Reclaimer

Solo project – Code, 3D art, 2D art, Shaders/VFX, Sound design and gameplay design

Reclaimer is an upcoming story-driven action rogue-lite about clearing procedural dungeons to reclaim lost magical powers, where players will have to decide wether they will risk losing powers in order to progress further or navigate a chaotic rupture in reality to escape and bank their progress.

The game follows a guardian golem in restoring order to a dystopian, magic-fearing civilisation. Designed for gamepad with twin-stick controls, the player can slash, block, dash and use their reclaimed powers. In addition to reclaiming powers, the player character can lose pieces after taking large amounts of damage, which can be reclaimed to restore the lost health, encouraging movement and good positioning. There are many abilities that can interact to create powerful combos; slashing while blocking will break the shield in an AOE attack that expels its stored damage, while dashing and blocking simultaneously causes any enemies in their path to be briefly stunned.

Reclaimer features complex systems such as procedural hit reactions, dithering of vision-obscuring walls and objects, a predictive projectile weapon aiming algorithm and modular AI state machines.

Reclaimer’s AI enemies are smart and optimized; they use realistic sight and sound based detection to track and investigate the player’s last known position without cheating, communicating and sharing infomation with nearby allies. The AI are optimized to reduce their simulation rate beyond a certain distance from the player, so far away or off-screen enemies won’t use as much CPU time but will still be able to patrol and respond to calls for help from their allies.

Reclaimer is currently in early development and has no planned release date