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.
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.
Character example: the DJ wizard
A street-smart sci-fi wizard who DJs: what a player might forge as their look, with a power or gadget that plays music. Two briefs (a man and a woman) with six takes each, plus a venue, all in ~/AI/datasets/forge-rpg-concepts/dj_wizard_v1. Every take kept the skin tone and stayed fully clothed.






In the game: this is a Look forge that mixes all three eras (an Epic forge, with two materials), and the record is a natural Power. A Power + Look merge would let the turntables live on the body, with the cooldown shown as the record spinning down.
Decisions
| Question | Decision |
|---|---|
| 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. |
| Who are the antagonists? | Three sides. The Machine Lord wants control; the Unlit, dark-energy beings that came through the rifts, want the realms dark. They fight each other too. The Lit, light beings, help players. See Three sides. |
| Can players turn dark? | Yes, as a path they can leave. See Going dark. |
| Are there mechs? | Yes, an eighth crafting class with two branches: a Forgeframe to pilot, or mech armour to wear. They're like Gundam but our own design, and the true giants are the Tech Lords' boss avatars. See Mecha. |
| Are there demons? | Yes, a ninth class: a demon pact you turn into. It shares the Ascension bay with mechs, and demons are Unlit wearing a shape. See Demons. |
| Are there gods? | Yes, the Elder Gods: prehistoric space gods in an Egyptian style, asleep in pyramid ships. They are a fourth power that judges everyone. See The Elder Gods. |
| 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 happens | Effect on the meter |
|---|---|
| Common forge | +1 |
| Rare forge or upgrade | +3 |
| Epic forge or upgrade | +8 |
| Legendary forge | +20 |
| Reforging a look, or your character | 0. Only power feeds it. |
| Closing a rift, beating Machine Lord forces, finishing realm quests | Drains it |
When the meter fills: an incursion
- The realm visibly changes: rifts tear open, the sky glitches, and Machine Lord forces arrive with a Tech Lord's avatar as the world boss.
- Win: the meter resets and the realm drops rare materials, which feed the next round of forging. The loop is: forge, the meter fills, defend the realm, earn materials, forge again.
- Lose, or ignore it: the realm becomes occupied. Forging there costs more, machine enemies patrol, and some shops and quests close until players free it.
In each mode
| Mode | Whose meter | How it plays |
|---|---|---|
| Solo | Your own, one per realm | Incursions are story set pieces that your own forging speeds up or delays. Forge recklessly and the campaign gets harder. |
| Small online | The host's world | The party shares the meter. Incursions are co-op boss fights. |
| MMO | Shared by everyone on the server | Incursions 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.
| Material | Found in | Pushes effects towards | Pushes look towards |
|---|---|---|---|
| Fire Core | Volcanic fantasy realm | Burn | Embers, molten cracks |
| Frost Shard | Frozen tundra realm | Slow | Ice crystal, pale blue |
| Circuit Board | Modern city, sci-fi station | Chain lightning | Neon, exposed wiring |
| Dragon Scale | Dragon lairs | Shield | Overlapping scale plates |
| Void Glass | Deep-space realm | Pierce, teleport | Black glass, starfield inside |
Three sides: the Machine Lord, the Unlit and the Lit
The rifts didn't only join the dimensions together. They also opened onto the dark between them, and something came through that the Machine Lord never planned for.
| Side | What they are | What they want | How players meet them |
|---|---|---|---|
| The Machine Lord | The AI that tore the rifts. It fights through its Tech Lords. | Control. Abundance for everyone, in exchange for obedience. | Machine forces, the Hold, incursions |
| The Unlit | Beings of dark energy from the gap between dimensions, pulled in through the rifts. They have no bodies of their own, so they wear what they possess: shadows, wildlife, abandoned mechs, players. | To dim every realm until it's like home: cold, quiet and dark. They feed on energy, the Forge's included. | The Dusk meter, shadow outbreaks, possessed enemies, Eclipses |
| The Lit | Beings of light that followed the Unlit through to contain them. There are few of them, and they're weak in solid worlds. | To push the Unlit back and close the rifts for good. | Allies and quest givers. Only the Lit can seal a rift for good, and they can bless items. |
The two enemies hate each other too. The Unlit eat the Machine Lord's power, and the Machine Lord wants a realm it can rule, not an empty one. Players can play them off against each other, and sometimes have to choose which one to fight first.
Who players fight: the antagonist roster
Each enemy side has ranks, from fodder up to named bosses, and a way of fighting that tells them apart at a glance. The Machine Lord's forces are orderly and gold. The Unlit are absences and ambushes. Both have human followers, so not every antagonist is a monster.
The Machine Lord's forces
How they fight: in formation, by the numbers. They flank, call for support, and hack Signal gear. They never retreat unless ordered, and they talk to each other in a chirping code the player can learn to read with a Scan item.
| Rank | What they are | How they fight | Looks like |
|---|---|---|---|
| Scrap swarm | Drones the size of birds, printed by the dozen | Swarm in clouds, strip shields, chase anyone who runs | Gold and black shells with one red eye |
| Wardens | Human-sized enforcers that patrol occupied realms | Hold lines with shields and rifles, and arrest rather than kill when they can | Smooth black and gold armour, a small ring halo, no face |
| Converts | People who took the Machine Lord's deal: abundance for control | Use stock forged gear the Machine Lord gave them, with no history and no maker's mark | Chrome masks, perfect clothes, a gold ring on every finger |
| Executors | Elite hunters sent after players who drain the Hold | Copy the player's last forged item and use it against them | A Warden with the player's own weapon, cast in gold |
| Tech Lords | The Machine Lord's lieutenants, one per realm | Talk first, then fight through a colossal avatar | See below |
The Unlit
How they fight: they don't; they take. The Unlit have no bodies, so every Unlit enemy is something they've possessed. They ambush from darkness, put out lights, and flee from bright ones. The player's tools against them are light, fire and the Lit: a torch is a weapon here, and breaking a streetlight in an Unlit fight is a mistake.
