AI Forge RPG
Game design doc · draft 13 · 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.

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

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.
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 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

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.

SideWhat they areWhat they wantHow players meet them
The Machine LordThe 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 UnlitBeings 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 LitBeings 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.

RankWhat they areHow they fightLooks like
Scrap swarmDrones the size of birds, printed by the dozenSwarm in clouds, strip shields, chase anyone who runsGold and black shells with one red eye
WardensHuman-sized enforcers that patrol occupied realmsHold lines with shields and rifles, and arrest rather than kill when they canSmooth black and gold armour, a small ring halo, no face
ConvertsPeople who took the Machine Lord's deal: abundance for controlUse stock forged gear the Machine Lord gave them, with no history and no maker's markChrome masks, perfect clothes, a gold ring on every finger
ExecutorsElite hunters sent after players who drain the HoldCopy the player's last forged item and use it against themA Warden with the player's own weapon, cast in gold
Tech LordsThe Machine Lord's lieutenants, one per realmTalk first, then fight through a colossal avatarSee 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.

RankWhat they areHow they fightLooks like
WispsLoose scraps of dark energyDrift towards light and snuff it out; harmless alone, deadly as a tideBlack smoke with a single white pinprick
ShadesPossessed shadows that have come loose from their ownersAttack from the player's own shadow; only hittable when litThe player's silhouette, a beat out of sync
HollowsPossessed people and animalsFight with what the host knew, slowly and wronglyEyes gone black, light bending away from them
HusksPossessed armour, machines and empty ForgeframesHeavy and relentless; the Unlit pilot a frame better than its owner didThe original, with dark energy leaking from every seam
DemonsUnlit that took a shape on purposeFast, clever and cruel; the only Unlit that speakHorns, wings and void-black bodies, as in Demons
HeraldsThe Eclipse bosses: Unlit so large they dim the skyChange the arena, putting out whole districts of lightA 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:

GroupWho they areWhy they do itCan they be turned?
ConvertsShopkeepers, 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 ChoirA cult that opens rifts on purpose to let the Unlit inThey 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.
BrokersSmugglers who trade with all three sidesMoney, and staying alive whoever winsThey're never really on a side. They sell Rift materials and dark-forge supplies, and sometimes sell the player out.
Fallen playersOther players at Corruption 75 or more, invading as Unlit hostsTheir choice, as in Going darkThrough 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.

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 LordRealmThe offerHow they talkThe avatar
The ProviderModern"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 cityA gold colossus of vending machines and delivery drones, handing out gifts as it crushes the street
Saint AlgorithmFantasy"No more famine, no more plague. Only obey." Worshipped as a god in a cathedral city.Through priests, in perfect scripture it writes itselfA winged angel of gold machinery under a halo of rings, with a choir that sings in code
OverclockSci-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 feedA jet-frame that transforms between a race car the size of a train and a sprinting giant
The ArchivistThe Rift"Nothing will ever be lost again." Keeps copies of everyone it meets, the dead included.In the voices of people the player has lostA 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.

GodWhat they areWhere they standWhat they give players
Heru, the Sun BarqueFalcon-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 WeighsJackal-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 RecordsIbis-headed god of knowledge, keeper of a starship libraryWants the Archivist, its stolen copy, destroyedLost blueprints: rare Ancient templates at the Forge
Sekhmet, the LionessLion-headed war goddess with a mane of fireHates 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 VoidStorm god with the head of no animal anyone knows, cracked with dark energyA 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

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 DuskDrains Dusk
Dark forges (×2 a normal forge's Hold rise)Lighting Lit shrines
Rifts left openSealing a rift with the Lit
Unlit outbreaks left aloneClearing possessed enemies

World events with three sides

Which meter fillsEventIf players lose
The Hold fills firstIncursion. The Machine Lord breaks through, as above.The realm is occupied
Dusk fills firstEclipse. 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.

CorruptionStageWhat changes
25TouchedDark veins and eyes that don't reflect light. The Lit start to keep their distance.
50ShadowedThe Lit won't bless your items or give you quests, and Lit shrines hurt you. You can see hidden Unlit.
75HollowThe Unlit stop attacking you. You can invade other players' realms as an Unlit host.
100UnlitYou fight on the Unlit side in Eclipses and Convergences. Your forged look turns to dark energy.

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

  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.

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.

