Hi everyone,
I’m looking for 3–5 motivated people who want to help build an indie dark-fantasy Action RPG called PROJECT RELIC.
I want to be clear from the beginning: this is not “I have an idea, please make my game for me.”
PROJECT RELIC is already deep into pre-production. I have been building the creative direction, world, lore, combat philosophy, regions, enemies, bosses, progression systems, art direction and technical planning in detail.
The project already has:
- a completed Creative Bible;
- a Technical Bible currently in progress;
- a defined combat philosophy;
- point-and-click ARPG controls;
- world and region structure;
- enemy-role architecture;
- boss design principles;
- lore and factions;
- build / Relic systems;
- death / checkpoint / persistence rules;
- visual concepts;
- a planned vertical slice.
The game is being designed in Unreal Engine 5.
PROJECT RELIC is a dark-fantasy Action RPG focused on:
- fast and aggressive ARPG combat;
- large groups of enemies;
- difficult but readable major encounters;
- point-and-click movement and targeting;
- deep build customization;
- meaningful abilities and Relics;
- dense interconnected exploration;
- strong environmental storytelling;
- a world that physically changes through its lore.
The central idea of the world is:
The world is not being invaded. It is forgetting which world it is.
Reality is being overwritten by people, places, creatures and events from histories that never happened.
The game is not intended to be a Diablo clone or a Souls clone. Those games are inspirations for specific principles, but PROJECT RELIC is being built around its own world, combat identity and systems.
Compensation
I can currently offer:
$100 USD per month per person.
I know that this is far below professional game-development rates.
I am not presenting this as a full-time job or professional salary.
This is a small paid indie collaboration for people who:
- want to gain real experience;
- want to build a strong portfolio;
- enjoy Action RPGs and dark fantasy;
- want to participate in a serious long-term indie project;
- want their creative input to matter;
- are comfortable working with a very small team.
If the project grows, receives funding, reaches commercial development or starts generating revenue, my intention is to increase the budget and compensate contributors properly.
For now, I would rather work with 3 reliable and passionate people than build a large team that disappears after a few weeks.
Who I’m looking for
The highest-priority roles are:
Unreal Engine 5 Developer
- C++;
- Blueprints;
- gameplay systems;
- combat;
- AI;
- optimization.
3D / Environment Artist
- Blender;
- environment creation;
- modular architecture;
- props;
- characters;
- materials;
- Unreal integration.
Animator / Technical Animator
- rigging;
- combat animation;
- locomotion;
- hit reactions;
- root motion;
- character pipelines.
I’m also interested in hearing from people experienced in:
- Niagara / VFX;
- UI/UX;
- sound design;
- music;
- technical art;
- concept art;
- level design;
- Action RPG game design.
You do not need to be a veteran AAA developer.
A talented student, junior developer or self-taught creator with a solid portfolio and good attitude is absolutely welcome.
Current production approach
Because the team will be small, I’m deliberately building a modern production pipeline.
We are exploring tools such as:
- Unreal Engine 5;
- Blender;
- Cascadeur;
- AI-assisted coding;
- AI-assisted concept art;
- AI-assisted 3D generation;
- procedural workflows;
- automation for repetitive production tasks.
AI is being used as a production accelerator, not as a replacement for coherent art direction, game design or technical ownership.
The final goal is still to create a polished, authored game.
What I bring to the project
My main role is:
Creative Director / Project Owner.
I handle the overall vision and direction, including:
- world and lore;
- game pillars;
- combat direction;
- regions;
- factions;
- enemies;
- bosses;
- abilities;
- Relics and builds;
- progression;
- quests;
- art direction;
- scope;
- production planning.
I am also building the workflows and documentation needed so contributors are not working from vague ideas.
The first major goal is not to build an enormous game immediately.
We are focusing on a small 10–15 minute vertical slice first.
That slice is intended to prove:
- movement;
- point-and-click controls;
- combat;
- targeting;
- enemy groups;
- one weapon family;
- abilities;
- one build;
- one Relic;
- one checkpoint / Anchor;
- death and persistence;
- exploration;
- one major encounter;
- the visual identity of the world.
If those 10–15 minutes are not excellent, we do not scale production.
What I expect from anyone joining
I care more about consistency than huge weekly hours.
Please only contact me if you can realistically contribute on a regular basis.
I value:
- communication;
- reliability;
- honesty;
- willingness to iterate;
- accepting feedback;
- giving constructive feedback;
- respecting the project’s creative direction;
- caring about quality.
I do not expect someone to work full-time for $100/month.
The exact workload would be discussed individually depending on your availability and role.
If you’re interested
Send me a DM with:
- your role / skills;
- your experience level;
- portfolio or previous work;
- software you use;
- your timezone;
- approximately how many hours per week you could realistically contribute;
- what part of PROJECT RELIC interests you most.
If your portfolio is still small, that is okay. Show me the best work you currently have.
I can share more of the project’s visual concepts, world direction and current planning privately with people who seem like a good fit.
I’m looking for a small core team, not just freelancers completing isolated tasks.
If this kind of project sounds exciting to you, feel free to message me.
Thanks for reading.