Soon! I’ve started modernizing the quest system: I’m adding the ability to give quests for eliminating enemies.
Very soon. ~1-1.5 weeks
New Location Preview: Dry Canal 
While the update is still in development, here’s a first look at the new Dry Canal location. This is where players will learn how to use the melee combat system and face their first hostile gang. ![]()
And yes, those are drones in the screenshot.
They’re a preview of one of the future updates planned for RPG Engine. ![]()
City Overview Map Progress 
Hey everyone! Here’s how the city looks at the moment.
As a solo developer, I’ve never rushed out updates just for the sake of releasing something. Every update is built to move RPG Engine forward in a meaningful way, with care, persistence, and attention to quality.
This new overview map takes the project to a completely different level — and you’ll be able to see that for yourselves very soon. ![]()
Added support for a dynamic time-of-day system. ![]()
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And it’s not just visual — lamps and other light sources now automatically turn on and off depending on the time of day, making the world feel more alive. ![]()
The UE5 Water System was already supported, but now it’s being fully utilized in the new island environment. ![]()
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Surrounded by the ocean, the island finally takes full advantage of the water system and feels much more like a complete, living location.
New quest objective types have been added:
- Kill an enemy or multiple enemies
- Activate an object (press a button, pull a lever, etc.)
- Talk to someone
As part of the current update, I’m also giving the quest system a major overhaul. It will be significantly expanded and redesigned, with a much more functional and modern workflow. ![]()
Here’s a comparison of the old quest GUI and the new version coming in the next update. ![]()
RPG Engine — Major Update Progress 
The upcoming RPG Engine update is becoming one of the project’s biggest system overhauls to date.
Minimap and World Map 
The minimap, world map, and marker system have been completely reworked to provide clearer navigation and a better overview of the game world.
Quest System 
The entire quest system has been significantly expanded and redesigned.
Quests are now much more flexible:
- The Find Item objective can now use any interactive item.
- The Activate Object, Eliminate Target, and Talk to NPC stages can now work with any actor placed in the level.
- Players can now track quests, creating the foundation for handling multiple active quests at the same time in future updates.
The quest GUI has also been redesigned to make quest information clearer and easier to manage during gameplay.
Interaction System 
The interaction system has been fully reworked, including a new approach to how interactions are detected and executed. BP_InteractComponent has been redesigned from the ground up, making its logic more flexible, modular, and easier to expand for different gameplay scenarios.
Objects no longer need to inherit from BP_Inter_Master in order for the player to interact with them. This gives developers much more freedom to add interaction support to existing actors and custom gameplay objects without being limited by a specific parent class.
Modular Doors 
A new modular door system has been created from scratch. A locked door is now built from two separate actors: the door itself and a lock actor. They communicate through an interface, allowing any compatible lock actor to be connected to any door.
This modular approach makes it much easier to create different door and lock combinations, expand the system with new lock types, and build more flexible progression and gameplay scenarios.
A Note on This Update 
This report covers only around one tenth of everything that has already been completed for this update. There simply hasn’t been enough time to document every change while development is moving at full speed.
Once the project enters testing, I’ll publish a complete and detailed changelog with all new features, improvements, changes, and fixes. ![]()
What’s Left 
The final tasks for this update are:
- Reworking the respawn system after death
- Updating the paint grenade system
- Fixing several remaining bugs
- Finalizing the colors for objects on the new map
- Combining the quest content into one complete playable scenario
- Exploring a more convenient interaction setup workflow, so level designers will not need to manually enable
LevelDesign = trueon every individual interactable object.
RPG Engine is steadily evolving into a genuinely powerful framework for creating a complete game. Once the final build is ready, it will also be released on Steam as a free standalone game, allowing everyone to experience the project in a real gameplay environment. ![]()
And a reminder: every current RPG Engine owner will receive all of these new features for free.
I made that promise two years ago, and I intend to keep it. I stand by my word. ![]()
Waypoints can now be removed with a simple right-click. ![]()

Tire marks are no longer displayed while a drifting vehicle is airborne. 🚗
New World Map UI
- Added marker filters for controlling which marker categories are visible.
- Added a legend explaining all map marker types and colors.
I am currently reworking the crafting UI and adding several new mechanics.
The next update is expected to be ready by the end of August.
Crafting Menu Update 
The crafting menu has received a major visual redesign. The new layout makes recipes, required materials, item properties, and crafting requirements much easier to read at a glance.