SocketHow it's usedControllerKeyboard and mouse
BladeLight and heavy attacksSquare / TriangleLeft click / hold
GunAim and fireL2 + R2Right click + left click
PowerCast, with a cooldownR1Q
WardBlock and parryL1Shift
GadgetThrow or placeCircleG
CompanionFights on its own; one command (attack, guard, fetch)D-pad upF
LookAlways 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:

LevelLoad limitWhat fits
160Three Common items, or one Rare and one Common
15180All six sockets at Common and Rare
30300All six at Rare and Epic
60 (max)400Four 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:

KitHeavy socketsLight socketsLoadPlays like
DuellistBlade (Legendary), Ward (Legendary)Gun, Power, Gadget, Companion (Epic, Rare, Rare, Rare)80+80+60+40+40+40 = 340Parry and punish up close; the rest is backup.
SummonerCompanion (Legendary), Power (Legendary)Ward, Gadget (Epic), Blade, Gun (Rare)80+80+60+60+40+40 = 360The pet does the fighting; powers buff it and control the crowd.
GunslingerGun (Legendary), Gadget (Legendary)Power, Ward, Companion (Epic), Blade (Common)80+80+60+60+60+20 = 360Range and traps, with a knife for emergencies.
All-rounderNoneEvery socket Epic, except one Rare5×60+40 = 340No 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

OursWhyNever
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 fightChest vents
A ring visor. The head is a glowing ring, echoing the Forge's timing ring.One shape that reads as "Forge" at any distanceA 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 upStock 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 battlefieldThe 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.

ForgeframeMech armour
What it isA giant robot the player climbs into and pilotsHeavy armour and mounted weapons that lock onto the player's own body
Size3–18 mThe player's size, up to about 2.5 m
Where it fitsMostly outdoorsAnywhere, including buildings and dungeons
Calling it inThe frame drops in and the player climbs into the cockpitThe plates fly in and lock on, piece by piece
What the kit becomesGiant copies of the pilot's weaponsMounted versions: a forearm cannon from the gun, a shoulder pod from the gadget, a plated shield arm from the ward
Time on Sync45 s in PvE, 20 s in PvP60 s in PvE, 30 s in PvP: weaker, but lasts longer
Plays likeA walking tank for big fightsThe 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

TierFrameSizeWhere it fits
Common, RareRig, a power suit3 mAnywhere, including buildings and dungeons
EpicForgeframe18 mStreets, open ground, the sky
LegendaryForgeframe with a Tech Lord's trophy as its heart25 mOutdoors 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

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 gainYou give up
A link move no single item can do15% of the two items' points
One forged-item slot freed, since two items become oneTwo sockets that can't be filled separately: a broken or bad hybrid takes out both
15% less load, since load follows the reduced budgetA bigger Hold rise than a normal forge (×1.5), because the Machine Lord likes things joined
Instant switching between the two modesThe two items can't be swapped for others separately

Rules

Every merge

The 21 pairs of classes, each with an example hybrid and its link-move template:

ClassesHybridLink move
Blade + GunGunbladeSlash, then a point-blank shot from the same swing
Blade + PowerSpellbladeStore a cast in the blade; the next hit releases it
Blade + WardA sword that unfolds into a shieldParry, then an instant riposte
Blade + GadgetTrick bladeThrow it, then set it off or call it back
Blade + CompanionLiving bladeSend it to fight alone, then recall it into your hand
Blade + LookForearm bladeCan't be disarmed; a draw strike with no wind-up
Gun + PowerSpell roundsA charged shot that casts the power where it lands
Gun + WardShield cannonFire through a port while blocking
Gun + GadgetUnderbarrel launcherLaunch the gadget from the gun, at range
Gun + CompanionDrone turretDetach the gun to hover and fire alone
Gun + LookArm cannonFire with both hands free
Power + WardAegisBlocking charges the power; a full charge casts it
Power + GadgetSigil trapPlant the power on the ground and trigger it later
Power + CompanionFamiliarCast through the companion, from where it stands
Power + LookLiving tattoos or a haloThe power's cooldown shows on the body; a cast with no hand gesture
Ward + GadgetDeployable wallPlant the shield as cover and pick it up again
Ward + CompanionGuardian (a shield drone or armoured beast)Send it to guard an ally
Ward + LookBuilt-in armour platesAlways-on guard that breaks after enough damage and regrows
Gadget + CompanionTinker petThe pet carries and places gadgets for you
Gadget + LookImplant (grapple arm, jump jets)A movement trick with no item in hand
Companion + LookSymbioteThe 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:

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.