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Arcane Isle

An isometric action roguelike where runes shape both your build and the world of your next expedition.

A rune-powered world was shattered into floating islands. In Arcane Isle, every expedition is a deliberate experiment: combine runes, enter a reality shaped by those choices, and return with the power to rebuild what remains.

// gameplay_captureSCREENSHOTS COMING SOONIsometric combat · floating islands · rune-driven worlds
01Isometric action roguelike
03People on the team
UE5Unreal Engine 5
WIPIn active development
// the core idea

Shape your build. Shape the expedition.

Arcane Isle is built around a simple question: what if the same system that changes your abilities also changes the rules of the world you enter?

Player runes create combat synergies. Portal runes determine the atmosphere, enemies, hazards, events and objective of the next island. You do not just choose where to go — you help create the reality you are about to face.

// expedition_loop

One journey, two forms of progression.

01Configure the portal

Combine runes and decide what kind of expedition to create.

02Enter the island

Fight through an environment shaped by your configuration.

03Fight & explore

Follow the main path, take risks and complete the objective.

04Recover runes

Bring new options back from the unstable world.

05Restore the village

Sacrifice selected runes to strengthen the Heart of the Village.

// two rune systems

Build power and risk at the same time.

The most interesting decisions happen before the fight starts: one set of runes shapes what you can do, the other shapes what you will have to survive.

PLAYER RUNES

Shape the build

A deliberately small set of core actions leaves room for depth in the combinations. A Main Rune defines the central archetype, while Side Runes modify projectiles, movement, on-hit effects and triggers.

ProjectileDashActive spellSynergies
PORTAL RUNES

Shape the world

A dominant rune establishes the expedition’s identity. Additional runes change enemy pressure, anomalies, pacing, events and the primary objective — with consequences the player can see and feel.

EnemiesHazardsEventsObjectives
// current focus

From prototype to a playable first island.

Our current work is focused on prototyping combat and rune interactions, establishing the expedition loop and building a reusable environment kit for the first playable island. More gameplay captures and UI studies will be added here as the project develops.

TEAMThree-person development teamMY ROLEProject lead · Unreal Engine developmentSTACKUE5 · C++ · Blueprints · PCG
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