Before
After
The white squares are temporary placeholders — item icons will be added there as the assets are updated. Everything is still being reworked, but I wanted to share the progress with you as early as possible.
ials, item properties, and crafting requirements much easier to read at a glance.
Skill Tree Rework v2: Rank System and Balancing
RPG Engine
Quick Overview
Key Changes
Rank System
- Every skill can now have 1–3 upgrade ranks.
- Rank 1: Early availability and base power, usually costing 0 points.
- Rank 2: Mid-game upgrade, costing 1–2 points and available around levels 6–12.
- Rank 3: Maximum upgrade, costing 2–3 points and available around levels 12–20.
Duplicate Skills Merged
- 6 resistance skills → 3: Physical, Ballistic, and Explosive.
- Power Healing 1/2 + Fast Healing 1/2 → Healing Power + Healing Speed.
- Melee Damage 1/2 → Melee Mastery with 3 ranks.
- Firearm Damage 1/2 → Firearm Mastery with 3 ranks.
- Rookie Squad + Professional Squad → Squad Summon with 2 ranks.
- Leather + Nylon + Rubber + Microchips → Materials with 2 ranks.
New Skills
- Critical Eye — base critical hit chance.
- Lethal Precision — critical damage upgrade.
- Weak Point Targeting — bonus damage for accurate hits.
- Armor Crafting — missing crafting category.
- Crafting Efficiency — resource cost modifier.
- Enemy Sense — renamed from Smell Sensation.
- Quick Reload — an alternative progression option for firearm users.
Structure Changes
- Clear prerequisites for every skill.
- Level requirements to control early access.
- Division into Core skills for every SKU and SKU-Optional skills for Adventure/Ultimate editions.
Skill Branches
Vitality & Health — 8 skills
ST_H_MaxHealth — Maximum Health
Description: Increase your maximum health pool.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | +50 HP | Level 0+ | 0 points |
| 2 | +100 HP | Level 5+ | 1 point |
| 3 | +150 HP | Level 10+ | 2 points |
Reason: Core survival stat. Everyone needs health scaling.
Core: Yes
ST_H_HealthRegen — Health Regeneration
Description: Unlock passive health regeneration over time.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | +5 HP/s | Level 3+ | 0 points |
Reason: Foundation for the healing branch. Prerequisite for all healing upgrades.
Core: Yes
ST_H_HealingAmount — Healing Power
Description: Increase the amount of health restored by healing effects.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | ×1.25 | Level 5+ | 1 point |
| 2 | ×1.50 | Level 10+ | 2 points |
| 3 | ×1.75 | Level 15+ | 3 points |
Reason: Unified healing scaling. Replaces the confusing Power Healing / Fast Healing split.
Core: Yes
ST_H_HealingSpeed — Healing Speed
Description: Increase the rate of health regeneration.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | +25% regeneration speed | Level 5+ | 1 point |
| 2 | +50% regeneration speed | Level 12+ | 2 points |
Reason: Separates healing speed from healing amount and provides build variety.
Core: Yes
ST_H_SafeInventory — Safe Inventory
Description: Retain all inventory upon death.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 8+ | 2 points |
Reason: Moved from Health to Survival. It now costs skill points.
Core: Yes
ST_H_Resistance_Physical — Physical Resistance
Description: Reduce damage taken from melee attacks.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | −15% damage taken | Level 4+ | 1 point |
| 2 | −25% damage taken | Level 10+ | 2 points |
Reason: Combines six separate resistance skills into three. Cleaner while remaining comprehensive.
Core: Yes
ST_H_Resistance_Ballistic — Ballistic Resistance
Description: Reduce damage taken from bullets and firearms.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | −15% damage taken | Level 4+ | 1 point |
| 2 | −25% damage taken | Level 10+ | 2 points |
Reason: Combines light, medium, and heavy bullet resistances into one skill. Covers all firearm types.
Core: Yes
ST_H_Resistance_Explosive — Explosive Resistance
Description: Reduce damage taken from grenades and explosions.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | −20% damage taken | Level 6+ | 1 point |
Reason: Specialized defense against explosives. High value in tactical gameplay.
Core: Yes
Combat & Damage — 10 skills
ST_D_MeleeMastery — Melee Mastery
Description: Increase damage dealt by melee weapons.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | ×1.20 | Level 0+ | 0 points |
| 2 | ×1.40 | Level 6+ | 1 point |
| 3 | ×1.60 | Level 12+ | 2 points |
Reason: Unified melee progression. One skill instead of Melee Damage 1/2.
