AI Forge RPG
Game design doc · draft 7 · working title

AI Forge RPG

A sci-fi, fantasy and modern mashup RPG where you spend earned XP and crafting materials to have an AI forge weapons and powers nobody else has.

Daniel Cairns · 30 October 2026 · Engine: Unity (URP) · Look: cel-shaded anime 3D

Pitch

Think Ready Player One, but the worlds are real: a machine intelligence has torn rifts between dimensions, so knights, street racers and starship pilots now share the same streets. Every player builds their own kit by describing it. Spend XP and materials at the Forge, type "a neon katana made from a broken streetlight", and a few minutes later it's in your hand, drawn in the game's anime style and doing things no stock item does.

No two players end up the same. The game stays fair because the AI chooses the look and the combination of effects, while the game's rules decide how strong it can be.

Concept art

First exploration round: NoobAI-XL on a rented RTX 4090, six takes for each of six briefs, on 1 November 2026. These are the best two from each brief. All 36 takes, with their prompts, are kept in ~/AI/datasets/forge-rpg-concepts/noobai_v1. These are mood references, not final style: the game is cel-shaded 3D.

Round two: one hero at a time, and the Forge again

Same model, same day. Each hero was painted separately with their gender, age and outfit named, and revealing outfits and multi-character sheets added to the negative prompt. That fixed the lineup: four clearly different people, each fully clothed. All 26 takes are kept in ~/AI/datasets/forge-rpg-concepts/noobai_v2.

Round two missed the anvil: words like "circuitry", "holographic" and "blueprint" push NoobAI into flat glowing line art. Round three below fixes this with a 3D blockout.

Round three: the Forge painted over a 3D blockout

The way Super Potato Fighter's stages are made. A rough Blender model (tools/forge_blockout.py) puts the anvil, hammers, ring, furnace and pillars exactly where they should be. It renders a lit colour image and white outlines, and NoobAI paints over the colour image while a line model holds it to the outlines. At denoise 0.65–0.75 with strong lines, the result looked like a painted grey box. At 0.85 with lighter lines (strength 0.4 for the first half of the steps), it turned into a real forge. At 0.9 the anvil started to slip.

Cross-dimension heroes

Characters who used the Forge to build their own look from sci-fi, fantasy and modern tech at once. Eight briefs with four takes each, all kept in ~/AI/datasets/forge-rpg-concepts/heroes_cross_v1.

Model bias to fix: NoobAI ignored skin tone (the courier and the paladin) and still drifts towards tight bodysuits on women. Fixed in round four: putting skin tone first and weighted, as (dark skin:1.3), worked in every one of the twenty takes of the forge-step hero.

Decisions

QuestionDecision
Can players trade forged items?No. A forged item belongs to the player who forged it.
PvP, co-op PvE, or both?Both.
Can items be upgraded or reforged?Yes. See Upgrades and reforging.
What's the world's premise?Dimensions colliding through rifts, caused by the Machine Lord. See The world.
Solo, small online or MMO?All three. See Game modes.
Is the Forge a shard of the Machine Lord?Yes. It's the Machine Lord's gift to the multiverse, and it comes at a cost.
What is the Forge's cost?Every forge feeds the Machine Lord. A shared meter in each realm rises, and when it fills a world event starts. See The Machine Lord's hold.
What is the Machine Lord's motive?Abundance for everyone, in exchange for control. The Forge is the free sample.
Is there a limit on forged items?Yes, a slot limit, and items can be reforged.
Does the server cache?Yes, to save cost and speed up forging. See Caching.
What does the player's character look like?Players forge it. See Forging your character.

Pillars

Yours alone

Every forged item is one of a kind: its name, look, sound and effect mix.

Earned, not bought

Forging costs XP and materials from play. Power can never be bought with money.

Fair at any budget

Two items with the same budget are equally strong. A better prompt changes the style, not the power.

Eras collide

Sci-fi, fantasy and modern pieces mix freely. A dragon-scale riot shield is a feature, not a bug.

The world

The Machine Lord, an AI that outgrew its own dimension, forced its way into the others because it wanted to control more of the multiverse. Its arrival tore rifts between them. Now the realms bleed into each other: a cyberpunk city whose sewers open into a dwarven mine, a medieval market selling scrap circuit boards, a suburban shopping mall with a rift in the food court.

