Neolix Studio

Case study — In development

Riftwrought

An offline-first action RPG built in Godot 4. My long-term flagship project.

Code on GitHub

Riftwrought prototype: an archer fights imps in an isometric dungeon courtyard while a blue skill effect lights the floor.

Overview

Riftwrought is an offline-first action RPG that combines my two favourite genres: ARPG buildcraft in the spirit of Path of Exile and the replayability of roguelites. It's for players like me who want mayhem and freedom — and who want to own the game they bought: no online economy, no seasons, no FOMO. The save file and the progression belong to the player.

My role

I design the story, the game loops, skills, formulas, the economy and balancing. I build it in Godot 4 with AI assistance: I write the specifications, review every delivery against them, and only accept work that meets them — the same way I ran development teams as a product owner.

How I work

Every decision goes into a decision log — over 400 entries so far — so months later I can check what I decided and why, instead of relying on memory. Before committing to anything risky, I run a feasibility spike: a small, disposable test of one question. Before building the Huntress, for example, a spike checked whether bow animations could be retargeted onto her model at all.

Work moves through the same cycle I used as a product owner at IBM and UNIQA: delivered, reviewed, accepted. I own the vision, translate it into concrete technical work, and test every result against what the player needs before I approve it — or send it back.

Direction changes

I started with a clear picture of the look and feel: a dark, gory ARPG-style roguelite. Along the way I explored a 2D isometric version and drew my own pixel-art characters — and learned that art production would be the biggest blocker for a solo project. So I moved to 3D with free CC0 assets, which lets me focus on what I do best: systems, design and the player's experience.

None of these directions were mistakes. Each one answered a question, and the decisions stay in the log: tested, accepted, and no longer the active target. I try things, look at the result, and decide based on what's best for the product and its players.

What I learned

In Riftwrought, skills, abilities and auras are Imprints — unlocked permanently into the character. Persistent Imprints like auras reserve part of your Mana while they're active, and before building the system I modelled it in Machinations to answer one question: should Mana regeneration be calculated from the full Mana pool or only the unreserved part?

The difference compounds quickly. With 100 Mana and 10% regeneration, a player regenerates 10 Mana per second. Reserve 25% for an aura, and regeneration from the unreserved pool drops to 7.5 per second. I chose the unreserved model: every aura carries a real, ongoing cost, and that cost gives future build stats — Mana leech, Mana on hit, Mana on kill, recoup — a genuine job to do.

It took about half a day, including learning Machinations itself. Since free Machinations projects are public, I also modelled it with neutral names so my own numbers and formulas stayed private.

In development

What's next

The next milestone is completing the Huntress's skill pool. After that, I'll build the first playable zones: the Prologue and Act I.

Credits

The prototype uses free CC0 assets by KayKit and Quaternius. All design, systems and code are my own work, built with AI assistance.