Browser-first persistent fantasy strategy/action RPG built with Godot 4.
Status: Pre-Alpha / broad playable MVP foundation.
- Pull
mainin GitHub Desktop. - Open
project.godotin Godot 4.7.2 stable. - Press F5 to run the project.
- Start in Dawnkeep. The settlement is now a visual interactive scene: click buildings to inspect/upgrade them and drag them to reshape the city. The cosmetic layout saves locally.
- Open World Map. Dawnkeep is
[0,0]; pick one of the highlighted adjacent frontier tiles. - Read the tile objective before entering. The current MVP generates four expedition flows: Frontier Claim, Monster Hunt, Resource Sweep and Ruin Siege.
- Win to claim an unowned tile. Its orthogonal neighbors become reachable, letting your supply line grow outward indefinitely.
- During combat, move onto glowing resource sites and remain nearby briefly to harvest them.
- Chain kills quickly to build Momentum, increasing Warden/army damage and earning bonus Gold at each 10-kill chain.
- Return to Dawnkeep, convert the haul into buildings, research, unit ranks and gear, then push toward a harder tile.
- WASD: move
- Space: dash
- Q: Rally army
- E: Shockwave
- Warden auto-attacks nearest enemies
Dawnkeep → Army → Reachable Frontier → Objective Expedition → Harvest/Momentum → Guardian → Loot/Claim → Build/Research/Equip → Push farther
- Frontier Claim: survive long enough to force the guardian into the open.
- Monster Hunt: kill aggressively until the local alpha appears; this mode has extra enemy pressure and a Gold/XP bounty.
- Resource Sweep: harvest enough frontier sites to awaken the guardian; pays extra construction materials.
- Ruin Siege: guardian arrives much earlier, is stronger and has improved high-rarity loot odds.
Current systems also include passive/offline economy, settlement upgrades, six research branches, Command-limited armies, four unit types, an effectively unbounded deterministic world-map window, persistent adjacency-based territory claims, biome/threat/resource metadata, action combat, run doctrines, horde scaling, procedural equipment and affixes, inventory/paper-doll preview, forge upgrades, marketplace prototype, local persistence, regional bosses, Warden talents and Frontier Seasons.
The most important question is whether the game creates the thought: “one more territory, then I can afford/unlock/try that.”
Pay attention to:
- whether Dawnkeep feels like a place worth returning to rather than only a menu;
- whether the visible supply line makes the world feel like a campaign rather than a menu;
- whether different objectives meaningfully change how you move and fight;
- whether harvesting tempts you into dangerous positions;
- whether Momentum makes aggression more fun than passive survival;
- whether expedition rewards immediately create a tempting decision back in Dawnkeep;
- whether the next higher-threat tile feels exciting rather than merely numerical.
docs/MARCHBOUND_MASTER.md— canonical living game bible.docs/MILESTONES.md— development milestones and acceptance checklist.docs/CHANGELOG.md— chronological design/implementation history.docs/TECH_ARCHITECTURE.md— browser/backend architecture.
These files are intentionally maintained as project memory whenever the design or implementation changes.
Gameplay code changes are continuously checked through GitHub Actions using Godot 4.7.2 project parsing, a headless main-scene smoke run and Web export.
MVP persistence is local for rapid iteration. backend/supabase_schema.sql contains the first database draft. Online economy-sensitive actions will eventually be server-authoritative rather than trusting the browser client.