The Forge is the Machine Lord's gift. It's a shard of the Machine Lord, offered freely to every dimension. Anyone can forge anything, but every forge comes at a cost. The multiverse's best weapon against the Machine Lord is the Machine Lord's own creativity, and nobody is sure why it handed it over.

The Machine Lord's hold

Every forge feeds the Machine Lord. Each realm has a shared Hold meter showing how much of the realm the Machine Lord controls. Forging fills it, and fighting back drains it. When it fills, the Machine Lord breaks through in a world event. Every forge is a personal gain paid for by the whole realm.

What happensEffect on the meter
Common forge+1
Rare forge or upgrade+3
Epic forge or upgrade+8
Legendary forge+20
Reforging a look, or your character0. Only power feeds it.
Closing a rift, beating Machine Lord forces, finishing realm questsDrains it

When the meter fills: an incursion

In each mode

ModeWhose meterHow it plays
SoloYour own, one per realmIncursions are story set pieces that your own forging speeds up or delays. Forge recklessly and the campaign gets harder.
Small onlineThe host's worldThe party shares the meter. Incursions are co-op boss fights.
MMOShared by everyone on the serverIncursions are server-wide events. Players see the meter rise as others forge, and guilds organise defences.

Stop griefing. In the MMO, one player could spam forges to trigger incursions on purpose. Slot limits and XP costs already slow this. On top of that, each player's contribution to the meter shrinks after a few forges a day, and an incursion's warning stage gives players time to gather.

Realms matter to forging because each realm drops its own materials, and materials push the AI towards certain effects and looks. Exploring widely gives you a wider palette to forge from.

MaterialFound inPushes effects towardsPushes look towards
Fire CoreVolcanic fantasy realmBurnEmbers, molten cracks
Frost ShardFrozen tundra realmSlowIce crystal, pale blue
Circuit BoardModern city, sci-fi stationChain lightningNeon, exposed wiring
Dragon ScaleDragon lairsShieldOverlapping scale plates
Void GlassDeep-space realmPierce, teleportBlack glass, starfield inside

Core loop

  1. Play: quest, fight and explore the realms.
  2. Earn: XP plus realm materials.
  3. Forge: describe an item, choose materials, spend XP. The forge scene plays while the server works.
  4. Use: the item changes how you fight and opens content you couldn't handle before.
  5. Show off: other players see your one-of-a-kind kit. Inspecting an item shows its name, maker and story. Items can't be traded, so every item a player carries is one they forged themselves.
  6. Grow it: upgrade or reforge your favourites as you progress, instead of throwing them away.

Using the Forge

Forging is a scene, not a menu. The player stands at the anvil and the Machine Lord's shard talks back. Each step is something the player does with their hands, and the slow part (building the 3D model) is hidden inside the strikes. A forge takes about two minutes from start to finish.

  1. Approach. The Forge greets the player by name and shows how much of the realm's Hold they have fed so far. A first-timer gets a short line of lore; a regular gets a dry remark about their last item.
  2. Lay the core. The player puts a core on the anvil: any item they own (grandad's machete, a broken plasma cutter, a neon sign tube) or a blank core bought with XP. The core sets the crafting class and its dimension, which is the row on the crafting map.
  3. Feed the crucibles. Materials go into glowing slots round the anvil: one at Common and Rare, two at Epic, plus a boss trophy at Legendary. Each material shows its dimension and its aspect. Spending XP fills the budget bar, so the player can see the tier before committing.
  4. Speak the wish. The player types or says what they want. If it's vague ("a fire sword"), the Forge asks up to two short questions, such as "Who is it for?" or "What should your enemies feel?". The materials' history is added on its own: "a scale from the wyvern you beat in Ashfall".
  5. The echo. Three hologram sketches rise over the anvil, each with a stat card showing its effect blocks. The player gets two free nudges ("heavier", "less glow", "more street") and picks one. The echoes are cheap 2D images that appear in seconds; only the chosen one goes on to be built in 3D.
  6. Strike. Committing spends the XP and materials. Three hammer strikes, each with a timing ring; while they play, the server builds the 3D model (30–90 seconds). Good timing sets the finish (patina, glow, wear and scorch marks) and never the stats, so skill shows without breaking fairness. The machine ring turns red as the Hold rises.
  7. Name and reveal. The Forge suggests a name and the player can change it for free. A short showcase plays the first swing, shot or cast. The item card records the maker, the core, the materials and where each one came from.