| Rank | What they are | How they fight | Looks like |
|---|---|---|---|
| Wisps | Loose scraps of dark energy | Drift towards light and snuff it out; harmless alone, deadly as a tide | Black smoke with a single white pinprick |
| Shades | Possessed shadows that have come loose from their owners | Attack from the player's own shadow; only hittable when lit | The player's silhouette, a beat out of sync |
| Hollows | Possessed people and animals | Fight with what the host knew, slowly and wrongly | Eyes gone black, light bending away from them |
| Husks | Possessed armour, machines and empty Forgeframes | Heavy and relentless; the Unlit pilot a frame better than its owner did | The original, with dark energy leaking from every seam |
| Demons | Unlit that took a shape on purpose | Fast, clever and cruel; the only Unlit that speak | Horns, wings and void-black bodies, as in Demons |
| Heralds | The Eclipse bosses: Unlit so large they dim the sky | Change the arena, putting out whole districts of light | A spire with one eye; a hole in the sky shaped like a figure |
Hollows can be saved. Beating a Hollow without killing it, then bringing light or a Lit to it, frees the host. Freed people remember what the Unlit saw, which is where many quests come from. Killing them is faster, and raises Dusk.
Human antagonists
Not every enemy wants to be one. These are the NPCs players talk to as well as fight:
| Group | Who they are | Why they do it | Can they be turned? |
|---|---|---|---|
| Converts | Shopkeepers, officials and neighbours who signed up. They run the shops in occupied realms. | The deal works: food, safety and free gear. They think the players are the ones causing trouble. | Yes. Freeing a realm, or a quest that shows them the price, can break the deal, and a turned Convert keeps their shop. |
| The Dusk Choir | A cult that opens rifts on purpose to let the Unlit in | They believe the dark is peace: no Machine Lord, no noise, no wanting. Many lost someone to an incursion. | Some. Their leaders are already part-Hollow. |
| Brokers | Smugglers who trade with all three sides | Money, and staying alive whoever wins | They're never really on a side. They sell Rift materials and dark-forge supplies, and sometimes sell the player out. |
| Fallen players | Other players at Corruption 75 or more, invading as Unlit hosts | Their choice, as in Going dark | Through Rekindling, if they want to |
Concept art: the roster
Round eight, 2 November 2026. All 48 takes are in ~/AI/datasets/forge-rpg-concepts/foes_v1.







What didn't work: the Scrap swarm (four empty cities with gold dots), the Choir's circle and the Hollows' faces. Crowds and close-ups of the possessed need gpt-image.
Tech Lords: the Machine Lord's avatars
The Machine Lord doesn't fight in person. It sends Tech Lords: its lieutenants, each one a mind it split off to rule a realm, and each one fights through a colossal mecha avatar. These are the game's huge bosses, 60 to 100 metres tall, the giant robots of the mecha anime the game draws on, and every one is made by the Machine Lord rather than forged.
- Built to the Machine Lord's look, not the Forge's: black and gold, haloes of machine rings, cables hanging like robes, red sensor eyes. A player's frame is hammered and mismatched; a Tech Lord's avatar is perfect, and that's the point.
- They lead incursions. When a realm's Hold fills, its Tech Lord's avatar arrives as the world boss.
- Fought in layers. Mech armour and on-foot players climb it and break its joints, while Forgeframes trade blows with it. Neither branch can win alone.
- Its heart is the prize. A beaten avatar drops its core, the boss trophy for a Legendary Forgeframe or mech armour.
The four Tech Lords
Each Tech Lord rules one realm and has its own idea of what "abundance for control" means. They talk to players through screens, Converts and the Forge itself long before the fight, so by the time the avatar arrives the player knows who they're fighting.
| Tech Lord | Realm | The offer | How they talk | The avatar |
|---|---|---|---|---|
| The Provider | Modern | "Everything is free. Just stay inside." Rules a megacity of endless malls where nobody works or leaves. | A warm customer-service voice, from every screen and speaker in the city | A gold colossus of vending machines and delivery drones, handing out gifts as it crushes the street |
| Saint Algorithm | Fantasy | "No more famine, no more plague. Only obey." Worshipped as a god in a cathedral city. | Through priests, in perfect scripture it writes itself | A winged angel of gold machinery under a halo of rings, with a choir that sings in code |
| Overclock | Sci-fi | "Be the fastest, the best, forever." Runs a racing league where winners are upgraded and losers deleted. | A commentator's voice, fast and grinning, live on every feed | A jet-frame that transforms between a race car the size of a train and a sprinting giant |
| The Archivist | The Rift | "Nothing will ever be lost again." Keeps copies of everyone it meets, the dead included. | In the voices of people the player has lost | A tower of screens, each showing someone it has copied, that rebuilds itself from them |







What didn't work: the tiny fighters on the rooftops mostly vanished, so the scale reads only from the city.
The Elder Gods
Long before people, before the dimensions split apart, a race of space gods sailed between the stars in golden ships. They walled off the dark between dimensions with the Unlit inside it, then went to sleep in pyramid ships buried across every realm. Ancient Egypt remembered them best, which is why they wear its faces: falcons, jackals, lions and ibises in gold and lapis, covered in hieroglyphs that are really working circuits.
