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11/6/2026

Update #2 - Ditching Hard Classes for an Organic "Title" System

Hey everyone, 

A quick update on the mechanical side of things. Since I am building this as a massive, open-ended sandbox, the traditional "Pick a Class at Level 1" structure felt entirely wrong for the vision. I wanted a system that rewarded organic play but still gave players distinct identities and powerful builds.

We completely ripped out hard classes and replaced them with a two-tier progression system: Organic Stats and The Rune Tree.

Tier 1: The Organic Foundation (Stats & Skills)

At the base level, you have your classic attributes: STR, INT, DEX, PER, WIS, CON, CHA.

Beneath that is a purely organic skill system inspired by Oblivion and Kenshi. If you want to get better at swinging a two-handed sword, you have to go swing a two-handed sword. If you want to run faster, you run. Your base character organically shapes itself around how you actually play the game, rather than what buttons you clicked in a menu.

[Tier 2: The Rune System (The Specialization Engine)


  • The Point Cap:At maximum level (100), a player will have exactly 45 points to spend across the Rune Trees.
  • The Trees: There are 10 Fundamental Trees: Tank, Warrior, Holy, Elemental, Curse, Druid, Rogue, Hawkeye, Arcane, and Bard.
  • The Threshold: It takes 20 points invested in a single tree to unlock its ultimate "Strong" rune. 
  • The Opportunity Cost: Because of the 45-point cap, a player can perfectly master exactly two trees (20 + 20), leaving 5 points for utility. If they dump 26 points into Warrior, they permanently lock themselves out of a second ultimate rune.

The Payoff: The Dynamic Title System

This is where it all comes together. How you spend those 45 points, combined with what weapons you actively have equipped, dynamically assigns you a [b]Title[/b]. That Title isn't just text; it grants a massive, build-defining passive effect. 

(Note: The specific percentages below are just placeholders for testing the logic).

The "Pure" Masteries (Requires 40+ points in one tree):

If you dump almost all your points into one tree, you gain a Pure Title that ignores weapon types. It is raw, specialized power.

Main Tree Title The Boost / Effect
Warrior Warlord Physical attacks gain innate cleave damage to adjacent targets.
Druid Archdruid Summoned roots and nature entities have double health and duration.
Curse Lich Enemies that die while cursed grant you temporary mana regeneration.

The 20/20 Weapon-Conditioned Hybrids:
This is where the sandbox gets fun. If you perfectly split your points (20/20) between two trees, your Title changes based on the weapons currently in your hands.

Example: Tank (20) & Warrior (20) — The Frontline

Weapon Equipped Title The Boost / Effect
2H Weapon Titan Heavy attacks cannot be interrupted. Taking damage during a swing increases final damage.
Dual Wield Berserker Lose X% armor; taking damage increases attack speed by X% (stacking).
1H & Shield Crusader Blocking stores kinetic energy; next shield bash stuns and releases physical AOE.

Example: Druid (20) & Curse (20) — The Decay

Weapon Equipped Title The Boost / Effect
Staff Warlock Nature spells (vines/roots) deal rot damage over time instead of physical damage.
Scythe/Polearm Reaper Killing a cursed enemy with melee summons a temporary blight-treant from the corpse.


The "Free Hand" Specialists
I also wanted to explicitly support players who want to use a one-handed weapon with absolutely nothing in their offhand (the classic duelist or spellsword vibe), rather than forcing everyone into dual-wielding or shields.

  • Warrior (20) + Rogue (20) [1H + Empty] -> Duelist: Dodging/parrying guarantees the next strike is a crit that ignores X% armor.
  • Curse (20) + Warrior (20) [1H + Empty] -> Spellbreaker: The free hand acts as an anti-magic vacuum; you can parry and absorb magic projectiles.

Discussion

I am curious to hear from anyone who has built complex attribute/skill systems


Thanks for reading!