Golden hour at 16:30 in a corner of the village: a tiled-roof house, a thatched house, a banyan tree, a well, bamboo and two villagers on a dirt path. The same corner at 20:30: a paper lantern and lit windows under a blue night haze.

In developmentvillage vertical slice

A bright village. A world slowly going dark.

An HD-2D turn-based JRPG from an AI-native studio in Vietnam.

Pixel-art people and trees live inside a lit, three-dimensional village, where an East-Asian mountain hamlet and its Western neighbours meet a dark fantasy that creeps in at the edges.

IThe studio

A tiny studio with Claude at the centre.

Abandoned World comes from a tiny studio in Vietnam making HD-2D JRPGs at a quality that used to need large teams. We get there by putting Claude at the centre of production.

The thesis

  1. Where the cost is

    Hand-drawn 2.5D games are expensive mainly in two places: art and iteration.

  2. What changes it

    An AI-native pipeline: Claude agents plan, implement and review the work, and measured quality gates judge every step.

  3. What it unlocks

    A two-person-scale team able to ship Octopath-class scenes.

  • Founded2026
  • TeamProducer-led
  • PlatformPC first

We are early, and we say so. What we can show is the process: an approved design, slices that only pass a gate with their numbers attached, and real frames from the engine.

IIStory

It begins in warm light.

Working design. The full story is written after the village demo; everything here can change.

1The village

Vân Khê

A terraced rice village on a mountainside somewhere between East and West: tiled and thatched roofs, a stone bridge over a stream with a small waterfall, paper lanterns lit at dusk, a banyan on the square, bamboo and pines at the edge.

Western things have crept in over the years: a small stone chapel on the eastern edge, a graveyard with Western headstones behind a wrought-iron gate, a windmill on the slope. Lanterns, shrines and iron gates share one road.

2The hero

Lâm, a young farmer

Conical hat, brown cloth tunic, a woodcutter’s axe on his shoulder instead of a sword. He is nobody special yet.

The game begins with him walking home through the village on a golden afternoon.

3The seed of the dark

The priest who vanished

A generation ago a Western priest came and built the chapel. One winter he vanished, and nobody has gone up there since.

Lately the signs are back: bats the size of crows roosting on the forge roof, a whistling from the bell tower at night, the village drunk swearing he saw a figure standing on the tower. The notice board says it plainly: children stay off the stream bank after dark; nobody goes near the chapel after sunset.

4The turn

Bright, then dark

The story opens bright: rice about to flower, the tavern full, the blacksmith teasing Lâm about his chipped axe. Then it slides toward dark fantasy, with demons and curses and a world getting quieter.

The first time Lâm steps onto the chapel road at night, two or three blood-sucking bats come down on him, and the first battle begins.

People of Vân Khê

Six villagers, and the tavern regulars.

  • Tavern keeper

    bà Hai

    Runs the two-storey tavern and rents the room upstairs. Warns you off the chapel road at night.

  • Waiter

    Lộc

    Young, towel over one shoulder, proud of the fried tofu.

  • Village elder

    cụ Lành

    Walks with a stick, and remembers the priest.

  • Farmer

    bác Tám

    Stocky, never without his hoe, always asking for help cutting bamboo.

  • Blacksmith

    bác Cường

    Broad, in a leather apron. His grandfather forged the graveyard gate.

  • Seven years old

    bé Su

    Pigtails and hopscotch. Insists there is a ghost on the bell tower.

Tavern regulars: a travelling merchant; ông Sáu, who drinks too much and saw the shadow on the tower; and Tùng the woodcutter.

IIIPaths

Choose your path.

At a certain point in the story, the hero chooses one of three paths.

PlannedAfter the village demo. Pixel sprites are work in progress; hover a card to turn the figure faster.

  • Pixel sprite of the Qi Sword Master, turning through front, right-profile and back views.
    DPS

    Khí Kiếm Sư

    Qi Sword Master

    Channels inner force, qi, to control a flying sword that strikes enemies.

  • Pixel sprite of the Iron Guard, turning through front, right-profile and back views.
    Tank

    Thiết Thủ Sư

    Iron Guard

    Raises an iron shield to guard companions and cut the damage the party takes.

  • Pixel sprite of the Necromancer, turning through front, right-profile and back views.
    Summoner

    Necromancer

    Pours inner force into the ground to raise the corpses of enemies slain in the area and make them fight.

Game sprites at an integer scale, 144 px bodies on a 160 px cell: front, right profile and back, with the left profile mirrored as in the game.

