Movement
Responsive third-person traversal for Hollow Court exploration.
PLAYABLE DEVELOPMENT
The first playable slice of Elijah Blaze: a place where architecture remembers, Shardlings hunt, and intention changes what the world allows.
CURRENT BUILD
PRE-ALPHAMovement, 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.
Responsive third-person traversal for Hollow Court exploration.
Follow camera tuned for readability, combat, and discovery.
Detection, chase, contact pressure, and combat engagement.
DEVELOPMENT ROADMAP
We are deliberately proving the game with simple geometry before replacing anything with final characters, animation, VFX, or architecture.
ONLINE
Responsive third-person traversal for Hollow Court exploration.
ONLINE
Follow camera tuned for readability, combat, and discovery.
ONLINE
Detection, chase, contact pressure, and combat engagement.
ONLINE
Close-range exchanges built around deliberate timing and clear impact.
ONLINE
Shared damage framework for Elijah and Shardlings.
ACTIVE BUILD
Visible defeat states, collapse effects, and player failure messaging.
NEXT
Defeat the court’s threats and awaken the sealed architecture.
DESIGN RULE
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