Living Source of Truth

REALMFRONT Game Bible

The central reference for the game’s vision, factions, classes, combat, world structure, interface, art direction, and production rules. It should evolve alongside development so the game and website always remain synchronized.

1. Core Vision

REALMFRONT is a top-down faction MMORPG with MOBA-like combat readability, persistent territory conflict, social faction identity, and a premium stylized heroic-fantasy presentation.

Player Fantasy

Choose a faction and class, fight for territory, grow in power, and help shape an ongoing war.

Game Feel

Responsive, readable, deliberate combat with meaningful positioning and compact ability kits.

2. Design Pillars

Faction Identity

Colors, symbols, locations, objectives, and rewards reinforce allegiance.

Readable Combat

Top-down clarity outranks realism in silhouettes, VFX, UI, and terrain.

Persistent Conflict

Outposts, regions, and world events make the war continue beyond isolated fights.

Accessible Depth

Simple-to-read systems gain mastery through timing, positioning, and teamwork.

3. World & Structure

  • Fixed top-down isometric camera.
  • Contested regions, settlements, wilderness routes, faction strongholds, and strategic outposts.
  • Regional control percentages and faction-wide world events.
  • Readable paths, hazards, objectives, and blocked space.

Gameplay Benchmark

Emberwood Pass establishes camera, scale, HUD, and faction-combat readability.

4. Emberwood Pass — First Production Zone

Emberwood Pass is REALMFRONT’s first fully developed playable zone and vertical slice. It proves the camera, combat, faction warfare, questing, world events, traversal, loot, UI, and reduced-realism environment language in one contained region.

Zone Role

Contested three-faction frontier built around Emberwood Watch, a central capturable outpost.

Target Scale

Roughly 10–15 minutes of traversal across the full production zone, released through smaller playable slices.

Primary Loop

Explore, complete objectives, capture outposts, fight players and guards, trigger events, earn loot, and shift region control.

First Slice

Emberwood Watch: one road, forest clearing, palisade, tower, capture ring, faction guards, combat, and complete HUD.

Open Full Zone Bible

13. Factions

Ember Crown

Humans. Honor, duty, conquest. Heavy armor, disciplined armies, fortified holdings, red-and-gold heraldry.

Wildbound

Wood Elves. Nature, freedom, balance. Agile movement, bows, forests, green-and-gold identity.

The Veil

Dark Elves. Mystery, knowledge, power. Arcane manipulation, purple-black silhouettes, forbidden magic.

13. Starting Classes

Human Vanguard

Spear-and-shield frontline tank using Resolve.

Spear StrikeShield RushIron GuardGroundbreakerUnbrokenTerritory Flag

Wood Elf Ranger

Mobile ranged damage dealer using Energy; built around kiting, pursuit, and bow pressure.

Dark Elf Arcanist

Arcane ranged pressure, battlefield manipulation, and magical control.

Kit Rule

Four core abilities, one ultimate on R, and one faction/world utility on T.

13. Combat

  • Action-oriented combat with readable windups, impacts, and ground telegraphs.
  • Positioning matters more than excessive button quantity.
  • VFX use strong shapes, limited particles, and faction colors.
  • Cooldowns animate directly on icons with dark wipes, greying, and countdown text.

13. Faction Warfare

Region Control

Faction performance changes control percentages and realm-wide pressure.

Outpost Capture

Players contest zones, defend positions, and convert strategic locations.

World Events

Large threats create spontaneous cooperation and cross-faction competition.

Territory Flag

The T-slot ensures every class participates in the territorial layer.

13. Progression & Social

Class growth, equipment, talents, faction reputation, groups, social tools, and persistent identity should support long-term play without sacrificing readable PvP balance.

CharacterInventoryTalentsSocialMapFaction Progress

13. UI & Camera

  • Player frame and smaller target frame at upper left.
  • Minimap and objectives at upper right.
  • Standalone square action slots at bottom center with key labels underneath.
  • Chat lower left; navigation lower right.
  • Modular, faction-themed, scalable components.

Player Frame Benchmark

Current hierarchy, class-resource treatment, portrait scale, and status-icon stack.

13. Art Direction

Canon: premium stylized heroic fantasy with Albion-like readability, mature proportions, strong faction identity, and simplified materials.

Characters

Broad armor plates, readable weapons, controlled detail, and bold faction colors.

Environments

Chunkier rocks, broader trees, cleaner paths, and less foliage noise.

VFX

Graphic telegraphs, limited particles, and strong impact shapes.

UI & Icons

Compact bronze/gold structure, modern stylized icons, no oversized slabs.

Reduced Realism Pass

The active reference for characters, UI, insignias, icons, and material simplification.

13. Production Rules

  • Compare visual changes against the gameplay benchmark.
  • Every asset must work at actual gameplay scale.
  • Build UI as reusable components, not flattened full-screen art.
  • Keep insignias, colors, resources, and names consistent across game and website.
  • Update this bible whenever canon changes.

13. Current Status

LockedThree factions, starting archetypes, camera, reduced-realism target, insignias, HUD direction.
In ProgressFinal frames, action bar implementation, ability presentation, website synchronization.
NextTarget frame sheet, action bar sheet, class kits, environment guide, playable combat prototype.