Current project

Project Isekai'd

A tactical RPG with Darkest Dungeon–style combat and WoW-like abilities. Summoned by a goddess to save another world—if your party and your nerve hold.

The Story

Imagine you get hit by a truck tomorrow. Instead of the end, you wake in front of a goddess—granted a second life, but on one condition: defeat the source of incomprehensible evil and save the world, or be consumed by it.

So begins a classic isekai tale. Your character is thrown into a land of sword and sorcery, where you find new friends and foes, push through dangerous dungeons, learn new abilities, and face hordes of monsters—armed with a mountain of gear and a party at your back.

Combat is punishing. Retreat is often the wisest choice. But beware: your companions signed up for a mission. Fail them through cowardice and they may leave—or turn against you. Lead with strength and trust, and they can become your most loyal allies, or even grow to love you. Push them too far, and you may watch them fall before your eyes.

Do not fear death. It is part of the journey. The goddess is merciful; she may allow you to return to the world—stronger than before.

What kind of game is it?

Isekaied mixes concepts from two of our favourite games. From Darkest Dungeon it borrows combat style, game progression, and the stress system—elevated with a tighter social system between you and your heroes, where loyalty and trust matter. From World of Warcraft it borrows itemization and abilities: a deep skill wheel, rich equipment, and impactful consumables. The result is tense, position-based fights with a party whose bonds you have to earn.

Working systems (in development)

Systems currently implemented or in active development.

  • Isekai intro — Goddess scene and dialogue that sets the “summoned hero” premise and sends you to the world.
  • Town hub — Adventurers’ guild, hireable heroes, party formation, and preparation before a run.
  • Dungeon runs — Procedural or designed dungeon maps: rooms and corridors, quest progress (e.g. explore ratio), and exit/complete flow.
  • Turn-based combat — Speed-based turn order (no fixed “party block then enemies”), ability use, targeting, and turn flow.
  • Abilities & skills — Skill wheel with multiple abilities per hero; WoW-like variety of effects (damage, heal, buff, debuff, positioning).
  • Equipment & inventory — Equippable slots (weapon, armor, etc.), Diablo-style grid inventory, item DB, and stat application in combat.
  • Consumables — Potions (restore HP/fatigue, stat boosts) in an inventory wheel; use in dungeon and in battle with visible buffs.
  • Stress & morale — Stress and morale stats; changes from combat (crits, ally/enemy death), backtracking in corridors, and enemy skills (e.g. morale damage).
  • Flee & backtrack — Retreat from combat (flee button); backtrack in corridors with a penalty (stress/morale) so retreat has a cost.
  • Save & progression — Save/load (SaveManager), goddess-seen and game-stage flags, and persistent roster/state across runs.

In the works

Systems and content we’re building next.

  • Gore — Amputate limbs in combat, carry them with you as you flee back to town, and have them reattached to your heroes.
  • Critical damage — Risk one more turn only to see a beloved heroine squashed into a puddle of blood by an orc with a giant club. Death can be sudden and brutal.
  • Socials — Heroes come with different standings, opinions, tempers, preferences, and dislikes. The worst tend to surface at the worst possible moment—in the most intense combat. Other heroes may approve or despise it. Will your party stand by you, leave you, or even attack you?
  • Vendors — Blacksmith, jewelcrafter, and alchemist for further customization await in the future.
  • Unique bosses — WoW-style unique boss mechanics and encounters are planned.
  • VFX — Coming in the near future.
  • Sound and music — Coming in the future.

Goals

  • Deliver a cohesive isekai-style experience with our own identity.
  • Make progression and systems feel rewarding and readable.
  • Support replayability through meaningful choices and branching.
  • Ship a polished, focused experience rather than an endless scope.

Roadmap

High-level milestones. Update dates and items as development progresses.

Phase 1

Core loop & prototype

Core mechanics, basic loop, and vertical slice. Lock in feel and scope.

Phase 2

Content & narrative

Main story beats, areas, and key systems (economy, progression) implemented.

Phase 3

Polish & release

Balance, QA, UI/UX polish, and release (Steam / itch / your platforms).