Core: Yes
ST_D_MeleeSpeed — Attack Speed
Description: Increase the speed of melee attacks.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | +20% speed | Level 8+ | 1 point |
| 2 | +40% speed | Level 14+ | 2 points |
Reason: Alternative melee scaling. Gives players a choice between higher damage and faster attacks.
Core: Yes
ST_D_ClosingBlow — Execution
Description: Deal finishing blows to weakened enemies. Deals massive damage to low-health targets.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 10+ | 1 point |
Reason: A skill-based alternative to pure damage. Requires positioning.
Core: Yes
ST_D_FirearmMastery — Firearm Mastery
Description: Increase damage dealt by firearms.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | ×1.20 | Level 0+ | 0 points |
| 2 | ×1.40 | Level 7+ | 1 point |
| 3 | ×1.60 | Level 13+ | 2 points |
Reason: Mirrors melee progression and supports a clear playstyle choice.
Core: Yes
ST_D_ReloadSpeed — Quick Reload
Description: Reduce the time required to reload weapons.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | −25% reload time | Level 8+ | 1 point |
| 2 | −40% reload time | Level 14+ | 2 points |
Reason: Firearm-specific progression and an alternative DPS choice to direct damage.
Core: Yes
ST_D_CriticalChance — Critical Eye
Description: Increase the chance to land critical hits.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | +10% critical chance | Level 7+ | 1 point |
| 2 | +20% critical chance | Level 13+ | 2 points |
Reason: New skill that enables critical-hit-focused builds.
Core: Yes
ST_D_CriticalDamage — Lethal Precision
Description: Increase the damage multiplier for critical hits.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | ×1.5 critical damage | Level 10+ | 1 point |
| 2 | ×2.0 critical damage | Level 15+ | 2 points |
Reason: Complements Critical Eye and supports critical-hit-focused gameplay.
Core: Yes
ST_D_WeakPointDamage — Weak Point Targeting
Description: Deal bonus damage when hitting weak points on enemies.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | ×1.35 weak point damage | Level 9+ | 1 point |
Reason: Adds skill expression rather than relying only on stat checks.
Core: Yes
ST_D_Ricochet — Ricochet Mastery
Description: Bullets can ricochet off surfaces and hit targets around corners.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | +25% ricochet chance | Level 12+ | 1 point |
Reason: Requires the ballistic system. A tactical alternative to direct fire.
SKU-Optional: Yes — available only with full physics.
ST_D_Penetration — Armor Piercing
Description: Bullets penetrate through multiple surfaces and enemies.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | ×1.3 penetration | Level 12+ | 1 point |
Reason: An alternative to Ricochet Mastery: wall penetration instead of bounces.
SKU-Optional: Yes — alternative mechanic.
Utility & Survival — 7 skills
ST_U_InventoryCapacity — Inventory Expansion
Description: Increase the number of inventory slots you can carry.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | +5 slots | Level 0+ | 0 points |
| 2 | +10 slots | Level 6+ | 1 point |
| 3 | +15 slots | Level 12+ | 2 points |
Reason: Core survival progression with continuous scaling.
Core: Yes
ST_U_CarryWeight — Strong Back
Description: Increase the weight limit you can carry.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | +10 kg | Level 0+ | 0 points |
| 2 | +20 kg | Level 7+ | 1 point |
Reason: Alternative inventory scaling: capacity versus weight.
Core: Yes
ST_U_SprintEfficiency — Sprint Endurance
Description: Reduce stamina consumption while sprinting.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | −15% stamina cost | Level 0+ | 0 points |
| 2 | −30% stamina cost | Level 8+ | 1 point |
Reason: Mobility scaling that is relevant for every playstyle.
Core: Yes
ST_U_FastLoot — Quick Loot
Description: Rapidly collect nearby items into the inventory.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 5+ | 1 point |
Reason: A quality-of-life ability that speeds up material farming.
Core: Yes
ST_U_NightVision — Night Vision
Description: See clearly in darkness without special equipment.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 6+ | 1 point |
Reason: Vision utility for dark areas.
SKU-Optional: Yes — environmental gameplay feature.
ST_U_ThermalVision — Thermal Imaging
Description: See heat signatures from living creatures and warm objects.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 10+ | 1 point |
Reason: Advanced vision. Requires Night Vision.