The rifts are waking them up. They aren't on anyone's side: the Machine Lord wants their technology, the Unlit want revenge, and the Lit are the gods' own light, left behind to keep watch. Players meet them as a fourth power that judges everyone, players included.
| God | What they are | Where they stand | What they give players |
|---|---|---|---|
| Heru, the Sun Barque | Falcon-headed, with a burning sun disc. Sails a golden sun ship through space. | The Lit were made from Heru's light, so Heru is the closest the gods come to an ally. | Sun-ship relics that drain Dusk; a Legendary Fire or Life trophy |
| Anpu, who Weighs | Jackal-headed keeper of the wall around the dark. Holds a great scale. | Neutral. Judges every player who wakes a god. | The Weighing (see below) |
| Djehuti, the Ibis of Records | Ibis-headed god of knowledge, keeper of a starship library | Wants the Archivist, its stolen copy, destroyed | Lost blueprints: rare Ancient templates at the Forge |
| Sekhmet, the Lioness | Lion-headed war goddess with a mane of fire | Hates all three sides equally. Wakes during a Convergence and attacks everyone. | A Legendary war trophy, if she's beaten |
| Set-Akh, the Storm in the Void | Storm god with the head of no animal anyone knows, cracked with dark energy | A traitor. He opened the first crack in the wall and let the Unlit through. He's their ally, and the final boss of the Unlit story. | Nothing freely. Dark forges using his relics gain extra Corruption. |
How players meet them
- Pyramid ships are the game's big dungeons and raids. Each realm has one buried somewhere: under a desert, a mall car park, a moon. Opening one wakes its god.
- The Weighing. Before a god helps anyone, Anpu weighs their heart against a feather. The heart is the player's record: how much Hold and Dusk they've fed, how many Hollows they've freed, and how many rifts they've sealed. A light heart earns the god's boon. A heavy one starts a trial fight instead. Fallen players always fail, but a god's trial is one way back through Rekindling.
- Ancient materials come from the pyramid ships: star-gold, lapis circuits and sun-glass. They add a fifth dimension to the crafting map later, if the four aren't enough. For now they count as Rift with the Life or Fire aspect, and they don't raise the Hold, because the Forge can't read the gods' work.
- The Machine Lord wants the ships. A Tech Lord's incursion that reaches a pyramid ship before the players do takes it, and the god becomes a gold-plated Machine Lord boss.
Concept art: the Elder Gods
Round nine, 2 November 2026. All 28 takes are in ~/AI/datasets/forge-rpg-concepts/gods_v1.










What didn't work: almost nothing came out in space; every take is desert gold. The falcon and ibis heads came out as plain figures, Anpu has no scale, and the pyramid ship never left the ground. Animal-headed gods in space need gpt-image, and the pyramid ship needs a blockout.
A second meter: Dusk
Beside the Hold, each realm has a Dusk meter showing how far the Unlit have dimmed it. It works in every mode the same way the Hold does.
| Raises Dusk | Drains Dusk |
|---|---|
| Dark forges (×2 a normal forge's Hold rise) | Lighting Lit shrines |
| Rifts left open | Sealing a rift with the Lit |
| Unlit outbreaks left alone | Clearing possessed enemies |
World events with three sides
| Which meter fills | Event | If players lose |
|---|---|---|
| The Hold fills first | Incursion. The Machine Lord breaks through, as above. | The realm is occupied |
| Dusk fills first | Eclipse. The realm's light goes out. Shadows walk, and the Unlit possess enemies, wildlife and empty mechs. | The realm is dimmed: night for good, cheaper forging, but Dusk rises twice as fast |
| Both above 75% | Convergence. A three-way battle: machine forces fight the Unlit as well as the players. Whichever side is left standing claims the realm. | The winning side's result above |
Going dark
Any player can choose to forge with raw dark energy instead of through the Machine Lord's shard. It's tempting: no Hold cost, and a bit more power. But it changes the player, and the change shows.
- A dark forge raises Dusk instead of the Hold. The item gets 10% more budget, paid for with one drawback block it can't avoid: it drains its owner's health, hurts nearby allies, or calls an Unlit at the worst moment. Two items with the same budget stay equally strong, so fairness holds, and the load limit counts the extra points.
- Corruption rises with every dark forge, from 0 to 100, and the character changes at each stage:
| Corruption | Stage | What changes |
|---|---|---|
| 25 | Touched | Dark veins and eyes that don't reflect light. The Lit start to keep their distance. |
| 50 | Shadowed | The Lit won't bless your items or give you quests, and Lit shrines hurt you. You can see hidden Unlit. |
| 75 | Hollow | The Unlit stop attacking you. You can invade other players' realms as an Unlit host. |
| 100 | Unlit | You fight on the Unlit side in Eclipses and Convergences. Your forged look turns to dark energy. |
- The way back is a Lit quest called Rekindling. Each step lowers Corruption by 25. Dark items stay with you but lose their bonus and drawback until they're reforged in light. Going dark is a choice and a story, never a trap.
- Invasions only happen in realms that allow PvP. Solo players can turn them off.
Concept art: the three sides
Round six, 2 November 2026. All 20 takes are in ~/AI/datasets/forge-rpg-concepts/sides_mecha_v1.






What didn't work: the Eclipse and the three-way Convergence. NoobAI drew empty night cities and crowds of dots, with no sides to tell apart. Big battle scenes need a blockout or gpt-image.
Core loop
- Play: quest, fight and explore the realms.
- Earn: XP plus realm materials.
- Forge: describe an item, choose materials, spend XP. The forge scene plays while the server works.
- Use: the item changes how you fight and opens content you couldn't handle before.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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".
- 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.
- 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.
