GRAVEFIRE WIP Concept Art

A visual progress note connecting the early GRAVEFIRE prototype screenshots to the canonical design: map events, isometric dungeons, card battles, and elite encounters.

October 9, 20192 min readView comments

GRAVEFIRE is still a large, dangerous idea: a dark deck-building roguelike with isometric dungeon crawling, card-based battles, world-map events, and a story that reveals itself through memories, situations, and elite encounters.

The early concept art shows the game finding its shape.

GRAVEFIRE isometric exploration screen

The exploration layer needs to support procedural dungeon floors made of chambers and narrow hallways. Monsters appear as spirit totems. When the player gets close, the game shifts into a card battle. If several totems are nearby, the fight can include multiple monsters.

The mockups push this further by making the dungeon readable as a board of decisions: where to move, which totems to trigger, when to search for stairs, and when to risk one more room.

Isometric dungeon mockup with monster totems

The character and party screen is where the four survivors have to feel distinct: Crow, Skull, Morana, and Blade. Each starts from a different region, carries a different history, and should build toward different cards and strengths.

GRAVEFIRE character and party screen

Battles are the center of the game. The design rule is that everything in battle is a card: heroes, monsters, attacks, defenses, powers, skills, consumables, and rewards. Regular monster battles are compact and tactical. Elite battles are meant to span the screen with special backgrounds, music, and unique abilities.

GRAVEFIRE battle screen

GRAVEFIRE card battle interface

The current design target is clearer now:

  • Start on the world map.
  • Pick an unlocked region.
  • Choose an event such as Survive, Soul Liberation, Soul Searching, Soul Capture, Find an Item, Situation, Memory, or Elite Battle.
  • Crawl an isometric dungeon floor by floor.
  • Trigger card battles through monster totems.
  • Build the deck through rewards, shops, situations, and level-ups.
  • Reveal another piece of the story after each event.

Monster battle UI mockup

The prototype already has enough pieces to make the project feel real. The next challenge is getting those pieces to support the same design promise: every run through a region should change the deck, reveal the world, and move the player closer to the truth behind the Grave Fire.

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