IVThe look

Pixel art, lit like a real place.

Hand-drawn pixel characters and foliage stand as cards in a real 3D scene. Large buildings are true 3D meshes wrapped in pixel textures, so sunlight, soft shadows and lamp light behave the way they do in the Octopath style, while the people stay crisp at one pixel per pixel.

  • Golden-hour sun
  • Soft shadows
  • Tilt-shift depth of field
  • Bloom
  • Lanterns and lit windows at night
  • One art pixel = one screen pixel

Mesh or card?

The same house at 16:30, built two ways. Drag the handle, or focus it and use the arrow keys.

The house built as a true 3D mesh wrapped in pixel textures, at 16:30.
The same house built as a flat pixel card, at 16:30.
In motion. The hero crosses the corner at 16:30, captured from the engine for the Gate E review.

VInitial design

What the village demo stands on.

The approved design pillars for the village demo.

Working designThe full story is written after the village demo; everything here can change.

Camera

Fixed three-quarter view

In the Octopath Traveler tradition: tilted about 35° with slight perspective, following the hero smoothly. Native 1920 × 1080 with one art pixel per screen pixel for people, now 144 px tall: sharp near the hero, tilt-shift blurred far away.

Day and night

The sun turns with the hour

One game day is 24 real minutes. At night come lanterns, lit windows and fireflies, and bats circle the chapel after dark.

Hybrid stage

Real 3D, pixel skin

  • Terrain, water, mountains: real 3D with seamless pixel textures.
  • Large buildings: real 3D meshes wrapped in pixel textures, see-through when the hero walks behind them.
  • Trees, props, people: pixel cards standing in the scene.
  • Light: real engine light, soft shadows, fog, bloom and a full day–night cycle.

Battle

Turn-based, with an initiative bar

The first fight is a scripted night ambush on the chapel road. Lâm is a farmer, so the commands start deliberately few: Attack with the axe, Defend for half damage, Item with two healing potions, Run for a chance. Bats bite and drain. Win: experience and gold. Lose: you wake up at the tavern with 1 HP.

Break and weakness systems, a full party and gear come later.

The village as hub

A village worth walking through

  • Hero’s house
  • Two-storey tavern
  • Inn room
  • Forge
  • Abandoned chapel
  • Graveyard
  • Thatched and tiled houses
  • Well
  • Bridge
  • Paddies
  • Stream and waterfall
  • Bamboo and pines
  • Windmill

The tavern can be entered: the owner, the waiter and guests eating and drinking downstairs, stairs up to an inn room where you sleep until morning. The village is now being rebuilt as a dense core of two rows of houses around the well square.

Villagers

Schedules and a classic dialogue box

Villagers keep daily schedules and say different things by day and by night, in a classic JRPG dialogue box. The game text is Vietnamese, with one or two choices when it matters.

Companions Planned

Friends met on the road

While exploring the world, the player can recruit companions met on the road. They join the party and fight alongside the hero. Party, gear and the Break and weakness systems come after the demo.

Tech and process

Typed, data-driven, tested

  • Godot 4.7.2
  • Statically typed GDScript
  • Every number in JSON data
  • Headless test suite
  • Golden-frame image tests
  • 60 fps at 1080p, PC target
  • PC first, phone later
  • In-game language: Vietnamese

VIPlanned features

What comes after the demo.

Everything on this list is planned for after the village demo. These are plans, written as plans: no dates, and the scope can change.

  • Planned

    Equipment

    Weapons, armour and charms that change how the hero and companions fight and look.

  • Planned

    Build your home

    Rebuild and furnish a house in Vân Khê; it grows with the story.

  • Planned

    Farming

    Tend rice paddies and a vegetable garden; crops follow the day–night clock and the seasons.

  • Planned

    Pets

    Raise animals and creatures met on the road; they follow you and help in small ways.

  • Planned

    Companions

    Recruit allies found while exploring; each has their own path.

    About companions
  • Planned

    Paths

    Three paths with distinct skills: Qi Sword Master, Iron Guard and Necromancer.

    See the three paths
  • Planned

    Living village

    Villagers with schedules, a tavern that fills at night, and dialogue generated with Claude.

  • Planned

    …and more

    The full list grows with the story. Follow along as we build in the open.

    Read the dev log

VIIBuilt with Claude

A tiny studio that works like a big one.

A producer sets the design and signs off every gate. In between, Claude Code and multi-agent workflows run the production: Claude agents plan each slice, implement it in Godot, review each other’s work and only hand over results that pass automated tests and measured quality gates.