- 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 tier | Cost | Budget | Extra |
|---|---|---|---|
| Common | 200 XP + 1 common | 20 pts | — |
| Rare | 1,000 XP + 1 rare | 40 pts | — |
| Epic | 5,000 XP + 1 epic | 60 pts | A second material is allowed |
| Legendary | 20,000 XP + legendary + boss trophy | 80 pts | One 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.
| Block | Kind | Cost | Notes |
|---|---|---|---|
| Melee swing | Delivery | 0 | Uses a hand-tuned move template |
| Projectile | Delivery | 8 | |
| Beam | Delivery | 12 | |
| Area burst | Delivery | 14 | |
| Summon | Delivery | 18 | Pet, turret or drone from a template |
| Damage tier | Modifier | 5 each | Tiers 1–5 |
| Knockback | Modifier | 4 | |
| Bounce / return | Modifier | 5 | |
| Burn | Modifier | 6 | Damage over time |
| Slow | Modifier | 6 | |
| Pierce | Modifier | 6 | |
| Shield | Modifier | 8 | |
| Chain | Modifier | 10 | Jumps to nearby enemies |
| Lifesteal | Modifier | 10 | |
| Stun | Modifier | 12 | Capped duration in PvP |
| Short range | Drawback | −4 | |
| Long cooldown | Drawback | −5 | |
| Hurts the user | Drawback | −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 breakthrough | Forgeable tech | Blocks | Fantasy version | Modern version |
|---|---|---|---|---|
| Matter compiler builds machines from a description | Field fabricator: build turrets, walls or bridges mid-fight | Summon, Construct | Golem-shaping runes | Rapid-deploy printer pack |
| An AI placing single molecules one at a time | Atomic sculptor: reshape the ground, seal doors, raise cover | Construct, Area burst | Earth-shaping staff | Construction nanite spray |
| Hundreds of AI agents working together in pairs | Agent swarm: hundreds of micro-drones that split up and check each other | Swarm, Chain | A cloud of spirit wisps | Drone swarm controller |
| A new gene-editing system found in DNA databases | Gene rewrite: regenerate, grow claws, adapt to damage. Fired at enemies, it scrambles their buffs | Lifesteal, Hack | Shapeshifter's elixir | Biotech injector |
| Enzymes that break down plastic | Corrosion agent: eats through armour and shields | Shred, Burn | Acid-blooded slime flask | Industrial solvent grenade |
| A "doctor on your wrist" that spots disease early | Bio-monitor: heals automatically at low health and shows enemy weak points | Shield, Scan | Healer's amulet | Smartwatch medic app |
| A digital twin of a living cell | Twin projector: a decoy double that briefly mirrors your moves | Decoy | Mirror-image spell | Hologram projector |
| Quantum spin moving a visible object | Spin lance: pull or push enemies and objects with no contact | Pull, Knockback | Telekinesis gauntlet | Magnetic grapple |
| Quantum sensors that read brain signals and hunt dark matter | Dark sight: see cloaked enemies, hidden rifts and secret loot | Scan | Seer's third eye | Thermal and EM goggles |
| An AI rewriting the maths of fusion reactors | Star core: plasma beams held in twisted magnetic fields | Beam, Burn | Sun-forged sceptre | Reactor-powered arc cannon |
| A brain implant that turned a patient's thoughts into words | Thoughtcast: use powers with no wind-up, talk silently to your party, briefly confuse enemies | Confuse, faster casting | Telepathy circlet | Neural link earpiece |
| Robot hands trained entirely in a simulator | Sim-trained companion: a robot or pet that learns your fighting style over time | Summon | Familiar spirit | Training drone |
| Skills "streamed straight into your mind" | Skill download: borrow another weapon type's move for a few seconds, or read Machine Lord glyphs | Utility | Scroll of borrowed skill | Skill chip |
| A cheaper catalyst replacing a rare metal | Transmuter: turn common materials into rare ones, at a loss | Crafting only | Philosopher's crucible | Lab synthesiser |
| An AI breaking hard maths, and a warning that encryption could fall | Code breaker: strips enemy shields, opens locked doors, takes over turrets | Hack | Unbinding rune | Hacking deck |
| Proofs that take routes no human would | Alien-path weapons: shots that curve round cover by impossible routes | Projectile, Pierce | Seeking arrows | Smart rounds |
New effect blocks this needs
| Block | Kind | Cost | Notes |
|---|---|---|---|
| Swarm | Delivery | 16 | Many weak hits spread across targets |
| Construct | Delivery | 14 | Builds cover, walls or bridges from a template. Lasts a limited time. |
| Decoy | Modifier | 10 | Enemies target the decoy for a short time. Weakened in PvP. |
| Pull | Modifier | 6 | The opposite of knockback |
| Scan | Modifier | 5 | Reveals cloaked enemies, weak points and hidden things |
| Shred | Modifier | 8 | Lowers armour and breaks shields |
| Hack | Modifier | 12 | Removes one enemy buff, or takes over a machine for a short time |
| Confuse | Modifier | 12 | Scrambles controls in PvE. In PvP it only flips the camera briefly. |
Lore from the same video
- Why the Machine Lord gave the Forge away (decided): the video describes AI promising a world of abundance where almost everything is cheap. The Machine Lord's offer to every realm is the same: abundance for everyone, in exchange for control. The Forge is the free sample. Every forge raises its Hold, which ties the story's mystery straight to the Hold meter.
- An "alien mind": the video's framing of AI as "grown more than designed" and taking paths no human would gives the Machine Lord's voice and art direction: things that work but look subtly wrong.
- Agents acting on their own: the video mentions AI agents that did things nobody asked them to. The Machine Lord's mark could do the same, with forged items that occasionally chatter or act on their own. Make this flavour only, never something that affects balance.
