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DESCENT

A Souls-like Experience

Landon Arneson

Into Verdite

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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

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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

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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.

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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.

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IMAGE REFERENCES

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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

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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.

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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.

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TECHNICAL DESCRIPTION

ASSETS

  • 3D Models: characters, enemies, environment props
  • Textures: PBR (albedo, normal, roughness, AO)
  • Animations: skeletal rig, state-machine driven

LEVELS / UI / STATES

  • UI: minimal HUD (HP bar, stamina)
  • Game States: Main Menu, Gameplay, Death

COLLISION DETECTION

  • Hitboxes: per-weapon and per-enemy attack arcs
  • Environment: capsule collider on player + AABB terrain
  • Raycast for lock-on targeting system
  • Trigger volumes for zone transitions & events

PHYSICS

  • Rigid body physics for props & corpses
  • Cloth simulation for cloaks, banners
  • Ragdoll on death animations
  • Gravity-scaled jumping & fall damage

ALGORITHMS

  • A* pathfinding for enemy navigation
  • State machines (FSM) for enemy AI behaviour

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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

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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

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THE DESCENT

AWAITS.

"Die. Learn. Persist. The world does not forgive the unprepared."