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Band of
ADVENTURERS
ADVENTURERS
Band of
SUMMARY
Adventure, discover, build and survive your 
way to becoming a legend!
EXPLORE 
& FIGHT
START 
RUN
LOOT & 
LVL
FINISH
RUN
DIE
EARN 
UNLOCKS
Adventure, discover, build, survive: The world is still unknown 
and villages require resources to expand. Will you travel far and 
wide across vast landscapes in search of relics and materials to 
craft advanced equipment, upgrade merchants, and build a home 
to call your own? If challenge is your calling will you choose 
instead to hunt out ancient foes to test your skills in combat?
Band of Adventurers come forth, the time is now!
Combining mechanics of modern action role playing 
games with the comforting drop-​
in drop-​
out freedom of 
roguelikes, Band of Adventurers is a rare gaming 
experience where both randomness and destiny 
compete for the player’s mastery. The true adventure is 
as custom as the players themselves!
Can you handle the many mysteries and survive long 
enough to see the town honour your memory as their 
greatest Adventurer?
ACTION
ADVENTURE
RPG
3D
SINGLE PLAYER
FANTASY
EXPLORATION
THIRD PERSON
COMBAT
SURVIVAL CONTROLLER
CHARACTER CUSTOMIZATION
MAGIC
BUILDING
CRAFTING
PROCEDURAL GENERATION
ROGUELIKE
DUNGEON CRAWLER
LOOT
SOULS-​
LIKE
CROWDFUNDED
The target age bracket is geared towards 18 - 34 with 
enough accessibility and progression options to 
encourage and capture an audience with < 18 as well.
Band of Adventurers is bringing the depth from 
pen and paper RPG's straight into a modern Third 
Person action game, letting players design original 
characters and explore unknowns in a fantasy 
setting. Development is focused on providing 
some core features surrounding:
CORE LOOP
Modularity
Customisation
Accessibility
Community
Learning
Start by selecting an available Adventurer and  
head off to discover a village in need of legends. 
Explore the surrounding wilderness 
encountering ruins, dungeons, lost travellers and 
more quests then one hero could ever handle.
As your character grows in experience so will you the 
player, as you'll surely fall to an ill fated end eventually. 
Worry not, you can invest your earnt rewards into the same 
village that will soon support and encourage the next 
adventurer you decide to roleplay!
Who is this game for?
GAMEPLAY
Attributes
Stats
AVATAR
ITEMS
Skills
Status 
Effects
Equipment
Weapons & 
Armour
Enemies
Bosses
Merchants
Dungeons
Beastiary
Customisat
ion
Tools
Saving
Skills
History
CHARACTERS
Classes
Level
Talents
EXPLORATION
Preperation
COMBAT
Locations
Crafting
Resources
Research 
Technology
Tools
Clothing
Traversal
Recipes
Furniture
Structure
Decoration
s
Emotes
Formulas
Followers
Combos
Housing
STORYTELLING Lore Heroes & Villains
Quests
Challenge
Tasks
Puzzle
OBJECTIVES
Navigate Destroy
Collection
Achievements
Highscore
Home
Collectables
Life isn't always exciting, but exploring the 
unknown is the best chance you'll get to 
uncover something no-​
one has ever seen 
before, which means fame and glory for your 
name. New adventure, new adventurer!
Mystery Shop
Storage
PROGRESS
Buildings
Village
Character Select HUB Town
MENUS Looped X Linear X+1 Linear X+2
Boss Rush 1
RETURN
Alternative 2
Branch A1 Branch A2
Branch B1 Branch B2
Converge 1
Secret 1
TELEPORT
LOOP
LOOP
RETURN
END 1
END 2
Challenge 1-​
X END 3
PROCEDURAL
DUNGEON
GENERATION
LINE
PROCEDURAL
DUNGEON
GENERATION
LINE
Just like in real life, if you don't live to tell the tale 
then no one will know of your glory. Achievements 
only count if your character manages a return trip 
and shares all the nitty gritty details!
