Meet the Guardian ⚔️
A heavily armored survivor focused on devastating melee combos and battlefield control.
Every survivor changes how you fight.
Camp: Prototype
#gamedev#indiedev#unity3d#rpg#indiegame
Movement isn't just about getting from A to B.
🏹 Ranger — Combat Roll
🛡️ Guardian — Bulwark Charge
☣️ Toxicologist — Toxic Thrusters
Every class moves differently.
The fun begins when you start weaving them together.
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Three classes.
Three signature abilities.
🏹 Ranger — Explosive Shot
🛡️ Guardian — Sunder Axe
☣️ Toxicologist — Poison Cloud
Every class has its own role.
The fun begins when you start weaving them together.
#gamedev#indiedev#unity#unity3d#actionrpg#indiegame#madewithunity #rpg
Ability Weaving lets abilities remain active after switching classes.
In this combo:
🤖 Deploy Overwatch Drone
⇄ Switch to Guardian
🪓 Fight while the drone continues providing support
The goal is to create combinations across classes instead of locking players into a single playstyle.
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Ability Weaving lets abilities remain active after switching classes.
In this combo:
💚 Rapid Regen
⇄ Switch to Guardian
🪓 Sunder Axe
Different classes. Same fight.
#gamedev#indiedev#unity3d#actionrpg
Ability Weaving lets abilities persist after switching classes.
In this clip:
☠️ Deploy Poison Cloud
⇄ Switch to Guardian
⚔️ Fight while poison continues dealing damage
Still prototyping, but the class-combo system is starting to come together.
#gamedev#indiedev#unity3d #actionrpg
Build your own combos.
🛡️ Guardian Shield
➡️ Switch to Ranger
🏹 Open fire
Abilities can persist between classes, allowing players to chain buffs, attacks, and utility across multiple playstyles.
#gamedev#indiedev#unity3d#arpg#indiegame
@ColdBanner That's a huge milestone. Getting a boss from "static threat" to "active threat" completely changes the feel of an encounter. Looking forward to seeing what attacks you give it.
@LUPDigital The worldbuilding here feels really unique. I don't see many games drawing from African mythology, and the elemental themes already feel distinct. Looking forward to learning more about this universe.
@GoldilockOne The contrast between the cold environment and the warm greenhouse lighting is really well done. It makes the herbalist's home feel like a refuge in the middle of a harsh world. Was that contrast something you intentionally designed around?
@imbananacrazy The green sky and foliage give this a really distinct atmosphere. Curious to see how the environment evolves once you start placing structures and points of interest.
⚔️ Why choose one class?
🔫 Ranger
🛡️ Guardian
☣️ Toxicologist
Switch classes in real time to adapt to every fight.
Every survivor changes how you fight.
🏕️ Camp: Prototype
#gamedev#indiedev#unity3d#rpg#indiegame
Meet the Toxicologist ☣️
A robotic survivor that weakens enemies with corrosive toxins and devastating damage-over-time effects.
Every survivor changes how you fight.
Camp: Prototype
#gamedev#indiedev#unity3d#rpg#indiegame
Made some huge progress on Camp: Prototype this week.
✅ New DPS character
🏹 Compound bow combat
🐀 Dune Vermin enemies
💥 Piercing & Explosive abilities
🎵 First gameplay showcase with music
Starting to feel less like a prototype and more like a game.
#gamedev#indiedev#unity
Dune Vermin encounter update for CAMP: PROTOTYPE.
• Improved enemy AI
• New animation integration
• Stylized shader pass
• Combat polish and effects
Still early in development, but the world is finally starting to come together.
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Progress isn't always flashy.
Tonight was spent exporting animations from Unity, importing them into Blender, and trying to teach a custom mutant rat how to run.
Lots of trial and error, but we're getting closer.
#gamedev#indiedev#unity3d#blender3d
CAMP: Prototype is finally starting to feel like a real game.
⚡ Overcharge Mode
⚡ Combat polish
⚡ Projectile FX
⚡ Arena atmosphere
Still early in development, but the combat is finally developing its own identity.
#indiedev#gamedev#unity3d#indiegame#actiongame#devlog
Small CAMP: PROTOTYPE update tonight.
Enemies now drop Cells — the first step toward replacing traditional XP with a resource-based upgrade system tied to the control room.
Still early, but the combat loop is starting to connect to progression.
#gamedev#indiedev#unity3d