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Project: Story about
DRT Games · Published by DRT Games
Last updated 5 Sept 2026
An RPG where you live life after life in a constantly evolving world, and your choices and relationships influence future cycles.
RPG, Simulation, Strategy · 2027 · More free games
About this game
The game is in active development.
⚠️ The game is under active development. Some mechanics, content, and balance may change over time or be temporarily unavailable. We would greatly appreciate your feedback!
About the Game
🔹 SHORT DESCRIPTION
An experimental role-playing game about living life after life in a constantly changing world.
The world is continuously regenerated, stories intertwine, and bonds between characters can survive even death.
🔹 ABOUT THE GAME
This is a game about life, choices, and consequences — where every new beginning isn’t a restart, but a continuation of the story.
The core feature of the game is living life after life, discovering the world anew each time.
Locations, events, and objects can mix, shift, or regenerate, creating a unique experience in every cycle.
But the world is not just places.
It’s people.
🔹 Sociology & Relationships
One of the key elements of the game is relationships, social connections, and character stories that can carry over between lives.
NPCs don’t simply disappear — they continue their own cycle
You may meet familiar characters in a new life, or even in another world
Past decisions leave a mark, even if the world has changed
🌍 The “What If…” World
The goal of the project is to create a living world inspired by reality, but built around one key word:
“what if”.
What if dinosaurs never went extinct?
What if women dominated the world?
What if aliens conquered humanity?
What if the Roman Empire never fell… or never existed at all?
For now, the main focus is fantasy, but in the future the world may expand into different parallel realities.
⏳ Live It, Don’t Just Finish It
The gameplay cycle is designed to last around 2–3 real days:
you live a life through a chosen profession
you can change your path, but every choice has consequences
stories are meant to be lived, not simply “completed”
🔁 Progress Between Lives
After a life ends, you return to the beginning — but not empty-handed.
There is global progression shared across all cycles:
experience accumulated across all lives
permanent bonuses
unique abilities and traits you can take into a new cycle
🚧 Development & Future Plans
The game is an experimental project.
Mechanics, balance, and even certain concepts may evolve over time.
The game does not have a “final” version in the classic sense —
it is a long-term project I want to keep developing continuously, expanding and deepening the world step by step.
💬 Want to Help?
Your feedback, ideas, and support are incredibly important.
You can follow the development, milestones, and experiments through the project’s communities and social media.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 (64-bit)
- Processor: Intel Core i3-6100 / AMD FX-6300
- Graphics: NVIDIA GeForce GTX 1050
- DirectX: Version 11
- Storage: 200 MB available space
- Sound Card: DirectX compatible
Supported Languages
Latest news
Patch NotesOfficial
Alpha 0.14.7 Update
First attempt at generating my own texture and its structural logic.Fixed shadow artifacts during the first render pass.Resolved a temporary bug that caused the game to break when accelerating time for testing the lighting change mechanics.It is now impossible to open windows during combat mode.Fixed a bug that caused world corruption when changing the camera angle.It is now impossible to enable combat mode if any UI window is open.Brightness setting changes are now applied instantly.The brightness of objects and masks now immediately matches the current time of day.Increased the amount of hunger restored by food (food now restores more).Fixed a bug with swapped UI debuffs for Hunger and Sleep.Restored the display of information about branch progression methods.Tools can no longer be equipped as weapons, and weapons can no longer be equipped as tools.When closing the inventory, highlights and active slots are now reset to false.The action selection popup when clicking an inventory slot now closes when another slot is clicked.Clicking on a flask now triggers the “Drink” action instead of “Eat”.Separated the surface tile and added neighbor-checking logic.Fixed a bug affecting Y-type houses.Fixed a bug where the hero’s Z-coordinate did not change when rotating the world (smooth rotation is planned).Balanced and added camera-distance dependency in the auxiliary moving camera mode.Balanced and added camera-distance dependency during scrolling in the main camera mode.House surfaces now render correctly in all directions.All 32 house texture sprites have been implemented and calculated (final corrections remain).Fixed a texture indexing bug during world rotation.Fixed a bug with incorrect map opening behavior (it was closing without opening).Fixed a minor bug with leg scaling after closing the world map.Fixed a bug with object action menu activation.Reworked the object tracking system: clicks are now calculated based on texture instead of grid, improving accuracy (the pick...Read full article on Community Announcements (livemaksiyap)Patch NotesOfficial
Alpha 0.14.6 Update
In This UpdateMost importantly, I rewrote the raycasting system in the game. From now on, both the angle and radius are much more dynamic. The radius has also been increased to the current maximum allowed — 27 tiles (1 chunk). Further increases will require additional improvements to the system.The raycasting system was optimized: rays are now emitted sequentially and at a certain distance from the player to prevent overlapping. I also removed most of the system “clutter” (though this is not the final cleanup yet) and added smooth edge transitions — in other words, blur.I also did some work on shadows — both for fog and objects.Additionally, I fixed several related bugs.Global MapI started working on the detailing of the global map, but during development I decided to abandon pseudo-3D in favor of a top-down view. This will be useful in the future, especially when layers are introduced.Fixes & ImprovementsAdded auto-scroll to the “Information” window.Fixed the Z-coordinate at 45°, 135°, and other angles.Fixed an issue with incorrect Coroutine termination.Fixed a toggle bug when a window is active.Plus several other minor fixes.Read full article on Community Announcements (livemaksiyap)Patch NotesOfficial
Alpha 0.14.5 Update
In this update:1) NPC habitat areasAdded habitat areas for NPCs that have their own population system and math logic. The current population determines how many mobs can spawn at a given moment. That means: the more you kill, the fewer can spawn. If only 1 NPC remains, then the maximum that can spawn is also 1.A weight value was also added for each NPC.When the last NPC is killed, the habitat area disappears.New habitats, their expansion, additional detail, and dens/lairs will be added later.2) Surface scaling & detailing system (based on height differences)Next comes a surface scaling and detailing system depending on level/height differences.How it works: from a single surface tile visible on the travel map, a 27×27 chunk is generated. It also expands depending on neighboring chunks. If a neighboring chunk is already generated, the system uses it as a reference and adapts. If it hasn’t been generated yet, it uses the chunk’s level as the reference.Height differences can vary — by one level or by several levels.Level 1 difference: when neighboring surface types meet, for example plains and forest, or river and shore.Level 2 difference: when one surface type is skipped, e.g. not river → shore, but directly river → plains.I have implemented level 1–2 differences relatively well, although I will keep improving them. Level 3 differences are not implemented yet — it will be noticeable on the map, for example when a forest is located next to water.Minor updates & fixes:Fixed coroutine errors in the main menu.Fixed a bug when scaling the world map.Fixed an issue allowing movement through diagonal walls.Fixed clipping into textures when leaving combat mode.Added smooth transitions between music tracks and other sounds.Added detailed audio settings.Added the ability to exit settings using KeyCode.Escape.Movement speed is no longer dependent on FPS.NPCs can no longer spawn in restricted movement areas (P.S. water).NPCs can no longer spawn in settlements.Fixed an issue with o...Read full article on Community Announcements (livemaksiyap)