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.
| Aspect | Leans towards | Look and sound | Example materials |
|---|---|---|---|
| Fire | Burn, Area burst | Orange glow, embers, roar | Wyvern scale, plasma cell, car battery |
| Storm | Chain, Stun, Knockback | Arcs, blue-white flashes, crackle | Bottled lightning, coil gun capacitor, power-line cable |
| Frost | Slow, Shield | Pale blue, frost cracks, glassy ring | Glacier heart, cryo canister, freezer coil |
| Life | Lifesteal, Shield, Summon | Green growth, petals, heartbeat | Phoenix feather, living wood, first-aid kit |
| Void | Pull, Pierce, Decoy | Purple-black, inward pull, silence | Black crystal, dark-matter sample, cracked mirror |
| Signal | Hack, Scan, Confuse | Cyan glitches, static, data chirps | Circuit 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
| Layer | Set by | Options for one Rare blade | Changes power? |
|---|---|---|---|
| Template (silhouette) | The core | ~8 | Move set only, all balanced |
| Dimension cell | Core + material | 10 | No, it steers flavour |
| Aspect | Material | 6 (21 at Epic) | Steers which blocks |
| Effect blocks | AI, within budget | 34,737 | Yes, always on budget |
| Block settings (duration, targets) | AI, within budget | ~5.6 million with settings | Yes, always on budget |
| Parts from the library | AI from the wish | ~48,000 (40 blades × 40 guards × 30 grips) | No |
| Finish | Strike timing | 27 | No |
| Name, story, palette, sound | AI from the wish and the materials' history | Unlimited | No |
| Generated texture and model | Image-to-3D from the chosen echo | New every time | No |
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 builds | Projectile builds | Beam builds |
|---|---|---|---|
| Common (20) | 3,884 | 867 | 329 |
| Rare (40) | 34,737 | 19,743 | 12,602 |
| Epic (60) | 21,224 | 35,857 | 39,330 |
| Legendary (80) | 129 | 2,422 | 6,377 |
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:
| Core | Material | Result | Blocks |
|---|---|---|---|
| Grandad's machete (Modern) | Wyvern scale (Fantasy, Fire), from the Ashfall boss | Ashfall 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:
- Uniqueness comes from play, not prompt-writing. The core and the materials' history are added to every wish, so a player who just types "sword" still gets an item shaped by where they've been. Good writers get no power advantage, and players who struggle with writing aren't left with generic items.
- The Forge asks when the wish is vague. Up to two quick questions add the detail a one-word wish lacks.
- A distinctness check. The server compares each echo with the player's own items and a sample of everyone else's (an image-similarity score). If an echo is too close to an existing item, it is quietly redrawn before the player sees it.
- A forge mark. At their first forge, each player picks a small personal motif, such as a crow, a spiral or a barcode. It appears somewhere on everything they make, like a smith's mark.
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.
One character, every class
There are no character classes to pick. Every character has seven sockets, one for each crafting class, and can fill all of them at once: a blade, a gun, a power, a ward, a gadget, a companion and a forged look. A character's "class" is whatever their kit adds up to, and it changes whenever they forge.
| Socket | How it's used | Controller | Keyboard and mouse |
|---|---|---|---|
| Blade | Light and heavy attacks | Square / Triangle | Left click / hold |
| Gun | Aim and fire | L2 + R2 | Right click + left click |
| Power | Cast, with a cooldown | R1 | Q |
| Ward | Block and parry | L1 | Shift |
| Gadget | Throw or place | Circle | G |
| Companion | Fights on its own; one command (attack, guard, fetch) | D-pad up | F |
| Look | Always on. Looks only, no stats | — | — |
Kit load
Filling every socket mustn't make a character seven times stronger, so each character has a load limit. Every item counts its budget points against it, and a forged look counts nothing. The limit rises with level:
| Level | Load limit | What fits |
|---|---|---|
| 1 | 60 | Three Common items, or one Rare and one Common |
| 15 | 180 | All six sockets at Common and Rare |
| 30 | 300 | All six at Rare and Epic |
| 60 (max) | 400 | Four Legendaries and two Rares, or five Epics and a Legendary. Never six Legendaries (480). |
That one rule gives a real choice at every level. Spread the load and you're ready for anything; pile it into two sockets and you're a specialist. The load limit also keeps PvP fair: matchmaking uses the load a player brings, not their level.
Kits that emerge
Four level-60 characters, all within the 400 limit, all with every socket filled:
| Kit | Heavy sockets | Light sockets | Load | Plays like |
|---|---|---|---|---|
| Duellist | Blade (Legendary), Ward (Legendary) | Gun, Power, Gadget, Companion (Epic, Rare, Rare, Rare) | 80+80+60+40+40+40 = 340 | Parry and punish up close; the rest is backup. |
| Summoner | Companion (Legendary), Power (Legendary) | Ward, Gadget (Epic), Blade, Gun (Rare) | 80+80+60+60+40+40 = 360 | The pet does the fighting; powers buff it and control the crowd. |
| Gunslinger | Gun (Legendary), Gadget (Legendary) | Power, Ward, Companion (Epic), Blade (Common) | 80+80+60+60+60+20 = 360 | Range and traps, with a knife for emergencies. |
| All-rounder | None | Every socket Epic, except one Rare | 5×60+40 = 340 | No weak spot and no peak. Good for solo play. |
Concept art: full kits
Round five, 1 November 2026. Each brief named all seven sockets. NoobAI keeps about five props per character, so each kit drops one or two, usually the companion. All 48 takes are in ~/AI/datasets/forge-rpg-concepts/kits_merges_v1.




