DESCENT
A Souls-like Experience
Landon Arneson
Into Verdite
STORY & DESCRIPTION
THE WORLD
The kingdom of Verdite has collapsed after a blight has revenged the kingdom after the kings passing. Once the king was buried an ancient force created a dungeon and warped reality to bury the king deep underground. The living now search for treasures and answers within the dungeon's levels.
YOU are one of these hunters hoping to be the one who finds all the answers to the kingdom's problems.
GENRE
Action RPG / Souls-like
TONE
Dark, oppressive
SETTING
Gothic/medieval dungeon
CORE LOOP
Fight → Die → Learn → Persist
GENRE & OBJECTIVES
GENRE
Souls-like / Action RPG
Punishing combat, stamina management
Dark Fantasy
Gothic architecture, eldritch lore
OBJECTIVES
01
Survive
Manage health and stamina
02
03
Master Combat
Learn enemy patterns, perfect parries, and exploit weaknesses.
Find Answers
Defeat the enemies and save the kingdom
TARGET AUDIENCE
17–30
Primary Age
Core gaming demographic
M / 17+
Rating
Mature themes & violence
All
Gender Split
~65% male, 35% female
3 min
Playtime
Main story
Souls-like Fans
Players of Dark Souls, Elden Ring, Bloodborne who love punishing, skill-based combat and rich environmental storytelling.
Dark Fantasy RPG Players
Gamers drawn to gothic worlds, deep lore, moral ambiguity, and meaningful character builds.
Challenge Seekers
Players who value mastery over accessibility — those who wear difficult completions as badges of honour.
GAME DESIGN & AESTHETIC
COLOUR PALETTE
AESTHETIC PILLARS
Gothic Architecture
Crumbling cathedrals, spiraling towers, fog-shrouded catacombs.
Environmental Storytelling
No cutscenes for lore, secrets hidden in geometry, items, and enemy placement.
Visceral Feedback
Heavy feeling. Stagger animations.
On next slide
IMAGE REFERENCES
ENTITIES — CHARACTERS
PLAYER CHARACTER
THE Hunter
Apperance
The Knight
HP / Stamina
Both located towards the top left
Weapon
Great Sword
Flask
2 uses – restores health
ENTITIES — ENEMIES & ENVIRONMENTS
ENEMY TYPES
Enemy
Undead
Shambling undead. Predictable.
ENVIRONMENTS / ZONES
The Church
Crumbling gothic dungeon, dim candlelight.
BOSS
Brood Mother
Final boss. Unique movesets.
GAME MECHANICS
CORE LOOP
Combat
DIE
PERSIST & GROW
Stamina System
All actions drain stamina. Overextending leaves you vulnerable. Stamina management is a core skill.
Lock on System
Used to focus your camera on to a specific enemy. Also angles your attacks towards the enemy your locked on to.
TECHNICAL DESCRIPTION
ASSETS
LEVELS / UI / STATES
COLLISION DETECTION
PHYSICS
ALGORITHMS
SOFTWARE ARCHITECTURE
PRESENTATION LAYER
Game HUD
Main Menu
GAME LOGIC LAYER
Player Controller
Enemy AI
Combat System
ENGINE / CORE LAYER
Physics Engine
Input Handler
Event Bus
DATA / ASSET LAYER
Asset Database
Level Configs
Enemy Stats DB
DEVELOPMENT TIMELINE
Phase 1
· Concept finalization
· Art style finalization
· Prototype combat
Phase 2
· Player controller
· Enemy AI
· Combat & hitboxes
Phase 3
· Zone 1 buildout
· 1 enemy
· Weapons
· Boss 1
Phase 4
· UI polish
· Bug fixing
· Playtest & balance
Phase 5
· Final demo build
· Presentation prep
· Poster
· Submission
THE DESCENT
AWAITS.
"Die. Learn. Persist. The world does not forgive the unprepared."