Which came first, the Location 
or the Quest? Either way you'll 
need to prepare first and be well 
equipped to adventure forth into 
the wilds if you want to survive ...
Maybe it wasn't such a good idea to 
travel this far from safety. You've 
already encountered a few nasty 
surprises and supplies are running 
low. You're beginning to tire and 
only have enough materials left for a 
single camp fire. Hopefully you 
track down a spiders nest and craft 
some tasty chewing web to get some 
energy back ...
The tavern keep said this was a small goblin 
cave NOT home to a Troll Giant!
Luckily you came prepared with the right 
tools and weren't too fatigued that you couldn't 
use skills to combat and counter everything the 
large smelly beast could muster.
Now you are once again safe in the village 
gates it's time to sell your wares, replenish 
supplies and hopefully with any profits left 
manage to finish building that training 
dummy in your front garden. Need to be 
ready for when you can finally retire and call 
this adventuring life a thing of the past ...
MECHANICS
Controls for Common Mechanics, Researched and 
Referenced from Popular & Unique Titles:
L2: Skills Toggle
L1: Defend
R2: Attack-​
B
R1: Attack-​
A
N: Menu Wheel
Radar
Quests
Journal
Attributes
Status Effects
Compass
Character
Inventory
Skills
E: Evade
W: Interact
S: Jump
R-​
Stick: Rotate
L-​
Stick: Movement
Up: Bar 1
Right: Bar 3
Left: Bar 2
Down: Bar 4
N S E W
DISPLAY
L-​
Click: Sprint / Crouch R-​
Click: Weapon Switch
Items bar
Traverse Icon
Weapons
Skills
Toggle
Developing for and playing through such a popular mix of 
genres gives me a lot of inspiration to draw from regarding 
Input and UX, the goal is to achieve both intuitive and 
accessible controls that still remain immersive for the player. 
Thankfully a lot of the industry now has agreed on what that 
is... somewhat.
The current display and default controls are based around 
rather standard and accepted inputs from Third Person 
action titles but contain layout variations to accommodate 
extra features required for the genre blends.
Fortnite
GTA
Genshin Impact
Elden Ring
Rust
Rainbow Six Siege
Among Us
Roblox
Spelunky
Risk of Rain
Battlefield
Super Smash Bros.
Terraria
Fall Guys: Ultimate Knockout
Valheim
Hades
Hand of Fate
Kingdom
The Binding of Isaac
Spellbreak
Vampire Survivors
Magicka
Orcs Must Die
Diablo
Sea of Thieves
Chivalry
Yooka-​
Laylee
.
Untitled 45
Preproduction 11 ... 10 Vertical Slice 11 Dev + Early Access 9 Post Production 4
SCHEDULE
.
06
12
06
12
06
Develop story + lore
Scene flows + Initialisations
Quest variations + types
Character customization rig
Progression "Save & Load"
Variable data + balancing
Achievements (player)
GUI - functioning + designed
GUI - reskins ++ w/ Animator
Visual development overhaul
Town & Dungeon Loop structured
Merchant upgrades + unlocks
Loot table designs
Value chain (crafting) designs
CMS setup
CMS category locks
Key enemies injected
Narrative / dialogue options
Stats + Attributes + Effects Formula tables & graphs tweaked
CMS category expansions
Traversal options implemented Machination simulation testing
Formulas balanced
Bug fixes
Alt Mode designs
Community engagement
Success interviews lol
Possible DLC ?!
DA Procedural dungeons
Object interactions system
AI behaviour formats
Skills implementation
Inventory system
Adv Melee + Shooter UX synergy
Easy Build System for "Home"
PGG content producer
Visual maintenance
Odin Editor formatting
Plastic SCM sync
HUD Navigation system
Audio hunting + edits
Dialogue exchanges
...?
Following the finance plan and budget proposed I'm 
accounting for a 24 month period to fully develop, market, 
publish and support Band of Adventurers. Besides myself I 
aim to have a dedicated Artist hired from Vertical Slice till 
v1.0 Release plus ad hoc Contractors filling in for skill gaps 
throughout.
