Living design document

REALMFRONT
Game Bible

The single source of truth for the current vision, locked canon, working systems, and future development of REALMFRONT.

Last structured for website v0.1Game status: Pre-alphaEngine: Godot 4
01 — Foundation

Core pillars

Persistent war

Territory ownership changes the visible world, regional access, guards, routes, vendors, bonuses, and strategic possibilities.

Complete PvE world

Players can build meaningful characters through quests, exploration, dungeons, world events, loot, crafting, and bosses.

Readable action combat

Top-down combat prioritizes strong silhouettes, clear telegraphs, responsive abilities, and roles that remain legible in large fights.

Social ownership

Factions provide identity; guilds provide belonging, holdings, coordination, and long-term recognition.

02 — The realm

World structure

The main game is a large connected open world—not a collection of MOBA matches. Smaller battlegrounds may exist later as side activities.

The Realm
Faction Homelands
Regions
Settlements, Keeps, Dungeons, Wilderness
Local Events and Objectives

Regional content

  • Capital cities and protected homelands
  • Borderlands with mixed PvE and faction conflict
  • Capturable outposts, keeps, mines, watchtowers, ports, and villages
  • Dungeons, caves, hidden ruins, and group encounters
  • Resource sites, crafting routes, caravans, and trade infrastructure
  • Public events, rare enemies, invasions, and world bosses
03 — Allegiance

Canonical factions

Ember Crown

Order. Fire. Conquest.

Imperial, disciplined, armored, siege-focused. Crimson, ember orange, burnished gold, and blackened steel.

Wildbound

Nature. Spirit. Endurance.

Primal, spiritual, agile, resilient. Forest green, moss, teal, bark, bone, vines, and living wood.

The Veil

Arcane. Shadow. Precision.

Elegant, mysterious, controlled, dangerous. Violet, indigo, midnight blue, silver, obsidian, and crystal.

The three faction emblems are locked canonical assets. Their shapes must be reused exactly unless an explicit redesign is approved.

04 — Combat identity

Starter class concepts

VanguardFrontline melee / durable

Spear-and-shield space control. Shield Rush, Iron Guard, Groundbreaker, Unbroken.

RangerRanged / mobile / control

Bow attacks, quick volley, traps, evasive movement, and spirit-infused mobility.

ArcanistRanged / arcane / control

Arcane bolts, Void Lance, Moonfire Volley, Phase Step, and battlefield manipulation.

Character creation rule

Class defines gameplay. Every core class is planned to support male and female characters, additional faces, hair, skin tones, voice sets, armor appearances, and faction-themed cosmetics.

05 — Territory war

Faction warfare

  • Persistent regional ownership rather than disposable match results
  • Capture outposts, watchtowers, mines, keeps, castles, ports, and strategic roads
  • Supply caravans, scouting, siege preparation, patrols, defense waves, and scheduled siege windows
  • NPC soldiers appear as guards, patrols, reinforcements, caravans, and siege forces—not endless MOBA minion lanes
  • Regional ownership changes banners, guards, vendors, quests, safety, resource access, travel, and dungeon opportunities
  • Seasonal campaigns crown winning factions and guilds without deleting permanent character identity
06 — Adventure

PvE and open-world content

World creatures

Wildlife, monsters, bandits, cultists, corrupted beings, undead, roaming packs, and hostile camps.

Elite encounters

Named rares, champions, camp leaders, and roaming threats with meaningful loot.

Public events

World bosses, invasions, defenses, caravans, and evolving regional encounters.

Instanced challenges

Dungeons and coordinated group encounters with defined roles, mechanics, and progression rewards.

07 — Community

Guilds and holdings

Guilds are planned to claim or develop holdings within faction-controlled territory. Features include halls, crafting stations, banners, trophy rooms, settlement upgrades, scheduled siege protection, regional rankings, and seasonal recognition.

08 — Character growth

Progression systems

  • Character levels, XP, gold, quests, and saved progression
  • Weapons, shields, head, chest, boots, rings, rarity, stats, and item comparisons
  • Loot from creatures, elites, quests, dungeons, world bosses, and faction activity
  • Gathering, crafting, vendors, economy, and class specialization planned for expansion
  • Cosmetic identity, mounts, pets, emotes, guild banners, and settlement decoration
09 — Player trust

Monetization rules

REALMFRONT should not sell combat power.

  • No purchased stat advantages or stronger equipment
  • Cosmetic character skins, weapon appearances, ability VFX, mounts, pets, emotes, guild banners, and settlement decorations
  • Seasonal passes focused on cosmetics and optional progression tracks
  • Founder support may grant cosmetics and recognition, not power
10 — Working prototype

Systems currently built

3D top-down movementMouse-facing combatVanguard ability kitThree-faction AITerritory captureCapture and defendMultiple objectivesPvE mobs and bossQuest campaignXP and levelsLoot and goldInventory and equipmentVendor sellingSave/loadRigged Vanguard locomotion
11 — Roadmap

Development sequence

  1. Vanguard polishFinal equipment alignment, attack and ability animations, VFX, ability icons, faction-colored UI.
  2. First open-world regionExpanded Borderlands, settlement, wilderness paths, caves, resources, faction outposts, quest hubs, map, and minimap.
  3. Ranger and ArcanistProduction models, full ability kits, class selection, and party-role testing.
  4. Networking testReal players, parties, authoritative combat, shared objectives, and basic persistence.
  5. Guild and campaign foundationGuild identity, rankings, holdings, regional warfare, and seasonal campaign structure.
12 — Canon rules

Locked visual decisions

  • Faction emblems are canonical and must not be regenerated or reshaped.
  • Starter references: male Ember Crown Vanguard, female Wildbound Ranger, female Veil Arcanist.
  • Visual direction: stylized top-down fantasy, readable like Albion, richer adventure atmosphere inspired by Fellowship.
  • World tone: ancient, embattled, heroic, mystical, strategic, and lived-in—not anime, pixel art, muddy realism, or cheap mobile fantasy.
  • Current production priority is the actual game. No additional concept-image generation unless explicitly requested.