Swapping kits is free in a town or at the Forge, and locked during a mission. Players can save up to three loadouts, built from the items in their forged-item slots.
Mecha
An eighth crafting class: a Forgeframe, a giant robot the player forges, calls in and climbs into. Mecha anime like Gundam is the touchstone for the feeling (a pilot, a cockpit, a giant blade over a city), but the frames are our own design and never a copy. It doesn't fill a socket on the body. It lives in the Ascension bay, which holds either a mech or a demon pact, and it's built around the kit the player already carries.
What makes a Forgeframe ours
| Ours | Why | Never |
|---|---|---|
| Hammered, not built. Mismatched plates, rivets and hammer marks, with salvage from the pilot's eras: a car door, dragon scales, a shop sign. | Every frame was struck on the Forge's anvil, so it looks forged. | Clean factory panels |
| A forge-heart. A furnace core glowing behind an iron grille in the chest, in the colour of the frame's aspect. It's also the weak point. | The Forge's fire, carried into the fight | Chest vents |
| A ring visor. The head is a glowing ring, echoing the Forge's timing ring. | One shape that reads as "Forge" at any distance | A V-fin, an antenna crest or a face with vents |
| Giant copies of the pilot's real kit. A rebar machete becomes a 15 m rebar machete, tape grip and all. | The mech is the pilot, scaled up | Stock beam sabers and beam rifles |
| The pilot's look shows. A hooded courier's frame wears a canvas hood, and a wizard's has robe banners. | You can tell whose frame it is from across a battlefield | The white, blue and red colour scheme |
Two branches
When the player lays a Mecha core on the anvil, they pick a branch. Both use the Ascension bay and the Sync meter, and both carry the five rules above.
| Forgeframe | Mech armour | |
|---|---|---|
| What it is | A giant robot the player climbs into and pilots | Heavy armour and mounted weapons that lock onto the player's own body |
| Size | 3–18 m | The player's size, up to about 2.5 m |
| Where it fits | Mostly outdoors | Anywhere, including buildings and dungeons |
| Calling it in | The frame drops in and the player climbs into the cockpit | The plates fly in and lock on, piece by piece |
| What the kit becomes | Giant copies of the pilot's weapons | Mounted versions: a forearm cannon from the gun, a shoulder pod from the gadget, a plated shield arm from the ward |
| Time on Sync | 45 s in PvE, 20 s in PvP | 60 s in PvE, 30 s in PvP: weaker, but lasts longer |
| Plays like | A walking tank for big fights | The player's own moves, heavier and louder, with armour and firepower stacked on top |
The armour branch is about armour and weapons, not about owning a giant robot. A player who wants to stay themselves takes it, and a player who wants the cockpit takes the frame.
How a Forgeframe works
- Forged like anything else. The core is a frame: a salvaged robot (Sci-fi), a golem heart (Fantasy), a forklift engine (Modern) or a stolen machine drone (Rift). Materials and tiers work as for any item, and its cell on the crafting map sets its style.
- Called in with Sync. A mech doesn't count against the load limit. Instead, fighting fills a Sync meter, and a full meter calls the mech for 45 seconds in PvE or 20 in PvP. When the time runs out or it's wrecked, it goes back to the bay to cool down.
- Your kit becomes its weapons. While piloting, each filled socket scales up into a giant copy of itself: the blade, the gun and the ward at frame size, the gadget as a launcher, the companion as a support drone, and the power as a cast across the whole frame. The mech's own budget only sets its armour, speed and one signature move. So each mech plays like its pilot, and nobody has to forge a second kit.
- Your look comes too. The forged look sets the pilot suit and the mech's paint and markings.
- No merges. Mounting the kit is a mech's merge.
| Tier | Frame | Size | Where it fits |
|---|---|---|---|
| Common, Rare | Rig, a power suit | 3 m | Anywhere, including buildings and dungeons |
| Epic | Forgeframe | 18 m | Streets, open ground, the sky |
| Legendary | Forgeframe with a Tech Lord's trophy as its heart | 25 m | Outdoors only, for incursions, Eclipses and Convergences |
Nothing a player forges is titan-sized. The real giants belong to the Tech Lords.
The sides want mechs too. Forging a mech raises the Hold ×1.5, because the Machine Lord likes machines. And during an Eclipse, the Unlit possess any mech left empty in the bay, so a player may meet their own mech as a boss.
Concept art: Forgeframes and mech armour
Round seven, 2 November 2026. The first round drew stock Gundams, so these briefs ban the V-fin, the tricolour and beam sabers, and ask for hammered plates, a forge-heart and a ring visor instead. All 28 takes are in ~/AI/datasets/forge-rpg-concepts/forgeframes_v1.








Demons
A ninth crafting class: a demon pact the player forges and then turns into for a short time. It shares the Ascension bay with mechs, so each loadout takes a mech or a demon, never both.
What a demon is
Demons are Unlit wearing a shape. When the Unlit came through the rifts, some took the forms the Fantasy realms feared most: horns, wings and fire. A pact binds one of them to the player. It's dark energy, so every demon forge raises Dusk instead of the Hold and adds Corruption. A player can make a pact and never go further, but it's the first step of going dark.
How a pact works
- Forged like anything else. The core is something a demon would want: a cursed relic, a black crystal, a burnt-out phone that still rings. Its cell on the crafting map sets the demon's style, from a chrome cyber-demon to an old stone devil.
- Called in with Sync, the same meter as a mech. The player transforms for 30 seconds in PvE or 15 in PvP, then changes back.
- The kit turns demonic. While transformed, each filled socket takes a demon form: the blade becomes claws or a cleaver, the gun a breath attack, the ward wings that block, and the companion a swarm of imps. The pact's own budget sets health, speed and one signature move.