TodayClaude runs the production

  1. Speca written design the producer approves
  2. Task planexplicit tests for every task
  3. Implementan implementer agent writes the code
  4. Reviewan independent reviewer agent, fix rounds
  5. Slice reviewthe whole slice, end to end
  6. Gatemeasured numbers, producer sign-off

Specs, plans and agent pairs

Every slice starts as a written design, becomes a task plan with explicit tests, then runs as a pipeline: an implementer agent, an independent reviewer, fix rounds, and a slice review before anything reaches the producer.

Gates with numbers

Look, performance and layout are judged against measured targets: frame-to-frame shimmer, lighting continuity across the screen, village density per camera frame, frames per second on the target renderer. A gate opens only with the numbers attached.

Art pipeline and asset contracts

Concept sheets from image models are cut, scaled to a fixed ruler and pixelised to a locked palette by scripts, then checked against an asset contract before they enter the game. People, buildings, textures and props each have their own route.

tasks executed by agents under review
40+
automated tests across engine and pipeline
380+
pixel scale for people at 1080p, by design
1:1
Forward+ renderer on the target PC profile
60 fps+

Lâm’s walk cycle, straight from the game’s sprite sheet: four frames at 5 fps, shown at 1:1.

VIIIRoadmap

From one corner to a whole village.

The village demo is built in slices. Each slice ends at a gate the producer signs off, and a gate opens only with the numbers attached.

  1. Slice 0DoneGate 0

    Tech proof

    An empty 3D stage with one cutout house and a walking hero: the fixed 35° camera, depth of field, glow and fog, a sun that turns with the hour, the one-art-pixel-per-screen-pixel rule, a headless test suite and automatic clip capture.

  2. Slice 0.5DoneGate D

    Look development

    One fully dressed village corner on a single screen: golden-hour sun, soft shadows, painted ground and stone paths, dense props and flowers, tilt-shift and bloom, night with lanterns. The producer locked the look at Gate D.

  3. Slice 0.6DoneGate E

    3D buildings and bigger people

    Large buildings rebuilt as real 3D meshes wrapped in pixel textures drawn from orthographic elevations; people resized to 144 px. At Gate E the producer compared mesh and card side by side and chose real 3D buildings.

  4. Slice 1NowGate 1a, then Gate 1

    The whole village

    Full terrain with paddies, pond, stream, waterfall and bridge; a walkable grid and camera follow; a dense core of two rows of houses around the well square, 14+ structures, chapel and graveyard, windmill; villagers standing and walking their routes, chimney smoke, wind in the bamboo and laundry, night; a 20-second walkthrough. Gate 1a covers the north half, then Gate 1 is the main quality gate.

  5. Slice 2PlannedGate 2

    Village life

    Daily schedules for nine villagers, the dialogue system and notice board, the two-storey tavern interior with guests eating and drinking, stairs to the inn room, sleeping until morning.

  6. Slice 3PlannedGate 3

    The bat battle

    The scripted night ambush on the chapel road: the turn-based battle scene and UI, the initiative bar, win, lose and run.

  7. Slice 4PlannedGate 4

    Packaging

    Tuning, a PC performance pass, the Windows build and documentation. A phone build follows in a later pass.

  8. Beyond the demoPlanned

    The world past Vân Khê

    The full story and new areas beyond the village; the choice of three paths; companions met on the road who join the party; gear, Break and weakness systems; random encounters; villagers whose dialogue is generated with Claude; saving; localisation.

IXDev log

Building in the open.

Short, true milestones, newest first.

  1. Slice 1 begins: the whole village. A dense core of houses around the well square, terrain with paddies and a stream, 13 new concept and elevation sheets drawn in a day.

  2. Gate E: real 3D buildings with pixel textures and 144 px people approved by the producer.

  3. 3D hero house with a pixel-texture atlas, and 144 px people. Gate E package prepared.

  4. Gate D: the look is locked. Golden hour, soft shadows, depth of field, bloom.

  5. Look-development slice with the first dressed village corner.

  6. Slice 0 tech proof complete. Hero design chosen at Gate 0a.

  7. Design approved: the village demo spec.

XContact

Let’s talk.

An independent, AI-native game studio based in Vietnam. We are early, building in the open and happy to talk to publishers, partners and people who love this genre.

Contact details will appear here shortly.

For partnerships, publishing or press, reach us at the address above once it is live.

Download the press kit · fact sheet, screenshots and sprites (ZIP, 2 MB)