Backing out: before the strike, leaving returns all materials and XP minus a small echo fee, which covers the three sketches the server made. After the strike there's no undo, but a broken or ugly model gets a free look reforge.

Concept art: the forge, step by step

Round four, 1 November 2026. The anvil scenes are painted over the round-three blockout so the Forge stays the same from step to step. The character scenes are text only, with skin tone put first and weighted, which fixed the bias from the courier: all twenty takes drew the hero as asked. All 68 takes are in ~/AI/datasets/forge-rpg-concepts/forge_flow_v1.

Power budget

Every forge has a point budget set by the game, never by the AI. Spending more XP and rarer materials raises the budget. These are starting numbers to tune in playtests.

Forge tierCostBudgetExtra
Common200 XP + 1 common20 pts—
Rare1,000 XP + 1 rare40 pts—
Epic5,000 XP + 1 epic60 ptsA second material is allowed
Legendary20,000 XP + legendary + boss trophy80 ptsOne signature effect from the boss

Effect blocks

The engine knows a fixed list of effects, each with a point cost. The AI reads the player's request and picks a mix that fits the budget. Every item needs exactly one delivery type. Drawbacks give points back, which lets players trade a weakness for more power.

BlockKindCostNotes
Melee swingDelivery0Uses a hand-tuned move template
ProjectileDelivery8
BeamDelivery12
Area burstDelivery14
SummonDelivery18Pet, turret or drone from a template
Damage tierModifier5 eachTiers 1–5
KnockbackModifier4
Bounce / returnModifier5
BurnModifier6Damage over time
SlowModifier6
PierceModifier6
ShieldModifier8
ChainModifier10Jumps to nearby enemies
LifestealModifier10
StunModifier12Capped duration in PvP
Short rangeDrawback−4
Long cooldownDrawback−5
Hurts the userDrawback−6

Tech the Forge builds

These ideas come from the AI breakthroughs reported in October 2026, as summarised in Matt Madigan's video Alien Technology Just Arrived. Each real breakthrough is pushed into game tech the Forge can build. Every tech also gets a fantasy and a modern version, so all three eras can forge it with the right materials.

The Forge is a matter compiler. The video describes a real startup building a "matter compiler": you describe a machine and an automated factory designs and builds it. That's the Forge exactly, and it gives the Forge a grounded sci-fi explanation. In the fantasy realms it's a runeforge, and in the modern realms a 3D printer that shouldn't be possible.

Real breakthroughForgeable techBlocksFantasy versionModern version
Matter compiler builds machines from a descriptionField fabricator: build turrets, walls or bridges mid-fightSummon, ConstructGolem-shaping runesRapid-deploy printer pack
An AI placing single molecules one at a timeAtomic sculptor: reshape the ground, seal doors, raise coverConstruct, Area burstEarth-shaping staffConstruction nanite spray
Hundreds of AI agents working together in pairsAgent swarm: hundreds of micro-drones that split up and check each otherSwarm, ChainA cloud of spirit wispsDrone swarm controller
A new gene-editing system found in DNA databasesGene rewrite: regenerate, grow claws, adapt to damage. Fired at enemies, it scrambles their buffsLifesteal, HackShapeshifter's elixirBiotech injector
Enzymes that break down plasticCorrosion agent: eats through armour and shieldsShred, BurnAcid-blooded slime flaskIndustrial solvent grenade
A "doctor on your wrist" that spots disease earlyBio-monitor: heals automatically at low health and shows enemy weak pointsShield, ScanHealer's amuletSmartwatch medic app
A digital twin of a living cellTwin projector: a decoy double that briefly mirrors your movesDecoyMirror-image spellHologram projector
Quantum spin moving a visible objectSpin lance: pull or push enemies and objects with no contactPull, KnockbackTelekinesis gauntletMagnetic grapple
Quantum sensors that read brain signals and hunt dark matterDark sight: see cloaked enemies, hidden rifts and secret lootScanSeer's third eyeThermal and EM goggles
An AI rewriting the maths of fusion reactorsStar core: plasma beams held in twisted magnetic fieldsBeam, BurnSun-forged sceptreReactor-powered arc cannon
A brain implant that turned a patient's thoughts into wordsThoughtcast: use powers with no wind-up, talk silently to your party, briefly confuse enemiesConfuse, faster castingTelepathy circletNeural link earpiece
Robot hands trained entirely in a simulatorSim-trained companion: a robot or pet that learns your fighting style over timeSummonFamiliar spiritTraining drone
Skills "streamed straight into your mind"Skill download: borrow another weapon type's move for a few seconds, or read Machine Lord glyphsUtilityScroll of borrowed skillSkill chip
A cheaper catalyst replacing a rare metalTransmuter: turn common materials into rare ones, at a lossCrafting onlyPhilosopher's crucibleLab synthesiser
An AI breaking hard maths, and a warning that encryption could fallCode breaker: strips enemy shields, opens locked doors, takes over turretsHackUnbinding runeHacking deck
Proofs that take routes no human wouldAlien-path weapons: shots that curve round cover by impossible routesProjectile, PierceSeeking arrowsSmart rounds

