SAVAGECAKE

Codename

PROJECT
BAGEL FACE

Neon. Rain. The hum of a cyberclinic. Your crew is waiting.

ARPG. Year 2054. Magic, tech, and gritty streets.

Latest Footage

What I'm Building

An ARPG where magic and tech are two interfaces to the same reality. No classes, no levels. Just karma and the choices you make.

Your Build, Your Identity

Classless karma progression. Invest in any skill, any attribute. Your character becomes exactly what you choose.

A mage with a datajack. A razorhand with nanobots repairing his chrome mid-fight. Every combination works. But every piece of cyberware is a target: a critical hit can crack your nerve lace mid-run.

Take the Job. Do the Run. Get Paid.

A fixer calls. A corpo convoy rolls by with weak security. The run finds you as much as you find it.

Some runs are quick smash-and-grabs. Others are hour-long operations. Push deeper for a bigger payoff or leave while you're ahead.

Positioning Is Everything

Flanking, back attacks, cover. Where you stand changes whether you hit, how hard, and whether you crit.

Circle behind an enemy for a back attack bonus. Use cover to reduce incoming fire. A well-placed flank raises both hit chance and crit chance. Play solo with NPC companions or bring up to two friends for co-op.

Combat Domains

Any character can invest in any domain. Specialize deep or spread wide.

Weapons

Guns, blades, grenades. No connection to the net required. Just skill and steel. Direct, visceral, reliable.

Fueled by Stamina. Every build fights. But chrome can reduce the cost of a heavy swing, and a mana-fueled strength buff makes your blade hit harder.

Magic

Spells, healing, crowd control. You channel the net through instinct and will. Ancient, organic, flowing.

Fueled by Mana. The deeper your connection to the net, the faster it flows. A perception spell can reveal weak points for your gun or hidden nodes for your hacker.

Tech

Hacking, drones, cyberware, electronic warfare. You interface with the net through engineered hardware. Structured, precise, manufactured.

Fueled by Nanos. Nanobots in your blood that power your tech, repair your chrome, and link your smartgun to your nervous system. They cost Essence. More nanos, less magic.

Dev Log

What's actually been built, and what's coming next.

Currently Working On

Weapon Presentation Pipeline A layered animation system so the character holds the right weapon the right way in every stance and context.

updated 2026-05-30

Mechanics only feel real when the body sells them. A pistol clipping through a wall, a rifle pointed at a target the player is not locked onto, or a peek that snaps without a lean break immersion. This pipeline is the layer that makes every weapon and every stance look correct, and it scales so future weapons inherit the work.

Wall-Clip Prevention

Per-tick sensor at the weapon's muzzle detects nearby walls. An anim layer blends the character to a high-port two-handed grip so the weapon stops clipping through geometry during normal movement. Pistol first, with the architecture ready for every other weapon. Also wires the C++ to AnimGraph bridge that the later phases plug into.

Procedural Grip & Aim Layer

A Control Rig that keeps the support hand on the weapon and points the weapon at the actual target through spine rotation, replacing the brittle third-party IK plugin the original peek work depended on. Engine-native, network-safe, and the foundation for clean peek-and-fire from cover.

Per-Weapon Profile Data

Data assets that describe each weapon's grip, aim semantics, and wall-ready pose. Adding a new weapon becomes authoring, not coding. Unlocks rifle, shotgun, sword, magic focus, and tech gauntlet without touching the core system.

Cover & Peek Visual Polish

With the presentation pipeline in place, cover entry, exit, and peek finally get their proper animation pass. Lean-out, hold, return, and weapon aim that respects both the cover corner and the locked target.

Next Up

1

First Abilities Punch, Evade, Bolt, and Heal in the Weapons and Magic domains

2

Enemy AI Enemies that telegraph, patrol, aggro, and actually fight back

3

Expanding Combat Tech domain arrives. All three domains grow wider, deeper, and start talking to each other

4

Resource Bars Replace cooldowns with Stamina and Mana. Decisions, not timers.

What's Built

Cover System Take cover, peek triggers through targeting, incoming hit chance drops by angle and cover quality.

2026-05-01

Family Frag Night Free-for-all with the kids. Tactics queued behind the fun.

2026-04-25

Tactical Targeting Hit chance display, LoS target persistence, and expanded test coverage

2026-04-05

Combat Foundations Automated tests, shot feedback, target outlines, positioning modifiers

2026-04-04

First Playable Build Packaged client, dedicated server, first online playtest with a friend

2026-03-19

First Combat Encounter Targeting, shooting, damage, health bars, death, and respawn

2026-03-14

HUD Framework The layer that makes multiplayer combat visible on screen

2026-03-02

Aim System Move one direction, aim another. Mouse and gamepad, seamlessly

2026-03-01

Camera & Movement Fixed-angle top-down camera with a 4-level priority system

2026-02-24

Multiplayer Connect Direct connect to a dedicated server from the main menu

2026-02-21

Live Build Pipeline Push code, builds ship automatically, server auto-deploys

2026-02-16

Engine Foundation Imported Lyra and set up modular plugin architecture

2026-02-12

The World

Indra's Net

2054. Technology pushed humanity past a threshold and the Veil thinned. What was always there became visible. Magic, or what we call magic, was never gone. We just couldn't see it.

The collective consciousness of humanity has become visible, quantifiable, and exploitable. The System tracks everything: every action, every choice, every kill. Your karma isn't metaphorical. It's a stat.

"Technology sufficiently advanced is indistinguishable from magic. Magic sufficiently understood is indistinguishable from technology."

Windows

Play It

The first networked playtest is done. Targeting, shooting, health bars, death, and respawn, all working across the internet. The next test session is being planned. The email list gets the invite first.

Builds ship with every push to main · Next session coming soon

Get Involved

This game is being built in the open. If that sounds interesting, there's a seat at the table.

Get on the List

New builds, test sessions, and the occasional honest update about what's working and what isn't.

Help Build This

Concept Artists

Looking for artists who can nail a grittier cyberpunk aesthetic. Rain-soaked streets, neon-lit shadows, moody atmosphere. Credited in the game.

Level Designers

Help design mission spaces. City streets, corpo towers, underground networks. Top-down perspective. Credited in the game.

Playtesters

Everyone is invited. Regular multiplayer test sessions as new builds ship. Help shape the combat feel. Your name goes in the credits.

Direct support options are coming. For now, playing the build and telling me what breaks is the most valuable thing you can do.