Untitled RPG Project II
His family is out there. The world will not stop changing long enough to find them.
A story-driven RPG about a man searching for a family scattered across a world that keeps rewriting itself. Something is doing this to them on purpose. Nobody knows what, or why, and everyone is looking for everyone else.

About the game
Untitled RPG Project II is an original story-driven RPG about a man looking for his family. They were together. Now they are not, and the place they are lost in will not hold a shape: it rewrites itself, sometimes gently and sometimes not, into somewhere with different rules, a different look and a different set of dangers.
Something is doing this. Not weather, not chance, and not anything that explains itself. The people caught in it cannot see it, cannot ask it, and do not know whether they are being toyed with, tested or simply forgotten. What they have instead is one shared idea, arrived at separately from opposite corners of a world that keeps moving: find each other.
The rewrites happen while you are standing in them, and you get a moment's warning first. Reading that warning, and deciding whether to brace, get clear or turn it to your advantage, is the move the whole game is built around.
Underneath all of it, one game. Movement, combat and interaction stay a single foundation; what changes on top is presentation and rules. That is the hard problem, and it is why the architecture was settled before anything else.
It is being built in Unity for PC, controller-first, and it is early. There is a foundation, a plan, and a short playable milestone to reach before anything else is worth doing.
- Genre
- Story-driven RPG
- Status
- In development
- Engine
- Unity 6
- Platforms
- Windows PC first
What it is
- 01
A family, scattered
Not one person missing. All of them, thrown to opposite ends of somewhere none of them understand. He is looking for them, and they are looking too, which means the story is not one search but several converging on the same simple want.
- 02
Something is doing this
The world is not drifting; it is being rewritten, deliberately, by something none of the people inside it can see or reach. Whether that is cruelty, carelessness or a game being played with them is not explained, and it is not going to be explained early.
- 03
It never settles
There is no fixed tour of levels here. The world keeps becoming other things: bright and uncomplicated, then dense and overgrown, then somewhere that has stopped pretending to be a place at all. The concept art is a sample of that range, not a list of destinations.
- 04
The ground changes while you stand on it
The rewrites land mid-scene, and you see one coming a moment before it does. That warning is the game's central move: enough time to brace, get clear, or turn the change into something useful.
- 05
One game underneath
However far the surface travels, what you do with your hands stays consistent. Moving, striking, dodging and interacting are a single foundation; each world changes the rules and the presentation on top of it rather than becoming an unrelated game.
- 06
Built for a controller, and for later
Unity 6 with the 2D renderer, C#, Windows first. Controller-first from the beginning, and structured so that running somewhere other than a PC stays an engineering problem rather than a rewrite.
- 07
The rest stays quiet
That is the shape of it, not the substance. What separated them, what is rewriting the world, and whether any of it can be answered are the reasons this project exists, and they keep until the game can show them properly.
Concept art
What it feels like to be in it
Exploratory pieces about one man in a world that keeps being rewritten around him. Mood and scale, not locations. Not screenshots, and none of them final.
Status
In development
Production has started. Nothing is playable outside the studio yet, and there is no release date.
Current focus
- Engine and architecture
- First playable milestone
- Visual direction


