Online co-op
Shared contracts, synchronized combat and persistent characters for 1–4 players. Multiplayer logic is integrated with the same progression systems used in solo play.

Cyberpunk Action RPG
A fast-paced pixel-art action RPG built around deep character customization, randomized loot, contracts and online co-op.
Project overview
Build a character around weapons, skills, implants and gear, then push through contracts, crafting and increasingly demanding endgame content.
SYSTEMS CASE STUDY
Five systems that show the technical scope of the project. Visual examples will be added directly to these sections.
Shared contracts, synchronized combat and persistent characters for 1–4 players. Multiplayer logic is integrated with the same progression systems used in solo play.
Randomized equipment, affixes, Relics, Prime items, upgrades and skill-modifying effects designed to create many viable character builds.
Repeatable contracts and Data Disk systems combine procedural content, difficulty scaling, targeted rewards and endgame progression.
Crafting, vendors, recycling and an online market connect item progression with a player-driven economy and persistent ownership.
Supabase-backed character and item persistence, Steam-linked authentication and server-side ownership data for online systems.
Technology & tools
Core technologies, platforms and production tools used during development.
Core gameplay, UI, combat, itemization, progression and game-state systems.
Persistent character/item data and backend-connected online systems.
Authentication-related integration, store/release workflow and PC platform features.
1–4 player systems, contracts, map generation, inventories, loot, crafting and economy.
Source control, iteration and production maintenance.
Complex interaction testing across skills, relics, networking and persistence.
Development responsibilities
Key areas I owned or implemented during development.
Classes, combat, skills, passive trees, progression and interaction-heavy build systems.
Randomized equipment, affixes, relic modifiers, crafting, upgrades, vendors and player market systems.
Online co-op game logic, synchronization, shared contract flow and persistent character data.
Account-linked persistence, item ownership and online systems built around Supabase integrations.
Contracts, Data Disks, crafting-driven mapping and escalating challenge structures.
Debugging complex interactions, regression testing, profiling and ongoing iteration.
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