Codename
PROJECT
BAGEL FACE
Neon. Rain. The hum of a cyberclinic. Your crew is waiting.
ARPG. Year 2054. Magic, tech, and gritty streets.
Combat Domains
Any character can invest in any domain. Specialize deep or spread wide.
Weapons
Guns, blades, grenades. No connection to the net required. Just skill and steel. Direct, visceral, reliable.
Fueled by Stamina. Every build fights. But chrome can reduce the cost of a heavy swing, and a mana-fueled strength buff makes your blade hit harder.
Magic
Spells, healing, crowd control. You channel the net through instinct and will. Ancient, organic, flowing.
Fueled by Mana. The deeper your connection to the net, the faster it flows. A perception spell can reveal weak points for your gun or hidden nodes for your hacker.
Tech
Hacking, drones, cyberware, electronic warfare. You interface with the net through engineered hardware. Structured, precise, manufactured.
Fueled by Nanos. Nanobots in your blood that power your tech, repair your chrome, and link your smartgun to your nervous system. They cost Essence. More nanos, less magic.
What I'm Building
An ARPG where magic and tech are two interfaces to the same reality. No classes, no levels. Just karma and the choices you make.
Your Build, Your Identity
Classless karma progression. Invest in any skill, any attribute. Your character becomes exactly what you choose.
A mage with a datajack. A razorhand with nanobots repairing his chrome mid-fight. Every combination works. But every piece of cyberware is a target: a critical hit can crack your nerve lace mid-run.
Take the Job. Do the Run. Get Paid.
A fixer calls. A corpo convoy rolls by with weak security. The run finds you as much as you find it.
Some runs are quick smash-and-grabs. Others are hour-long operations. Push deeper for a bigger payoff or leave while you're ahead.
Positioning Is Everything
Flanking, back attacks, cover. Where you stand changes whether you hit, how hard, and whether you crit.
Circle behind an enemy for a back attack bonus. Use cover to reduce incoming fire. A well-placed flank raises both hit chance and crit chance. Play solo with NPC companions or bring up to two friends for co-op.
Latest footage
|2026-04-05
Dev Log
What's actually been built, and what's coming next.
Currently Working On
Cover & Tactical Awareness — Hit chance UI, target persistence through cover, and a full cover system
updated 2026-04-05Position and information are the core of tactical combat. This phase gives the player the tools to read the battlefield: see the odds, use cover, and make decisions based on real data instead of guessing.
Target LoS Persistence
Target lock persists when the enemy goes behind cover. Outline changes to grey (passive, can not fire). When they re-emerge, outline goes back to active.
Hit Chance Indicator
Floating hit percentage near the active target and persistent HUD panel in the top right. Range, flanking, and back attacks all feed into the number.
Targetable Component
A composable component that makes any actor a valid target. Characters, turrets, destructibles. Decouples targeting from Lyra's health system.
Cover System
Objects in the world provide cover. Auto-snap entry, peek via targeting, cover reduces incoming hit chance.
Next Up
First Abilities — Punch, Evade, Bolt, and Heal in the Weapons and Magic domains
Enemy AI — Enemies that telegraph, patrol, aggro, and actually fight back
Expanding Combat — Tech domain arrives. All three domains grow wider, deeper, and start talking to each other
Resource Bars — Replace cooldowns with Stamina and Mana. Decisions, not timers.
What's Built
Tactical Targeting — Hit chance display, LoS target persistence, and expanded test coverage

Combat Foundations — Automated tests, shot feedback, target outlines, positioning modifiers

First Playable Build — Packaged client, dedicated server, first online playtest with a friend
2026-03-19First Combat Encounter — Targeting, shooting, damage, health bars, death, and respawn
2026-03-14HUD Framework — The layer that makes multiplayer combat visible on screen
2026-03-02Aim System — Move one direction, aim another. Mouse and gamepad, seamlessly
2026-03-01Camera & Movement — Fixed-angle top-down camera with a 4-level priority system
2026-02-24Multiplayer Connect — Direct connect to a dedicated server from the main menu
2026-02-21Live Build Pipeline — Push code, builds ship automatically, server auto-deploys
2026-02-16Engine Foundation — Imported Lyra and set up modular plugin architecture
2026-02-12The World
Indra's Net
2054. Technology pushed humanity past a threshold and the Veil thinned. What was always there became visible. Magic, or what we call magic, was never gone. We just couldn't see it.
The collective consciousness of humanity has become visible, quantifiable, and exploitable. The System tracks everything: every action, every choice, every kill. Your karma isn't metaphorical. It's a stat.
"Technology sufficiently advanced is indistinguishable from magic. Magic sufficiently understood is indistinguishable from technology."
Play It
The first networked playtest is done. Targeting, shooting, health bars, death, and respawn, all working across the internet. The next test session is being planned. The email list gets the invite first.
Builds ship with every push to main · Next session coming soon
Get Involved
This game is being built in the open. If that sounds interesting, there's a seat at the table.
Get on the List
New builds, test sessions, and the occasional honest update about what's working and what isn't.
Help Build This
Concept Artists
Looking for artists who can nail a grittier cyberpunk aesthetic. Rain-soaked streets, neon-lit shadows, moody atmosphere. Credited in the game.
Level Designers
Help design mission spaces. City streets, corpo towers, underground networks. Top-down perspective. Credited in the game.
Playtesters
Everyone is invited. Regular multiplayer test sessions as new builds ship. Help shape the combat feel. Your name goes in the credits.
Direct support options are coming. For now, playing the build and telling me what breaks is the most valuable thing you can do.