Depending on your expectations and familiarity 
surrounding the genres it might seem like an aggressive 
plan considering the mechanical scope and content 
required but previous personal concepts and industry 
research leaves me with nothing but confidence. I've 
designed a technology stack based on a professional suite 
of established tools that remains flexible enough to bring 
innovative new concepts to market.
Patreon setup + content batching
Formulas drafted

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  • 2. SUMMARY Adventure, discover, build and survive your  way to becoming a legend! EXPLORE  & FIGHT START  RUN LOOT &  LVL FINISH RUN DIE EARN  UNLOCKS Adventure, discover, build, survive: The world is still unknown  and villages require resources to expand. Will you travel far and  wide across vast landscapes in search of relics and materials to  craft advanced equipment, upgrade merchants, and build a home  to call your own? If challenge is your calling will you choose  instead to hunt out ancient foes to test your skills in combat? Band of Adventurers come forth, the time is now! Combining mechanics of modern action role playing  games with the comforting drop-​ in drop-​ out freedom of  roguelikes, Band of Adventurers is a rare gaming  experience where both randomness and destiny  compete for the player’s mastery. The true adventure is  as custom as the players themselves! Can you handle the many mysteries and survive long  enough to see the town honour your memory as their  greatest Adventurer? ACTION ADVENTURE RPG 3D SINGLE PLAYER FANTASY EXPLORATION THIRD PERSON COMBAT SURVIVAL CONTROLLER CHARACTER CUSTOMIZATION MAGIC BUILDING CRAFTING PROCEDURAL GENERATION ROGUELIKE DUNGEON CRAWLER LOOT SOULS-​ LIKE CROWDFUNDED The target age bracket is geared towards 18 - 34 with  enough accessibility and progression options to  encourage and capture an audience with < 18 as well. Band of Adventurers is bringing the depth from  pen and paper RPG's straight into a modern Third  Person action game, letting players design original  characters and explore unknowns in a fantasy  setting. Development is focused on providing  some core features surrounding: CORE LOOP Modularity Customisation Accessibility Community Learning Start by selecting an available Adventurer and   head off to discover a village in need of legends.  Explore the surrounding wilderness  encountering ruins, dungeons, lost travellers and  more quests then one hero could ever handle. As your character grows in experience so will you the  player, as you'll surely fall to an ill fated end eventually.  Worry not, you can invest your earnt rewards into the same  village that will soon support and encourage the next  adventurer you decide to roleplay! Who is this game for?
  • 3. GAMEPLAY Attributes Stats AVATAR ITEMS Skills Status  Effects Equipment Weapons &  Armour Enemies Bosses Merchants Dungeons Beastiary Customisat ion Tools Saving Skills History CHARACTERS Classes Level Talents EXPLORATION Preperation COMBAT Locations Crafting Resources Research  Technology Tools Clothing Traversal Recipes Furniture Structure Decoration s Emotes Formulas Followers Combos Housing STORYTELLING Lore Heroes & Villains Quests Challenge Tasks Puzzle OBJECTIVES Navigate Destroy Collection Achievements Highscore Home Collectables Life isn't always exciting, but exploring the  unknown is the best chance you'll get to  uncover something no-​ one has ever seen  before, which means fame and glory for your  name. New adventure, new adventurer! Mystery Shop Storage PROGRESS Buildings Village Character Select HUB Town MENUS Looped X Linear X+1 Linear X+2 Boss Rush 1 RETURN Alternative 2 Branch A1 Branch A2 Branch B1 Branch B2 Converge 1 Secret 1 TELEPORT LOOP LOOP RETURN END 1 END 2 Challenge 1-​ X END 3 PROCEDURAL DUNGEON GENERATION LINE PROCEDURAL DUNGEON GENERATION LINE Just like in real life, if you don't live to tell the tale  then no one will know of your glory. Achievements  only count if your character manages a return trip  and shares all the nitty gritty details! Which came first, the Location  or the Quest? Either way you'll  need to prepare first and be well  equipped to adventure forth into  the wilds if you want to survive ... Maybe it wasn't such a good idea to  travel this far from safety. You've  already encountered a few nasty  surprises and supplies are running  low. You're beginning to tire and  only have enough materials left for a  single camp fire. Hopefully you  track down a spiders nest and craft  some tasty chewing web to get some  energy back ... The tavern keep said this was a small goblin  cave NOT home to a Troll Giant! Luckily you came prepared with the right  tools and weren't too fatigued that you couldn't  use skills to combat and counter everything the  large smelly beast could muster. Now you are once again safe in the village  gates it's time to sell your wares, replenish  supplies and hopefully with any profits left  manage to finish building that training  dummy in your front garden. Need to be  ready for when you can finally retire and call  this adventuring life a thing of the past ...
