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In development -Unreal Engine 5 -Personal project -2025

Oathbreakers

Isometric action RPG project in Unreal Engine 5 focused on boss combat, modular gameplay systems, and a dark fantasy setting about broken oaths.

A dark fantasy isometric action RPG where each boss represents a broken oath, creating intense encounters built around rules, punishment, and moments of overcoming.

Unreal Engine 5Action RPGIsometricC++GASCombat SystemOriginal Project
Project image Oathbreakers

Technical Highlights

  • Built the foundation for combat systems using Unreal Engine, C++, Blueprints, and Gameplay Ability System concepts.
  • Implemented early player abilities, attributes, damage flow, and attack hit windows.
  • Prototyped lock-on targeting for isometric boss combat.
  • Structured base classes for players, enemies, and bosses.
  • Designed the project as a long-term technical study for scalable action RPG systems.

Project overview

Oathbreakers is an original isometric action RPG project developed in Unreal Engine 5, focused on boss combat, modular gameplay systems, and a dark fantasy setting.

The concept revolves around oaths, sacred rules, punishment, and characters who challenge a corrupted order. Each boss represents an idea of a broken oath, creating encounters where the player must read patterns, react to specific mechanics, and overcome progressively more complex challenges.

The project also works as my main learning lab for Unreal Engine, C++, Gameplay Ability System, combat architecture, AI, and boss design.

My role

I work on the project mainly as a gameplay programmer, game designer, and level designer. I am responsible for structuring the technical foundation of the game, implementing combat systems, organizing gameplay architecture, and turning design ideas into playable mechanics inside Unreal Engine.

Systems I have worked on include:

  • character movement;
  • attribute system;
  • abilities using Gameplay Ability System;
  • light and heavy attacks;
  • damage detection;
  • enemy and boss structure;
  • AI prototypes;
  • lock-on target system;
  • animation integration;
  • groundwork for future boss battles.

Project goals

The goal of Oathbreakers is to build a solid foundation for a boss combat game with its own identity. The design direction combines action, pattern reading, decision-making, and the player’s technical progression.

Beyond the game itself, the project plays an important role in my professional development. It lets me study systems used in commercial games, practice gameplay architecture in Unreal, and build a stronger portfolio as a gameplay programmer.

What I learned

This project has been essential for deepening my studies in Unreal Engine 5 and action game development. During development, I have practiced concepts such as modularity, separation of responsibilities, component-based organization, C++ and Blueprint integration, ability systems, animation work, and building a playable prototype.

I am also using the project to improve how I manage production scope, document technical decisions, and turn large ideas into smaller, testable deliveries.

Next steps

The next milestone is to finish a prototype focused on combat iteration, with a playable character, a functional boss, and a complete battle loop.

From that foundation, the plan is to keep improving the project and refining the player experience.

More updates will come as the project evolves. I plan to run playtests in the future, and collaborators or interested players are welcome to get in touch.

Follow this project

This project is not publicly playable yet. You can browse other projects, read technical articles, or contact me.