"The ash remembers everything. You remember nothing."
A dark fantasy action RPG set in the aftermath of the Kindling — a cataclysmic elemental event that burned most of the known world. You wake up in a ruined crypt with no memory. The world is recovering. Something ancient is still out there.
Built in Godot 4.6.2 with GDScript.
The Kindling wasn't a war. It wasn't a villain. Something old and elemental, sealed beneath the earth for ages, broke free — the world correcting itself, a fever breaking. It burned everything not out of malice but out of necessity.
It is resting now. Not dead. Resting.
The ash is settling unevenly. Mountain cities survived above the clouds. Lowland settlements are patchwork — refugee camps, collapsed kingdoms, cults that worship the fire that came. Some valleys are returning to green. Others are still grey and silent.
You wake up in one of the grey places. You don't know why you're alive. Neither does anyone else.
- Top-down 3/4 view — WASD movement, mouse-aimed combat
- Diablo-style combat — cooldown abilities, melee hitboxes, hit-stop, screen shake
- Real loot — white and blue rarity items with randomized affixes
- Persistent character — save slots, stash, vendor, leveling
- 8 stackable ability upgrades — chosen at level-up from random picks
- Living world — NPCs with survival stories, not just quest givers
- One zone in v0.1 — The Forsaken Crypt, with more to come
v0.1 — in development. The core loop is playable: wake up in the crypt → fight through three chambers → reach the refugee outpost → stash your loot → go back in.
What's working: movement, melee combat, two enemy types (Skeleton, Slime), loot drops, inventory, equipment, leveling, save/load, hub town, settings, opening cutscene.
What's coming in v0.2: Demonlord boss, second zone, Diablo-style HUD, more enemy types, crafting foundations.
Requirements: Godot 4.6.2 standard (GDScript edition, not Mono/C#). Download from godotengine.org.
1. Clone the repo
2. Open project.godot in Godot 4.6.2
3. Press F5
No external dependencies. No plugins. No setup beyond opening the project.
Character and enemy sprites from the Trevor-Pupkin dungeon pack — rendered 256×256, 16-directional, pixel-art-adjacent style.
UI and menu art — dark oil painting aesthetic, Diablo 2 cinematic feel. Cold ash-grey and warm ember-amber in tension.
| Thing | Choice |
|---|---|
| Engine | Godot 4.6.2 GDScript |
| View | Top-down 3/4, 1280×720 |
| Renderer | Compatibility (OpenGL / ANGLE) |
| Saves | ResourceSaver, versioned schema, 3 slots + autosave |
| Audio | AudioManager with SFX variant support, crossfade music |
| AI | Enum + match state machines (Player, Enemy) |
| Sprites | Runtime SpriteFramesBuilder, 16-direction quantizer |
main: active development. All work goes here.dev: optional, for experimental work only.
Code: MIT.
Art assets: see assets/README.md for per-asset licensing.