Gm sleepers!
We're currently in closed beta — and while you wait, we want to be transparent about where we're headed and how we're building.
Today's update is about the future of our character system.
Creating pixel characters from scratch is far more demanding than it appears. A single character — with 4-directional walking animations, 2 attack patterns, and a full cosmetics layer — took our team months to complete. Now consider what it would mean to scale that process: integrating characters from partner communities, expanding our roster, delivering consistent quality across the board. At that pace, it would take years. And Web3 simply does not operate on that timeline.
So we went back to the drawing board.
We studied the pipelines that established game studios use to manage character production at scale. After thorough research, we identified the most viable path forward: 3D character modeling with automated pixel conversion using Blender.
We know what you're thinking — Blender? For a top-down pixel game?
Here's the key insight: modern tooling allows us to convert 3D models directly into pixel art. This means we can build characters in 3D, render them into the pixel style our game demands, and iterate far more efficiently than traditional hand-drawn sprite workflows allow.
The impact of this shift is significant:
→ Faster character delivery across updates
→ Expanded cosmetics and weapon skin support
→ Scalable integration of community and partner characters
→ Consistent visual quality at a pace Web3 expects
Our team is small — but we are building something serious.
Are you with us?