Game Heroically

Bold worlds. Defiant systems. Competitive and cooperative experiences that reward mastery, experimentation, and stories forged in conflict.

Geomancer: multiplayer prototype live

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Development reports, playtest access, and release announcements. No spam.

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Games

Three titles. Worlds that react, systems that bite back, players who matter.

Geomancer icon

Geomancer

  • Live service MMO
  • Faction-based PvEvP
  • Serverless and player-owned
View game details ->
Battle Bell icon

Battle Bell

  • Single player
  • World building
  • Epic combat
View game details ->
Colossus icon

Colossus

  • Arena PvP
  • Ladder ranking
  • Loot and permadeath
View game details ->

Current focus: Multiplayer stack live - SpacetimeDB server and Unity DOTS client. Synced hex grids, shared state. Next: faction pressure, economy hooks, persistent world simulation.

Studio updates

Development reports, playtest access, and release announcements.

Geomancer icon

Geomancer

A tile-based creature-collector where factions clash across a massive, persistent world. At its heart is an infinite spell system: every spell draws on the hex geometry of the world, so casts stay unique and dynamic. Six opposing elements—fire and water, earth and air, dark and light—shape the conflict. You and your faction fight to control territory and destroy the enemy’s elemental guardians, the bosses that gate progress through a galaxy of worlds. When the last guardians of an opposing faction fall, your faction wins. The world is serverless and player-owned; political pressure, scarcity, and long-term identity make every move matter.

Persistent World

  • Evolving political pressure and faction dynamics
  • Serverless architecture for world continuity
  • Player-owned systems and economy

PvEvP & Ownership

  • Territory conflict and alliance emergence
  • Scarcity and long-term player identity
  • Legacy and progression focus

Player Legacy

  • Community shaped history
  • Meaningful long-term goals
  • Identity through ownership
Battle Bell icon

Battle Bell

A single-player world where you build, decorate, and run your life in a town that’s one bell-ring away from a brawl. Life-sim meets combat: you upgrade your home with tools that also matter in a fight, help the blacksmith improve their smithy for better gear and discounts, and support other citizens so the whole town grows. The hook is the bell. When you ring it, the whole town pours out for a massive, chaotic brawl. The bigger and more intense the fight, the more fame your town earns—and the more new characters show up to join and settle. Cozy until the bell tolls; then it’s a town-wide brawl for glory.

Cutting-edge Tech

  • Serverless architecture
  • Single world
  • No fragmentation

Genre-defining Innovation

  • Physical ranking
  • New combat systems
  • Strategic counterplay
  • Legendary opponents

Industry-leading Design

  • Menuless gameplay
  • Immersive atmosphere
  • Simple interfaces
  • Intuitive mechanics
Colossus icon

Colossus

Soulslike arena combat, matchmaking-based but built around cooperation. You’re not here to fight each other—you’re here to take down the colosseum boss together. That boss is far beyond a usual soulslike: bigger, deadlier, and often one-shot lethal. You will die. You respawn in a cell and run back into the fray. The only way to win is to work together, learn the boss, and keep throwing bodies and skill at it until it falls. Not everyone will make it, but if the group is persistent enough, you can win together.

Endless Discovery

  • Procedurally generated
  • Living worlds
  • Hidden secrets
  • Unique abilities

Evolving Gameplay

  • Dynamic metagame
  • Player choice lore
  • Endless progression
  • Social sandbox

Rich Economy

  • Player-owned
  • Community driven
  • 1:1 scarcity
  • Game utility

Roadmap

One game at a time. We're on Geomancer now (multiplayer prototype live: SpacetimeDB + Unity DOTS). Battle Bell starts next year; Colossus after that. Timelines are directional and will evolve with testing and community feedback.

Geomancer · 2026
Now

Multiplayer prototype live: SpacetimeDB server + Unity DOTS client.

Q1
2026

Faction framework and ownership model pre-production complete.

Q2
2026

Persistent world simulation and economy tuning.

Q3
2026

Prototype realm with PvEvP territory conflict and alliances.

Q4
2026

Founder test campaign and persistent progression baseline.

Battle Bell · 2027
Q1
2027

Pre-production; world-building tools v1 and foundational combat systems.

Q2
2027

Exploration biome expansion and boss encounter prototypes.

Q3
2027

Vertical slice polish, UI simplification and onboarding.

Q4
2027

Invite-only playtest and narrative progression validation.

Colossus · 2028
Q1
2028

Core arena loop locked, first ranked rule set finalized.

Q2
2028

Closed alpha, matchmaking stress tests and ladder resets.

Q3
2028

Loot/permadeath economy pass, anti-smurf and anti-cheat.

Q4
2028

Public beta season and live events test window.