Built for a world that keeps moving
I want Orvaldar to feel like a place with a life of its own: traders on the road, changing seasons and decisions that ripple beyond a single fight. I’m building my own engine in pure C to lay the foundations for that world.
A world worth returning to
The ambition is a world that can keep growing, from a village and its surroundings to distant places and the 1,000 floors I plan for Valdreth. I’m starting with a small playable slice. The full world and tower are still ahead.
Tactics with room to think
I’m designing turn-based combat around positioning, initiative and cooperation. The appeal is chess-like anticipation: reading a situation and making a deliberate move. These are systems in development, not finished combat in the public prototype.
My engine, my development tools
The new game runtime runs in C from end to end. I use Haskell only during development to prepare data and check particular rules, including movement, trading calculations and combat arithmetic. Players will not need Haskell to run the game.
This browser preview now runs in my own C engine. My goal is clear pixel art and a game that runs well on modest computers. Windows, Linux, macOS, mobile and browser versions are planned; each still needs testing on real devices.