  • 4. MECHANICS Controls for Common Mechanics, Researched and  Referenced from Popular & Unique Titles: L2: Skills Toggle L1: Defend R2: Attack-​ B R1: Attack-​ A N: Menu Wheel Radar Quests Journal Attributes Status Effects Compass Character Inventory Skills E: Evade W: Interact S: Jump R-​ Stick: Rotate L-​ Stick: Movement Up: Bar 1 Right: Bar 3 Left: Bar 2 Down: Bar 4 N S E W DISPLAY L-​ Click: Sprint / Crouch R-​ Click: Weapon Switch Items bar Traverse Icon Weapons Skills Toggle Developing for and playing through such a popular mix of  genres gives me a lot of inspiration to draw from regarding  Input and UX, the goal is to achieve both intuitive and  accessible controls that still remain immersive for the player.  Thankfully a lot of the industry now has agreed on what that  is... somewhat. The current display and default controls are based around  rather standard and accepted inputs from Third Person  action titles but contain layout variations to accommodate  extra features required for the genre blends. Fortnite GTA Genshin Impact Elden Ring Rust Rainbow Six Siege Among Us Roblox Spelunky Risk of Rain Battlefield Super Smash Bros. Terraria Fall Guys: Ultimate Knockout Valheim Hades Hand of Fate Kingdom The Binding of Isaac Spellbreak Vampire Survivors Magicka Orcs Must Die Diablo Sea of Thieves Chivalry Yooka-​ Laylee
  • 5. . Untitled 45 Preproduction 11 ... 10 Vertical Slice 11 Dev + Early Access 9 Post Production 4 SCHEDULE . 06 12 06 12 06 Develop story + lore Scene flows + Initialisations Quest variations + types Character customization rig Progression "Save & Load" Variable data + balancing Achievements (player) GUI - functioning + designed GUI - reskins ++ w/ Animator Visual development overhaul Town & Dungeon Loop structured Merchant upgrades + unlocks Loot table designs Value chain (crafting) designs CMS setup CMS category locks Key enemies injected Narrative / dialogue options Stats + Attributes + Effects Formula tables & graphs tweaked CMS category expansions Traversal options implemented Machination simulation testing Formulas balanced Bug fixes Alt Mode designs Community engagement Success interviews lol Possible DLC ?! DA Procedural dungeons Object interactions system AI behaviour formats Skills implementation Inventory system Adv Melee + Shooter UX synergy Easy Build System for "Home" PGG content producer Visual maintenance Odin Editor formatting Plastic SCM sync HUD Navigation system Audio hunting + edits Dialogue exchanges ...? Following the finance plan and budget proposed I'm  accounting for a 24 month period to fully develop, market,  publish and support Band of Adventurers. Besides myself I  aim to have a dedicated Artist hired from Vertical Slice till  v1.0 Release plus ad hoc Contractors filling in for skill gaps  throughout. Depending on your expectations and familiarity  surrounding the genres it might seem like an aggressive  plan considering the mechanical scope and content  required but previous personal concepts and industry  research leaves me with nothing but confidence. I've  designed a technology stack based on a professional suite  of established tools that remains flexible enough to bring  innovative new concepts to market. Patreon setup + content batching Formulas drafted