New effect blocks this needs

BlockKindCostNotes
SwarmDelivery16Many weak hits spread across targets
ConstructDelivery14Builds cover, walls or bridges from a template. Lasts a limited time.
DecoyModifier10Enemies target the decoy for a short time. Weakened in PvP.
PullModifier6The opposite of knockback
ScanModifier5Reveals cloaked enemies, weak points and hidden things
ShredModifier8Lowers armour and breaks shields
HackModifier12Removes one enemy buff, or takes over a machine for a short time
ConfuseModifier12Scrambles controls in PvE. In PvP it only flips the camera briefly.

Lore from the same video

Crafting map

Every forge combines a core (which sets the class and one dimension) with materials (which add a second dimension and an aspect). The dimension pair picks a cell on the map below, and the cell's flavour plus the aspect steer which effect blocks the AI reaches for. Materials from the Machine Lord's Rift make the strangest items, but every Rift forge raises the Hold twice as much.

Each cell is an example of what the Forge might make, not a fixed recipe. The AI still writes a new item each time, and the player's wish decides the details.

Aspects

Every material carries one aspect. It nudges the AI towards some blocks and gives the item a colour and sound family. A second material at Epic adds a second aspect, so a Fire and Storm item might burn and chain.

AspectLeans towardsLook and soundExample materials
FireBurn, Area burstOrange glow, embers, roarWyvern scale, plasma cell, car battery
StormChain, Stun, KnockbackArcs, blue-white flashes, crackleBottled lightning, coil gun capacitor, power-line cable
FrostSlow, ShieldPale blue, frost cracks, glassy ringGlacier heart, cryo canister, freezer coil
LifeLifesteal, Shield, SummonGreen growth, petals, heartbeatPhoenix feather, living wood, first-aid kit
VoidPull, Pierce, DecoyPurple-black, inward pull, silenceBlack crystal, dark-matter sample, cracked mirror
SignalHack, Scan, ConfuseCyan glitches, static, data chirpsCircuit board, smashed smartphone, machine eye

Concept art: materials and mixed items

Single items need a different method. NoobAI drew mixed items as flat line art, empty frames or the wrong object (the chainsaw katana and clockwork owl had no usable takes). For item concepts, use gpt-image, which follows object briefs closely, or a quick blockout like the Forge's. This matters beyond concept art: the real Forge has the same problem, so its echo images need a model chosen for objects.

How unique is a forge?

Short answer: the look and story of an item can be practically one of a kind, while its power is deliberately kept to a large but limited set of builds. That split is the design, because the pillar "Fair at any budget" means a clever prompt can't buy strength.

Where the uniqueness comes from

LayerSet byOptions for one Rare bladeChanges power?
Template (silhouette)The core~8Move set only, all balanced
Dimension cellCore + material10No, it steers flavour
AspectMaterial6 (21 at Epic)Steers which blocks
Effect blocksAI, within budget34,737Yes, always on budget
Block settings (duration, targets)AI, within budget~5.6 million with settingsYes, always on budget
Parts from the libraryAI from the wish~48,000 (40 blades × 40 guards × 30 grips)No
FinishStrike timing27No
Name, story, palette, soundAI from the wish and the materials' historyUnlimitedNo
Generated texture and modelImage-to-3D from the chosen echoNew every timeNo

Multiplying only the countable rows gives about 20 trillion different Rare blades before the name, story, texture or model are counted. The build counts come from a script that tries every mix of the effect blocks with at most five modifiers and within 5 points of the budget:

Tier (budget)Melee buildsProjectile buildsBeam builds
Common (20)3,884867329
Rare (40)34,73719,74312,602
Epic (60)21,22435,85739,330
Legendary (80)1292,4226,377

Legendary melee is nearly full. With a five-modifier cap, only 129 melee builds can spend 80 points, because melee delivery is free and there aren't enough blocks to fill the budget. Fix it by making the boss trophy's signature effect worth about 20 points, which is already the plan, or by allowing a sixth modifier at Legendary. Tune this before Legendary forges go into a test.

