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GODOT GAMEIN DEVELOPMENT

Forged

One couch. Four classes. Every run a rivalry.

A Windows-first, 1–4 player couch split-screen action RPG battle royale, built in Godot. Explore a procedural arena, fight monsters for equipment and XP, then face the other players as an optional storm closes in.

The village from Forged’s intro cinematic
FORGED / INTRO CINEMATIC / IN DEVELOPMENT
Anvil and brazier in the Forged intro
The forge · Intro still
Armored player in a torchlit camp
In the world · Gameplay capture

PROJECT BRIEF

At a glance.

The current focus is local couch play. Online multiplayer is a later direction; it is not a current public feature. The Windows build also uses WebView2 for its in-game web menus.

Engine
Godot 4.7 / GDScript
Platform
Windows 10 / 11
Players
1–4 local players
Classes
Knight, Barbarian, Mage, Rogue
World
Seeded procedural arena
Status
In development

WHAT IT DOES

Built around
the actual experience.

01

Couch split-screen

A full-screen view for one player, a top/bottom split for two, and quadrants for three or four. Keyboard/mouse and per-device controller input are supported.

02

A run worth looting

Fight melee and caster monsters, gain XP, and collect equipment with rarity tiers and stat rolls. Compare gear, swap items, and open chests.

03

Build your playstyle

Four distinct classes, five equipped skill slots, melee and ranged weapons, mana, sprinting, and potions.

04

The arena pushes back

Explore a seeded procedural world with per-player maps and waypoints. The optional storm shrinks the playable space toward a final confrontation.

THE FLOW

  1. 01

    Join

    Choose a class and ready up in the local lobby.

  2. 02

    Build

    Explore, fight monsters, equip loot, and learn skills.

  3. 03

    Face off

    Survive encounters with other players and the optional closing storm.

INSIDE THE CODE / GDSCRIPT

A simulation step with a clear order.

The player simulation resolves attack timing, updates resources and skills, then moves the player and consumes authority intents. Hardware input is gathered separately, so game simulation reads intent rather than polling devices directly.

Read the engineering note ↗
Player.gdGDScript
func _simulate(delta: float) -> void:
    # Release-point countdown (fixed tick, rule #6): the attack clip is already playing;
    # the strike/launch resolves the tick it crosses the clip's release frame, sampling
    # the muzzle from the NOW-raised weapon pose (cf. the monster casters' windup).
    if _release_t > 0.0:
        _release_t -= delta
        if _release_t <= 0.0:
            _resolve_release()
    if _active_skill_sid != "" and _release_skill == "" and _swing_cd <= 0.0:
        _advance_skill_sequence()
    _simulate_resources(delta)
    _simulate_skill_queue(delta)
    _maybe_cast_skill()
    _simulate_movement(delta)
    _consume_authority_intents()
Forged/src/entities/Player.gdSource excerpt · October 21, 2026

GOOD QUESTIONS

A few useful details.

Is Forged online multiplayer?

The current game is built around local split-screen play. Its architecture keeps online networking possible, but online play is not presented as an available feature.

Can the storm be turned off?

Yes. The host’s match rules can disable the storm while retaining phase-based monster escalation.

Where can I get a build?

Forged is in development. Contact the studio for current build availability; this site does not list a public release date.

KEEP IN TOUCH

Let’s talk Forged.

For project questions, build availability, or a conversation about software and games.

admin@updawg.studio ↗