Introduction

Anubis is a hybrid Action RPG that combines the strategic, punishing elements of Soulslike games with the fast-paced, randomized mechanics of Hack&Slash games. The game focuses on player skill and mastery while offering dynamic environments, varied loot, and procedural generation to ensure each playthrough is unique. The main satisfaction and reward of the game will be a sense of the player growing skills, which will be verified by increasingly difficult and mechanically complex opponents.

Target Audience

Anubis is made for dedicated gamers who enjoy challenging experiences and deep gameplay mechanics. Without selectable difficulty levels, the game appeals to players who are interested in mastering complex systems to overcome difficult challenges. Fans of Soulslike and Hack&Slash games will appreciate the combination of punishing combat and fast-paced, randomized gameplay with character evolution. Power players will be able to reject gear and make the game very challenging, where the only determinant will be the player skill. This game is tailored for an audience that values skill and perseverance, likely deterring more casual players or those looking for a more relaxed gaming experience.

Gameplay

Loop/Progression

The main gameplay loop will involve defeating enemies to level up and gain better equipment, as well as learning new skills as a player. Once the player and their character are strong enough, player can move on to unlock the next area by defeating the area's main boss. These bosses should be a real test, there should not be a situation where a novice player is able to defeat a boss immediately upon entering a new area. Since there will be a lot of randomness and freedom of equipment selection in the game, the balance will be a big challenge.

Mechanics

Story

Plot

TODO

World

TODO

Background

TODO

Style

Visual

TODO

Audio

TODO

Modding

Modders should have access to the same API as the developers of the game and the Bevy engine. This would open up access to modifying and extending any element of the game by defining additional Bevy plugins, but the drawback would be the requirement to use Rust and the potential execution of unsafe code.

We can mitigate this to some extent by doing it in the spirit of Rust. Mods will be in the form of source code that will be compiled by the Rust compiler included with the game. This would make the problems with ABI differences disappear because the architecture and compiler versions would be identical.

Additional security and accessibility should be provided by a public mod repository used by the mod manager, where each mod would have to pass a review process. Advanced users should be able to switch to a different repository or even load mods directly from filesysyem.