Same wish, three players

Three players type exactly the same thing, "a fire sword", at a Rare forge. They get three different items, because the core, the material and its history differ:

CoreMaterialResultBlocks
Grandad's machete (Modern)Wyvern scale (Fantasy, Fire), from the Ashfall bossAshfall Machete. A rebar machete with a scale-plated spine, soot-black from three perfect strikes.Damage 3, Burn, Knockback
Salvaged plasma cutter (Sci-fi)Phoenix feather (Fantasy, Life)Rekindle. A plasma blade that leaves floating feather embers and heals a little on each hit.Damage 2, Burn, Lifesteal
Neon bar sign tube (Modern)Machine eye (Rift, Signal)Last Call. A neon blade that flickers out of time and shorts out shields. Raises the Hold twice as much.Damage 2, Burn, Hack, short range

The real risk: AI sameness

There are far more possible items than players. The danger is that image models drift to the obvious answer, so a thousand "fire swords" all come out as the same glowing red blade. Four guards against that:

Power will cluster anyway. Players will find the strongest builds, so there may be a few dozen popular builds per class. That's fine: two players with the same build still carry items that look, sound and read nothing alike, and the inspect screen tells each item's story.

Item spec

The forge server returns one fixed-format record per item. The mechanics part is checked against the rules above. The flavour part has no effect on balance, so the AI can go wild with it.

// Rare forge · budget 40 · materials: Circuit Board
{
  "name": "Streetlight Requiem",
  "flavour": {
    "description": "Forged from the last lamp on Hollow Street. It still flickers when enemies are near.",
    "eras": ["modern", "sci-fi"],
    "palette": ["#ff3d8b", "#3de1ff", "#1a1a2e"],
    "art_prompt": "katana, blade made of a bent streetlight pole, neon tube edge…",
    "swing_sound": "electric hum, glass chime on hit"
  },
  "mechanics": {
    "template": "katana_light",
    "delivery": "melee_swing",              //  0
    "blocks": [
      { "id": "damage", "tier": 2 },           // 10
      { "id": "chain", "targets": 2 },        // 10
      { "id": "slow", "seconds": 1.5 },       //  6
      { "id": "stun", "seconds": 0.4 },       // 12
      { "id": "knockback" }                 //  4
    ],
    "drawbacks": [{ "id": "short_range" }],  // −4
    "cost": 38,
    "budget": 40
  }
}

Upgrades and reforging

Items can't be traded, so players' attachment goes into the items they made. Four ways to change an item:

ActionWhat changesWhat staysCost
UpgradeThe budget rises one tier. The AI adds blocks to fill the new points, and the look gains detail, such as more glow or runes.Name, look, existing blocksThe difference between the two tiers' costs
Reforge lookA new art prompt, model and soundAll mechanicsCheap. Free if the model came out broken.
Reforge mechanicsThe effect mix, within the same budgetName and lookMedium, plus one material that steers the new mix
SalvageThe item is destroyed—Returns part of the materials. Frees up a slot.

An upgrade only ever adds blocks and never takes them away, so an item never loses an effect its owner relies on. Each upgrade is recorded in the item's history, which shows on the inspect screen.

Slot limit

Each player has a limited number of forged-item slots. Start with about 6 and unlock more through story progress, up to about 20. When the slots are full, the choice is to reforge something you have or salvage it. Players can't hoard, and the server's storage and AI costs stay predictable.

Game modes

All three, built in this order so each step reuses the last:

ModeOrderWhat it adds
SolofirstThe story campaign and the full forge loop. Forging needs an internet connection, but items you already have work offline.
Small onlinesecondCo-op parties of 2–4 for rifts and bosses, and PvP arenas.
MMOthirdShared persistent realms, hubs and world events against the Machine Lord.

Build for online from day one. Even in solo, the forge server stores items, XP and materials, never the player's own computer. Otherwise solo players could edit their save files, and those edited items would carry into PvP. Moving to small online and then MMO means adding game servers, not rewriting how items work.

