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SOLO MADE

FIRST PERSON

TACTICAL RPG

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Stone, Steel and Survival - a Sci-fi Fantasy Game by RPGBeardo

DWARVENKIND

STEP INTO THE DARK

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“But remember: You’re not a demigod—you’re a dwarf with a gun, and a plan that can go very wrong.”

—Major Varin Haldrek, Pre-Deployment Address

ENTER
THE DEPTHS

Descend into an endless world of collapsing tunnels, buried machines, and forgotten empires. Every expedition is different—shaped by shifting terrain, hostile factions, and ancient relics waiting to be uncovered. 

 

Fight, outsmart, extract, or vanish into the dark.

WHAT IS DWARVENKIND

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  • DWARVENKIND is a gritty, tactical First-person RPG built in Unreal Engine 5.

  • It is an indie game in active development by a solo developer.

  • It’s a sci-fi fantasy game where you play a soulforged dwarf—rising from deep underground to reclaim a post-apocalyptic world after millennia of technological progress in isolation.

DEVELOPMENT TIMELINE

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  • A Sci-Fi Fantasy World Unlike Any Other

Take advanced tech into a world where magic never died. Wield coilguns against swarms of goblins, deflect spells with graphene-layered armor, explore and survive the ruins of an Empire where the ruins shoot back.

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  • Tactical First-Person Movement—Unleashed

Fight with weight and precision. Every swing, shot, and spell is grounded in physics and timing. Cast spells while running, dodging, or jumping. Spellcraft flows with combat, not the other way around.

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  • A Roguelite Extraction Shooter with REAL Depth

Explore endless environments shaped by curated paths, pacing, and encounters that shift with every run. You decide when to push deeper, or get out alive. Extraction is always on the table, and the risk increases. So do the rewards.

WHATISDWARVENKIND

KEY FEATURES

THE WORLD

THE DEVELOPER

DEVTimeline

What’s done so far—one system at a time, one challenge after another. 

This is what’s already carved into the stone.

OCT 2024

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ACTIVE GAME DEVELOPMENT BEGINS

The first dwarf takes shape—built, rigged, and brought to motion. A prototype of the procedural level generation system is complete.

CORE PLAYER CHARACTER SYSTEMS

First weapons are forged—modeled, rigged, and ready for testing. Movement systems, controls, and core interactions come online.

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NOV 2024

DEC 2024

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PROCEDURAL ANIMATION LAYERING

Advanced attack, aim and dodge animations created, with procedural adjustments layered to adapt motion to player input.

FIRST ENEMY
COMES TO LIFE

Sculpted, armed, and animated from scratch—an actual threat now walks. For the first time, player-enemy interactions are ready to be tested.

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JAN 2025

FEB 2025

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THE WORLD
BECOMES REAL

Placeholder materials implemented across props and characters. A procedural arena is now functional—built for testing, built to fight.

THE GAME
BECOMES REAL

The game is announced—what’s been built, shown as it is. AI comes online. Enemies flank, pressure, and probe for weakness. First combat encounters are tested in live conditions.

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MAR 2025

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APR 2025

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THE DEPTHS TAKE FORM

The first procedural tileset is in development—modular, displacement-driven, and built to generate terrain on the fly. Encounters now play out in fully integrated environments.

(TARGETTING)

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2026

DELIVERABLE

PUBLIC DEMO

You'll play it, break it, and experience the systems in motion for the first time—a full slice of the core gameplay loop. Real levels. Real enemies. Real consequences.

Follow the development—and be there when the world opens up for the first time.

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DEVELOPMENT TRACKER

The timeline shows what’s done. The roadmap shows what’s next. After that? That’s up to you.

DEVTracker

A single place to find and follow my work—wherever you prefer. Whether it’s short videos, updates, or dev insights, I share all incremental progress across platforms.

For deeper devlogs and behind-the-scenes insights, head to Patreon—there are no paywalls—all devlogs are free.

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