Design/Style and mood


  • Entertainment value over consistence and realism.
  • Mixes steampunk and fantasy.
  • The map contains multiple terrain types, some caves and a few random landmarks.
  • Manga style character graphics.
  • Tongue-in-cheek attitude is recommended for developers.

Goals and priorities

The primary goal that the style and mood seek to achieve is to make playing the game feel good. In the most basic level, the player characters are presented as near perfect beings who make their way through an imperfect and chaotic world and defeat the corrupt foes with stunning feats. The style and mood need to convey both the desperation of the world and the determination of the player characters to overcome it.

The game does not aim to develop a serious storyline or a highly immersive expensive since that is too difficult and time-consuming for a small team of hobbyists. Instead, the game focuses on fun action and exploration. As there is no deep lore, consistence is not a high priority. Random and nonsensical design is mostly fine for monsters, items and other things, as long as they fit either fantasy or steampunk and the graphical style is right.


The world of the game is classified as a steampunk world, though there are also strong fantasy elements mixed in. The technological spectrum ends to advanced steam technology and fine mechanical devices. No electricity exists. The biggest inventions in existence are privimitive gunpowder powered firearms and simple steam engines. Powerful magic exists, though spells are generally somewhat costly to cast.

The priority with the map style is to generate easily recognizable regions with lots of variation so that the scenes do not get repetitive too quickly. The terrain types used in the map include plains, hills, mountains, forests and deserts. Some caves and pits are also generated, mostly independently of the surface. Futhermore, landmarks such as monuments, ruins and small buildings may be generated occasionally to add more variation.

Graphical style

The character art of the game makes use of the manga style for proportions, textures and shading. As manga style in this context does not mean super deformed or highly simplified, the detail level of character meshes and textures can be relatively high. The style rather suggests that female characters are of the stereotypically sexy type with huge eyes, male characters are muscular and cool, armor and clothes are all about looks, and animations are exaggerated for pleasurable experience.

Other models likewise inherit from the manga style, but they may also have a bit more realistic elements in some cases. In any case, the goal is to have well-defined and easy to recognize features. Hence, shapes and contrast are exaggerated somewhat. Colors are pastel shades with around 70% saturation. Fully saturated colors should be avoided in order to be easy for the eye.

The game aims for the medium detail level. In terms of polygons, that amounts to a few thousand polygons for an average model. Small objects can have less than a thousand but characters and larger objects generally have more than that. Textures would usually be 512x512 in size, though large models can have bigger textures if necessary, and smaller ones smaller.

Tongue-in-cheek attitude

Tongue-in-cheek humor is an integral part of both development and the mood of the game itself. Making the players chuckle a bit is not forbidden. Rather, it is recommended. You are free to develop weird monsters, unconventional spells or questionable items. The thing that matters is that they are enjoyable and fun.

See also