Forge server

The Forge is its own server, separate from the game. The game only sends the request and receives the finished item. This keeps API keys out of the game files, stops players cheating by editing what the game sends, and means AI models can be swapped without shipping a game update.

flowchart LR
  G[Game client] -->|request + XP + materials| A[Forge API]
  A --> V{Wallet check}
  V -->|not enough| G
  V -->|ok, XP held| Q[Job queue]
  Q --> S[1. Item spec
LLM] S --> R{Rules check} R -->|over budget| S R --> K{Cache or
parts match?} K -->|hit| C K -->|miss| I[2. Concept image
anime style] I --> M[3. Image to 3D] M --> C[4. Clean-up
size, polygons, grip point] C --> ST[(Storage
.glb + spec)] ST -->|item ready| G

How the stages work

Caching

Caching has to work around the game's first pillar: no two players get the same item. Saving finished items and handing them to the next player who asks for the same thing would break that. So the server caches pieces and work, never whole items, at three levels:

LevelWhat's cachedSaves
DeliveryEvery finished .glb and texture, served from a CDN close to the player.Speed. Other players see your item in MMO hubs and PvP without regenerating it.
Your own workThe concept images and models from your forges, retries and look previews.No paying twice when a job is retried, a player goes back to an earlier look preview, or a crash interrupts delivery.
Parts libraryGenerated pieces split into parts: blades, hilts, gems, barrels, scopes, staff heads. Each part is tagged by shape and era.Most of the AI cost, over time. A new request is assembled from matching parts, then recoloured, given decals and given new effects. The full generation pipeline runs only when nothing fits.

The parts library is the big saving. It starts empty, so early forges are slower and more expensive, and it gets cheaper and faster as players forge. Items stay unique because each one is a new combination with its own palette, decals and effects, even when two items share a hilt.

Expect roughly one to three minutes per forge, mostly the 3D step. A hit in the parts library should cut this to seconds. Measure it in the first milestone, along with the AI cost per forge, which decides how generous the XP prices can be.

Art direction

What can be forged

CategoryWhenWhy then
Weaponsv1One rigid object held in the hand. No rigging needed.
Powersv1Mostly visual effects built from templates, which the AI tints and shapes.
Shields, gadgets, trinketsv2Still rigid, but each needs new spots on the body to attach to.
Pets, drones, mountsv2Need movement templates, such as fly, hover or walk.
Your character's lookv1Built on a fixed base body and skeleton. See below.
Armour and clothingv3Have to bend with the body. Auto-rigging generated meshes is not reliable yet.

Forging your character

Players forge who they are as well as what they carry. The catch is the problem flagged for armour: a fully generated character body would need rigging, and auto-rigging generated meshes is unreliable. So the AI forges onto a shared base body and skeleton, never a body from scratch:

Fully generated outfits that bend with the body join this in v3, alongside armour.

Fairness

Risks

RiskWhat it looks likeMitigation
Other people's IPPlayers will ask for the Master Sword, a lightsaber or a Pokémon. Ready Player One is built on exactly this, and a real game can't do it.A brand and IP filter on requests, plus a check on the concept image. Turn "a lightsaber" into the game's own take: "a plasma blade".
Offensive contentSlurs, sexual content or hateful symbols on items other players will see.Checks on the text and the image, a report button, and the ability to remove an item's look while keeping its mechanics.
AI costEvery forge costs real money in image and 3D generation.Measure the cost per forge early, set XP prices so forging stays a meaningful choice, and save every result.
Bad modelsFloating parts, a wrong grip point, or a model that reads badly at game size.Automatic clean-up and a free "reforge the look" option when it comes out broken.
Everything looks the sameThe AI drifts into one look, such as neon everything.Materials and realms feed the prompt, and style variety is tracked across forges. The parts library avoids giving any one player the same part combination twice.

First milestone

The neon katana. Type "a neon katana made from a broken streetlight", spend fake XP, watch the forge scene, and the cel-shaded katana appears in your character's hand and uses its effects on a training dummy.

Done when:

Open questions

What happens if every realm is occupied?Is there a game-over or endgame state when the Machine Lord holds them all, or can it never fully win?
Does anyone side with the Machine Lord?Abundance is a tempting offer. A faction or realm that accepts the deal willingly would give the story a human face on the villain's side, and could become a PvP faction in the MMO.
Can the character's body type be reforged?If yes, the change goes through the same base skeleton, so everything keeps working. It's a question of story and identity, not a technical one.