Internal Team Dossier · v1.3 Canon

A dying industrial fortress-city devours the world while its occupants pretend everything is fine.

ASH & BRASS is a stylized industrial action roguelite. As Wren — an institutional orphan with erased records — fight through The Pit from within, reclaim its districts, uncover Cryolyne's lies, and decide whether to expose, destroy, or control the machine.

Action RogueliteAsh Chain RevolverDistrict ReclamationCompanion BondsDark Satire

Creative North Star

Become the force that turns an unstoppable machine of oppression against itself.

The genre is stylized industrial action roguelite. The player controls Wren with direct, skill-expressive combat — movement, dash, precise aiming, chain mechanics, ash momentum, and tactical reads on enemy compositions.

The game should feel intense, funny, and tactile: the Ash Chain Revolver lashes enemies across rooms, the chain pull drags Swarmers into kill zones, the ash detonation clears a screen in a cascade of ember — and then the next wave comes and it's Wren's fault for using the cool move too early.

The team-facing promise: every run should produce one great combat moment, one story beat, one ridiculous NPC line, and one reason to go deeper into The Pit.

01

Wren Feels Incredible

Movement, dash, shooting, chain mechanics — every input should feel responsive, weighty, and expressive. Skill expression over stat checks.

02

Combat Is Readable and Dangerous

Swarmers rush, Suppressors keep distance, Bombardiers deny zones. Every enemy archetype is readable from silhouette and behavior alone.

03

Oppression With Paperwork

Corporate satire, propaganda posters, ration control, and Cryolyne administrators who file complaints while the district burns down around them.

04

Companions That Matter

Bram, Sera, Nyx, Jonas, and Eda have authored deaths with real consequences. Not pets — people with histories and limits.

What The Team Should Build Toward

Precise, skill-expressive combat with genuine industrial weight.

This page gives collaborators clear direction: what the game is, what it is not, and what needs to feel right before anything else.

The 30-Second Fantasy

Wren sprints through a furnace hall. Chain lash staggers a Swarmer cluster. Chain pull drags their Suppressor support into melee range. Six ash marks placed. Detonation. The hallway clears in a cascade of ember. Six-round cylinder empty. Speed reload. Next wave.

Player Controls

Move, dash, aim, fire primary, chain lash, chain pull, ash mark, ash detonate, swap weapons, reload, read enemy positioning, and decide when to spend momentum.

Game Handles

Enemy AI states, damage numbers, ash momentum generation, hitbox timing, wave escalation, and environmental hazards — legible and authored, not random.

Not The Goal

Not auto-firing weapons. Not base building in v1. Not pixel art. Not grimdark without satire. Not stat checks over skill expression.

Core Systems

Deep enough for strategy. Clear enough to prototype.

Ash Chain Revolver

  1. Primary fire: six-round hitscan revolver, tap-reload or speed-reload.
  2. Chain Lash: arc swing staggers light enemies, generates Ash Momentum.
  3. Chain Pull: hold-lash drags enemies toward Wren; heavies resist.
  4. Ash Mark: tags an enemy for bonus damage and detonation eligibility.
  5. Ash Detonation: spend Ash Momentum to detonate all marked enemies in AoE.

Ash Momentum

Generated by chain hits, kills, and near-misses. Spent on detonations and overdrive. Decays slowly — build it fast, spend it before it fades.

Enemy Archetypes

Swarmers rush in packs. Suppressors keep distance and force movement. Bombardiers lob area denial. Brutes absorb punishment. Each readable from silhouette alone.

District Reclamation

Seven districts across The Pit. Each district taken changes the world visibly — faction presence shifts, dialogue unlocks, Cryolyne tightens its grip elsewhere.

Three Endings

Escape With Truth · Burn It Down · Control The Machine. Vesp is not a clean villain and not a guaranteed ally. The love is real. The betrayal is real.

Team Alignment

Every system should make the player feel something.

For collaborators: “What is this?” — an industrial action roguelite about an orphan fighting a machine that erased him. “Why is it different?” — the signature weapon is part revolver, part chain tether, part ash conduit. “Where can I contribute?” — writing, Blender sculpts, Godot systems, music, UI, and level design all need hands.

”Wren feels incredible to control. Movement, dash, shooting, chain — all of it. This is the most important phase.”
”The districts change when you take them back. Reclamation is visible. The world reacts.”
”Mystery pulls the player forward. What is The Pit? Why Wren? What does Vesp know?”

The Cast

Characters that matter emotionally and mechanically.

Wren

Institutional orphan. Cryolyne records erased. Raised inside the system and treated like inventory. Fights because he has nowhere else to be — and then because he does.

Vesp

Barkeep in The Club. Morally ambiguous. Not a clean villain. Not a guaranteed ally. Knows more about Wren than Wren does. The love is real. The betrayal is real.

The Chairman

Orange face, ash-combover, gold suit, tiny hands, tremendous ego. The system with a smirk. Cryolyne’s face and its will.

Bram

Tank. Held a mountain pass for six hours while civilians escaped. Took a rail-round through the shoulder. Did not fall. Says "I’ve seen worse." He’s lying.

Sera

Support / Engineer. Former Cryolyne propulsion engineer. Saw what the machine actually extracts. Ran. Teaches Wren to read technical glyphs between drops.

Nyx

Scout. Survived three days inside a Hollow zone. Came out different. Whispers to herself. Sees movement in empty corners. She’s usually right.

Jonas

Medic. Cryolyne medical officer who refused an order. Walked out. Asks Wren: "Do you keep count?" Wren doesn’t answer. Jonas nods: "That’s its own kind of count."

Eda

DPS. Sixteen years old. Lied about her age. Her crew died. She didn’t. Carries a rotary gun taller than herself. The only person who makes Wren laugh without trying.

Art Direction — v1.3 Locked

True 3D. Blender-sculpted. Fixed faux-isometric camera.

Open full asset gallery →
ASH & BRASS character concept lineup

Locked visual direction

This is not pixel art. Every asset is a 3D model — the faux-isometric look comes from a fixed orthographic Camera3D, not sprites. Same trick as Diablo 4 and Hades 2.

  • Characters: Blender sculpt → Mixamo rig → Godot AnimationTree
  • Materials: PBR — brass, rust, soot, chipped enamel, ash glow
  • VFX: Godot GPUParticles3D + custom shaders (ash puffs, chain arcs)
  • Environment: Blender modular kits → Godot MeshLibrary / GridMap

What We Need Next

Phase 1: Make Godot boot into a 3D sandbox with all autoloads wired.

01

7 Autoloads

EventBus, GameState, SceneRouter, SaveManager, DataRegistry, DebugManager, AudioManager — fully implemented with real signal definitions and method stubs.

02

Sandbox Arena

Flat ground plane, faux-iso Camera3D, NavigationRegion3D, spawn marker. CSGCapsule as Wren placeholder. F2/F3/F4 spawner hotkeys.

03

Debug Overlay

F1 CanvasLayer showing FPS, Wren position, current weapon, Ash Momentum. Essential for tuning Phase 2 feel.

04

GUT Smoke Test

All autoloads resolve without errors. One green test before Phase 2 movement work begins.