NULLWEAVER
While You Were Offline
While You Were Offline
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What I'm Building
A tactical 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 Is Your Identity
Classless Karma progression. Invest in any skill, any attribute. Your character becomes what you invest in.
A mage with a datajack. A razorhand with nanobots repairing his chrome mid-fight. Find the combination that works for you.
Take the Job, Do the Run
A fixer calls. A corpo convoy rolls by with weak security. Run it solo with NPC companions, or bring up to two friends.
Go in quiet or go in loud. Leave with the package, or find what the last crew spotted before they went dark.
Positioning Matters
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.
Combat Domains
Any character can invest in any domain. Specialize deep or spread wide.
Weapons
Fueled by Stamina
Guns, blades, grenades. No connection to the Weave required. Just skill and steel.
Every build fights, but chrome can reduce the Stamina cost of a heavy swing, and a Mana-fueled strength buff makes your blade hit harder.
Magic
Fueled by Mana
Lightning, heals, crowd control. Skip the Grid and channel the Weave directly.
The deeper your connection to the Weave, the faster Mana flows. A perception spell can reveal weak points for your gun or hidden nodes for your hacker.
Tech
Fueled by Nanos
Hacking, drones, cyberware. Jack into the Grid through chrome and code.
Nanobots in your blood 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
Lean Out, Line Up, Fire — The angles of aiming through a lean without leaving the corner.
updated 2026-09-05I want cover to be useful and intuitive, giving real tactics to both the player and the AI. The only way to know it is meaningful is to get it reliable and polished enough that the angles and situations a real-time combat player actually lands in show up in testing. It cannot be a theory. I need to feel it.... aaand it's taking longer than I hoped.
Cover and Peek
The pistol grip is baked into the cover clips. I'm still working through cover movement, peeking and weapon aim so the character shows where the character is aiming and how much they are exposing.
Animation Pass
Posing, root motion and blending are most of what I'm learning right now, and it is the part I am enjoying most. Footage of the work in progress goes up once it holds together.
Next Up
More Weapons at the Corner — Shotgun, sniper and unarmed, all working through cover and peek
First Abilities — Punch, Evade, Rend, and Mend in the Weapons and Magic domains
Enemy and NPC AI — Enemies that will telegraph, patrol, aggro and fight back. Companions who will hold their own
Expanding Combat — Tech will arrive. All three domains will grow wider and deeper, and start talking to each other
Resource Bars — Stamina and Mana will replace cooldowns. Decisions, not timers.
What's Built
UE 5.8: Can Lower Settings Keep the Glow? — Moved to Unreal 5.8.2 for Lumen Lite.
2026-09-05Stepping Out of Cover — I built leaning out twice and kept the one that looks right.
2026-08-29Painting the Safe Ground — I could not see who my character could see, so I painted it on the floor.
Cover That Follows the Shape — Cover must actually cover the player.
Cover Without the Wait — Taking cover used to make the player wait half a beat. Now it does not.
2026-08-19Target Cycling — Targets cycle both ways: Tab forward, Shift+Tab back.
Cover, Peek and Fire — The character no longer turns to face someone they cannot see.
2026-07-29Where the Hands Go — Aiming behind the character no longer makes them twist instead of turn.
2026-07-18The Gun Through the Wall — The pistol no longer goes straight through a wall at close range.
2026-05-25Cover System v0.1 — Take the corner, hold to lean out and peek.
2026-05-01Family Frag Night — Free-for-all with the kids. Tactics queued behind the fun.
Crouch Cover — Cover no longer crouches the player against their will.
2026-04-19Tactical Targeting — Hit chance display, LoS target persistence, and expanded test coverage
Combat Foundations — Automated tests, shot feedback, target outlines, positioning modifiers
First Playable Build — Packaged client, dedicated server, first online playtest with a friend
2026-03-19First Combat Encounter — Targeting, shooting, damage, health bars, death, and respawn
2026-03-14HUD Framework — The layer that makes multiplayer combat visible on screen
2026-03-02Aim System — Move one direction, aim another. Mouse and gamepad, seamlessly
2026-03-01Camera & Movement — Fixed-angle top-down camera with a 4-level priority system
2026-02-24Multiplayer Connect — Direct connect to a dedicated server from the main menu
2026-02-21Live Build Pipeline — Push code, builds ship automatically, server auto-deploys
2026-02-16Engine Foundation — I started from a working game instead of an empty project.
2026-02-12The World
The Weave
2054. The Induction. Something absorbed Earth, and 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 Weave 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."
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.
Follow This Game
New builds, test sessions, and the occasional honest update about what's working and what isn't.
Help Build This
Artists
Concept and key art are paid commissions under written contract. No spec work, no unpaid tests, no AI. Calls get posted here when they open, and every artist is credited.
Level Designers
Mission spaces. City streets, corpo towers, underground networks, all top-down. Paid under contract on the same terms as art. 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.