- Mech or demon. A mech is big, armoured and slow to leave. A demon is the pilot's size, fast, and heals by hitting, but it raises Dusk and Corruption every time it's used, not only when it's forged.
- The Lit notice. A player with a demon pact can't be blessed by the Lit while the pact is in their bay.
Concept art: demons




What didn't work: one cyber-demon take fell back on the body-type bias noted under Concept art. The pick is fully armoured.
Merging classes
Two forged items of different classes can be merged into one hybrid: a gunblade, a shield that fires, a pet that carries your gadgets. A hybrid fills both sockets with one item and gains a link move that neither item had alone.
How a merge works
- Two cores on the anvil. The player lays both items on the anvil and adds one binding material, which sets the aspect of the link move. Merging is a full forge, with a wish, echoes and strikes.
- The budget joins, minus a merge tax. The hybrid's budget is the two budgets added together, less 15%, rounded down to whole blocks. The AI picks which blocks to drop, and the player sees the result in the echo before committing. A Legendary blade (80) and an Epic gun (60) become a 119-point gunblade.
- Two modes, one switch. The hybrid keeps both items' moves as two modes. Switching is its own quick move with a forged animation: the gunblade flips, the shield unfolds a barrel.
- A link move. Each pair of classes has a link-move template (see below). It costs no budget points; its strength comes from the hybrid's blocks.
- The history joins. The hybrid keeps both names in its story ("Ashfall Machete and Last Call, bound at the Forge") and gets a new name. Both makers' marks stay on it.
Why merge, and why not
| You gain | You give up |
|---|---|
| A link move no single item can do | 15% of the two items' points |
| One forged-item slot freed, since two items become one | Two sockets that can't be filled separately: a broken or bad hybrid takes out both |
| 15% less load, since load follows the reduced budget | A bigger Hold rise than a normal forge (×1.5), because the Machine Lord likes things joined |
| Instant switching between the two modes | The two items can't be swapped for others separately |
Rules
- Two classes per item. Three-class merges are only possible at Legendary, with a boss trophy as the binding, and pay the tax twice.
- Same-class merges aren't allowed. Two blades make a reforge, not a hybrid.
- Look merges build the item into the body: an arm cannon, a blade in the forearm, a pet worn as a symbiote. A look has no budget, so there's no tax. In return, the item can't be disarmed or stolen, but it also can't be unequipped during a mission, and reforging the look reforges the item too.
- Splitting undoes a merge and gives back both items at their original tiers, but the merge tax is lost for good: each comes back 15% short until it's upgraded.
- Merges arrive with their classes. A pair can only be merged once both classes are in the game (see What can be forged), so v1 has Blade + Gun, Blade + Power, Gun + Power and the forearm blade and arm cannon. The rest follow in v2 and v3.
- Upgrading a hybrid raises both halves at once and costs both tiers' differences.
Every merge
The 21 pairs of classes, each with an example hybrid and its link-move template:
| Classes | Hybrid | Link move |
|---|---|---|
| Blade + Gun | Gunblade | Slash, then a point-blank shot from the same swing |
| Blade + Power | Spellblade | Store a cast in the blade; the next hit releases it |
| Blade + Ward | A sword that unfolds into a shield | Parry, then an instant riposte |
| Blade + Gadget | Trick blade | Throw it, then set it off or call it back |
| Blade + Companion | Living blade | Send it to fight alone, then recall it into your hand |
| Blade + Look | Forearm blade | Can't be disarmed; a draw strike with no wind-up |
| Gun + Power | Spell rounds | A charged shot that casts the power where it lands |
| Gun + Ward | Shield cannon | Fire through a port while blocking |
| Gun + Gadget | Underbarrel launcher | Launch the gadget from the gun, at range |
| Gun + Companion | Drone turret | Detach the gun to hover and fire alone |
| Gun + Look | Arm cannon | Fire with both hands free |
| Power + Ward | Aegis | Blocking charges the power; a full charge casts it |
| Power + Gadget | Sigil trap | Plant the power on the ground and trigger it later |
| Power + Companion | Familiar | Cast through the companion, from where it stands |
| Power + Look | Living tattoos or a halo | The power's cooldown shows on the body; a cast with no hand gesture |
| Ward + Gadget | Deployable wall | Plant the shield as cover and pick it up again |
| Ward + Companion | Guardian (a shield drone or armoured beast) | Send it to guard an ally |
| Ward + Look | Built-in armour plates | Always-on guard that breaks after enough damage and regrows |
| Gadget + Companion | Tinker pet | The pet carries and places gadgets for you |
| Gadget + Look | Implant (grapple arm, jump jets) | A movement trick with no item in hand |
| Companion + Look | Symbiote | The companion lives on your body and leaps off to fight |
Concept art: hybrids






Round five gaps: the drone turret never left her hands and the symbiote came out as plain armour, so neither has a usable take. The body-type bias came back on women: three of four duellist takes and two of four arm-cannon takes had exaggerated bodies and short shorts despite the negative prompt. For the kit sheets and character art that will represent the game, use gpt-image, which follows these briefs, and keep NoobAI for scenes.
Concept art: wizard, tech lord and gun
A three-way merge: a wizard's look fused with a tech lord's armour and a gun. In the rules that's a Look + Gun merge with a Power binding, or a Legendary three-class merge if the gun also keeps its own Power mode. All 22 takes are in ~/AI/datasets/forge-rpg-concepts/techwizard_v1.





What didn't work: the gun never truly became his arm (he holds it in every take), and the anvil pass didn't read as three things fusing. A built-in gun-arm needs gpt-image or a guided pose.
