FORATH
A first-person medieval-fantasy action RPG of dungeons, loot and a town that grows with you. 
Engine Unreal Engine 5 · Blueprints
Windows PC
Game Designer & Gameplay Systems
Currently in Pre-production & Prototyping
Explore - Collect - Build

Forath is a first-person action RPG about exploring procedurally generated dungeons and turning what you bring back into a growing town. You fight and gather underground, decide what to keep, equip or sell, run your own shop, and invest the earnings in a settlement whose townsfolk arrive as it grows.
I design and build Forath's gameplay systems in Unreal Engine 5 Blueprints. They are modular and talk through Actor Components, Blueprint Interfaces, Gameplay Tags, structs and data-driven item definitions, so the same inventory, loot and interaction logic serves the player, NPCs, merchants and containers.
THE CORE LOOP
Explore the overworld and descend into a generated dungeon.
Fight and gather enemies, chests and resource nodes.
Keep, equip or sell what you found.
Earn and invest through your own shop.
Develop the settlement and unlock new townsfolk.
Explore again, better equipped.

FEATURED SYSTEM
Procedural Dungeon Generator
Every dungeon is generated from a seed, so any layout can be reproduced exactly for testing and bug reports. 
Data first, actors last
The whole layout is built as data before anything spawns. A failed layout is thrown away and retried with a new seed, instantly, because nothing exists in the level yet.
Main path, branches, loops
A random walk with backtracking carves the route from entrance to boss room, then side branches and extended loops keep it from being a single corridor.
Template matching
Each cell knows which exits it needs. Every room template that fits, in any rotation, becomes a candidate, and one is picked by weight while avoiding recent repeats.
Deterministic population
Each room stores its own seed. Per-room-type profiles set enemy and chest counts, so a room always fills the same way, even when it is filled later as the player approaches.
Building now

- Multi-level dungeons connected by stairs, rooms that span several cells, and enemy spawning that scales with depth and only spawns what the player is about to meet.
Tooling
- Seed Stress Test: Generates a batch of dungeons from consecutive seeds without spawning the player, stops at the first failure and reports the exact seed so the bug can be reproduced.
- Debug Cell View: Draws every cell in the level as a colour-coded box (main path, branches, loop connections), with each cell’s data shown, so layout problems are visible at a glance.
- Text Seeds: Any word can be a seed. It’s trimmed, made case-insensitive and hashed to a number, so “DRAGON” always builds the same dungeon and seeds are easy to share.
- Size Presets: One setting switches the whole generator between dungeon sizes, for example 8–12 main-path rooms with up to 20 cells, or 12–18 rooms with up to 35 cells.
- One-Click Regenerate and Auto-Retry: Regenerate steps to the next seed instantly, and a failed layout retries with a new seed while keeping your original seed on the first attempt.

Equipment & Character Stats
A character equipment system that applies and removes stat modifiers dynamically based on equipped items, allowing weapons, armor, and accessories to directly affect character attributes.
Data-Driven Item System
A centralized item framework using reusable item data and instances to define properties such as category, stack size, value, equipment type, stats, economy tags, and loot behaviour.
Loot & Container System
A reusable loot system supporting randomized loot pools, weighted drops, item quantities, persistent containers, and two-way item transfers between player inventories and chests.
Interaction System
A reusable proximity-based interaction framework that detects nearby interactable actors and provides contextual prompts for objects such as chests, NPCs, resources, and dungeon objects.
Merchant System
A complete buying and selling system featuring merchant inventories, item quantities, stock management, pricing modifiers, player currency checks, and integration with the wider economy.
Dynamic Economy
A simulated supply-and-demand system that dynamically adjusts item prices based on regional market conditions, item availability, demand, and economic state.
Currency System
An integrated currency framework used across pickups, inventories, merchants, transactions, and economy systems, with automatic balance validation during purchases and sales.
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