked on the server — no client can claim or edit its way to level 99.
Security pass across the board: saves, inventory, gold and the economy are all reconciled against what the server actually granted, backed by 3,400+ automated tests.
Bosses the server tracks in real time — the backbone for real, coordinated raids.
Dev logs, updates, and the road to launch. Come say hi.
Thanks for being here — it genuinely means a lot. — Robert