3D arcade brawling
A compact beat 'em up built around clear reads, heavy contact, crowd pressure, and tight arena-to-arena pacing.
Solo-dev 3D beat 'em up
A compact street-brawling campaign through a plague-struck European steampunk city, built for readable melee pressure, brass-and-ivory craft, and arcade momentum.
What this is
MVSZ is aimed at the content density of a classic arcade beat 'em up: short, replayable, and direct. The target is a focused one to two hour campaign, with the feel of a handcrafted indie action game rather than a giant production.
A compact beat 'em up built around clear reads, heavy contact, crowd pressure, and tight arena-to-arena pacing.
Planned as a one to two hour game, closer to a concentrated arcade campaign than a sprawling action RPG.
Ivory details, polished brass, old-world stonework, and epidemic machinery frame the street fights.
Tone
The art direction leans into Polish and broader European craft: carved facades, enamel signage, brass medical machinery, ivory accents, gaslight, and formal ornament under outbreak pressure.
Possible itch.io prelude
Before the brawling begins, a small VN backstory could follow a commoner or side character as the virus first hits. It can show the city from below: rumors, shortages, quarantine orders, and the first night when ordinary people realize the old systems will not hold.
Follow the itch.io preludeSmall errands turn into conflicting street reports.
Officials move too late, and neighborhoods seal themselves.
The prelude hands off into the main game's first fight.
Playable prelude
Drop the Godot Web export into /vn and this frame will load it from Netlify. Keep the export file names together; the generated HTML expects its matching JavaScript, WebAssembly, pack, and splash files beside it.
Roadmap
Steam wishlists and direct email are the priority now. Kickstarter is planned for late Q2 or early Q3 2027, with an October 2027 launch target.
Wishlist volume helps size the audience before the funding campaign.
Funding push for the remaining solo-dev production stretch.
Planned release window for the compact campaign.
Stay close to the project
No inflated promises. Just milestone updates, demo news, and the campaign link when it is ready.