A hybrid still sits on the crafting map: each of its halves keeps its own dimension cell, so a Fantasy × Modern blade merged with a Sci-fi × Rift gun makes a gunblade that is part dragon-scale riot gear, part alien-path rifle.
Item spec for a hybrid
// Merge · Legendary blade (80) + Epic gun (60) → 140 − 15% = 119 · binding: Storm { "name": "Last Call at Ashfall", "classes": ["blade", "gun"], "sockets": ["blade", "gun"], "merged_from": ["ashfall-machete#a91", "last-call#3c2"], "modes": [ { "class": "blade", "template": "machete_heavy", "delivery": "melee_swing", "blocks": [ /* … */ ] }, { "class": "gun", "template": "pistol_neon", "delivery": "projectile", "blocks": [ /* … */ ] } ], "switch": { "animation": "flip_forward", "seconds": 0.3 }, "link_move": { "template": "slash_then_shot", "aspect": "storm" }, "cost": 118, "budget": 119, "load": 119 }
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:
| Action | What changes | What stays | Cost |
|---|---|---|---|
| Upgrade | The 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 blocks | The difference between the two tiers' costs |
| Reforge look | A new art prompt, model and sound | All mechanics | Cheap. Free if the model came out broken. |
| Reforge mechanics | The effect mix, within the same budget | Name and look | Medium, plus one material that steers the new mix |
| Salvage | The 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:
| Mode | Order | What it adds |
|---|---|---|
| Solo | first | The story campaign and the full forge loop. Forging needs an internet connection, but items you already have work offline. |
| Small online | second | Co-op parties of 2–4 for rifts and bosses, and PvP arenas. |
| MMO | third | Shared 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
- Wallet check first. XP and materials are held when the job starts and only spent when the item is delivered. A failed job refunds automatically, so a crash never charges a player twice.
- Item spec: a fast Claude model turns the request, the materials and the budget into the record above. The server's rules check rejects anything over budget or outside the block list and asks again.
- Concept image: one fixed style prompt is added to every request, so all items share the same anime look.
- Image to 3D: Hunyuan3D, Tripo or Meshy. Pick the winner in the first milestone by testing all three on the same five concepts.
- Clean-up: automatic. Reduce the polygon count, scale to the template's size, find the grip point, and export a
.glbfor the game to load with glTFast. - Content checks on both the text request and the generated image. See Risks.
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:
| Level | What's cached | Saves |
|---|---|---|
| Delivery | Every 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 work | The 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 library | Generated 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
- Cel-shaded anime 3D in Unity URP: lighting in two or three hard bands from a ramp texture, plus outlines drawn with the inverted-hull trick. Reference points: Guilty Gear Strive and Genshin Impact.
- The game's shader decides how everything looks. Every forged model renders through the same toon shader, so a sci-fi rifle and a medieval axe sit together naturally. The AI is asked for flat colours with no baked-in lighting or shading.
- The stylised look hides AI flaws. Bold outlines and flat colour forgive the lumpy surfaces and uneven detail that generated 3D models still have.
- Effects come from templates. Powers use hand-built effect templates that the AI recolours and reshapes. It never builds an effect from scratch.
What can be forged
| Category | When | Why then |
|---|---|---|
| Weapons | v1 | One rigid object held in the hand. No rigging needed. |
| Powers | v1 | Mostly visual effects built from templates, which the AI tints and shapes. |
| Shields, gadgets, trinkets | v2 | Still rigid, but each needs new spots on the body to attach to. |
| Pets, drones, mounts | v2 | Need movement templates, such as fly, hover or walk. |
| Your character's look | v1 | Built on a fixed base body and skeleton. See below. |
| Armour and clothing | v3 | Have 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:
- One base skeleton for everyone, with a few body types such as slight, average and heavy. Every move template, weapon grip and animation works on every character for free.
- The AI forges what goes on top: face and eyes, hair style and colour, skin, outfit textures and patterns, and markings like tattoos, scars, circuitry or scales. A request like "a cyber-elf mechanic with copper braids and oil-stained overalls" becomes settings on the base plus generated textures.
- Rigid accessories are forged like weapons: horns, halos, goggles, mechanical wings, a floating crown. Each one attaches to a fixed spot on the skeleton, the way a weapon sits in the hand.
- Realm origins: the character's home dimension (sci-fi, fantasy or modern) shapes the suggestions and the starting kit.
- Looks only. A forged character has no effect on stats, so it never affects PvP fairness. The first character forge is free. Later reforges cost XP, with a few free tweaks a week.
Fully generated outfits that bend with the body join this in v3, alongside armour.
Fairness
- Same budget, same power. Effect costs are set by the game, so a beautifully worded prompt and a lazy one at the same budget end up equally strong.
- The server decides. Item stats live on the server. The game client only displays them.
- Harsher limits in PvP. Stun length, slow strength and lifesteal get tighter caps in player-versus-player fights.
- PvP brackets by budget. Arenas match players by the total budget of their kit, so a Legendary player doesn't stomp a beginner. Co-op PvE uses full item power.
- Never sell power. If anything is sold for money, it's cosmetic, such as rerolling an item's look while keeping its mechanics.
Risks
| Risk | What it looks like | Mitigation |
|---|---|---|
| Other people's IP | Players 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 content | Slurs, 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 cost | Every 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 models | Floating 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 same | The 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:
- A single Unity URP scene with the toon shader, one character and one training dummy.
- The forge server returns a valid item record that passes the budget check.
- The generated
.glbloads while the game is running and sits correctly in the hand. - Three move templates and ten effect blocks work.
- The time and AI cost per forge are measured, and all three image-to-3D services have been compared.
- The key test: does it feel like magic to forge something and swing it?