PLAYABLE DEVELOPMENT

THE HOLLOW
COURT

The first playable slice of Elijah Blaze: a place where architecture remembers, Shardlings hunt, and intention changes what the world allows.

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UNITY 6 // PROTOTYPEHOLLOW COURT

CURRENT BUILD

PRE-ALPHA

Core Combat Loop

Movement, camera, enemy pursuit, combat, and health all work. The current focus is making victory and defeat unmistakable, then turning the court into a complete objective-driven encounter.

ONLINE

Movement

Responsive third-person traversal for Hollow Court exploration.

ONLINE

Camera

Follow camera tuned for readability, combat, and discovery.

ONLINE

Shardling AI

Detection, chase, contact pressure, and combat engagement.

DEVELOPMENT ROADMAP

FROM CUBES
TO COURT.

We are deliberately proving the game with simple geometry before replacing anything with final characters, animation, VFX, or architecture.

01

ONLINE

Movement

Responsive third-person traversal for Hollow Court exploration.

02

ONLINE

Camera

Follow camera tuned for readability, combat, and discovery.

03

ONLINE

Shardling AI

Detection, chase, contact pressure, and combat engagement.

04

ONLINE

Combat

Close-range exchanges built around deliberate timing and clear impact.

05

ONLINE

Health

Shared damage framework for Elijah and Shardlings.

06

ACTIVE BUILD

Death Feedback

Visible defeat states, collapse effects, and player failure messaging.

07

NEXT

Gate Objective

Defeat the court’s threats and awaken the sealed architecture.

DESIGN RULE

DISCOVERY
BEFORE LOOT.

The player should ask “What is over there?” before asking “What do I get?”

Knowledge, resonance, access, and understanding are the real progression systems. AZEL does not simply make Elijah stronger. Their synchronization changes what he can perceive, understand, and awaken.

CORE SYSTEMS

01

KAVANAH

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02

SYNCHRONIZATION

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03

LIVING ARCHITECTURE

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04

SHARDLING PRESSURE

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