SKU-Optional: Yes — advanced perception system.
ST_U_EnemySense — Enemy Sense
Description: Detect nearby enemies through walls and obstacles.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 8+ | 1 point |
Reason: New name for Smell Sensation. A tactical awareness tool.
SKU-Optional: Yes — supernatural perception.
Special Abilities — 4 skills
ST_SS_Telekinesis — Telekinesis
Description: Move objects and deal damage with telekinetic force.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 15+ | 2 points |
Reason: A powerful supernatural ability for Adventure/Ultimate editions only.
SKU-Optional: Yes — high-risk ability.
ST_SS_HealAround — Group Healing
Description: Heal all nearby allies, including squad summons.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 12+ | 1 point |
Reason: Support ability for multiplayer and co-op.
SKU-Optional: Yes — requires group mechanics.
ST_SS_Summon_Squad — Squad Summon
Description: Call AI-controlled allies to fight beside you.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | 2 allies | Level 18+ | 2 points |
| 2 | 4 allies | Level 25+ | 3 points |
Reason: Combines Rookie Squad and Professional Squad into one ranked ability.
SKU-Optional: Yes — requires an AI squad system.
ST_SS_Teleport — Spatial Rift
Description: Create a portal to teleport across short distances.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 20+ | 2 points |
Prerequisite: Telekinesis.
Reason: High-risk mobility skill that requires rigorous balance testing.
SKU-Optional: Yes — extreme-risk ability.
Crafting — 8 skills
ST_C_BasicCrafting — Basic Crafting
Description: Unlock access to basic crafting recipes and workstations.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 0+ | 0 points |
Reason: Root of the crafting tree. Unlocks everything.
Core: Yes
ST_C_Melee_Weapons — Melee Crafting
Description: Craft and improve melee weapons.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Basic melee weapons | Level 0+ | 1 point |
| 2 | Advanced and legendary melee weapons | Level 8+ | 2 points |
Reason: Melee weapon specialization.
Core: Yes
ST_C_Firearms — Firearms Crafting
Description: Craft and improve firearms.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Basic firearms | Level 0+ | 1 point |
| 2 | Advanced and legendary firearms | Level 8+ | 2 points |
Reason: Firearm specialization parallel to Melee Crafting.
Core: Yes
ST_C_Ammunition — Ammunition Crafting
Description: Craft various ammunition types.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Basic ammunition | Level 0+ | 1 point |
| 2 | Special ammunition: explosive, electro, etc. | Level 8+ | 2 points |
Reason: Combines all ammunition types. Rank 2 unlocks special ammunition.
Core: Yes
ST_C_Armor_Equipment — Armor Crafting
Description: Craft armor and protective equipment.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Unlock | Level 2+ | 1 point |
Reason: New skill added to complete the crafting system.
Core: Yes
ST_C_Materials — Material Mastery
Description: Work with specialized materials such as leather, nylon, rubber, and metals.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Basic materials | Level 1+ | 1 point |
| 2 | Advanced materials | Level 10+ | 2 points |
Reason: Combines material crafting and replaces four separate skills.
Core: Yes
ST_C_Electronics — Electronics
Description: Craft electronic components and devices.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | Basic electronics | Level 5+ | 1 point |
| 2 | Advanced electronics and microchips | Level 12+ | 2 points |
Reason: Electronics specialization. Rank 2 unlocks microchips.
Core: Yes
ST_C_ResourceEfficiency — Crafting Efficiency
Description: Reduce material costs and increase the output of crafted items.
| Rank | Effect | Requirement | Cost |
|---|---|---|---|
| 1 | −15% material cost | Level 8+ | 1 point |
| 2 | −30% material cost | Level 15+ | 2 points |
Reason: New resource-management skill that reduces crafting costs.
Core: Yes
Summary Statistics
Counts
- Unique skills: 37, down from 49.
- Total ranks in the DataTable: 63, up from 49 rows.
- Core skills: 31.
- SKU-Optional skills: 6.
Distribution by Rank Count
- 1 rank: 16 skills — unlock and ability skills.
- 2 ranks: 32 skill ranks — primary skill progression.
- 3 ranks: 15 skill ranks — foundational skills.
Distribution by Branch
| Branch | Skills | Ranks |
|---|---|---|
| Vitality & Health | 8 | 14 |
| Combat & Damage | 10 | 23 |
| Utility & Survival | 7 | 13 |
| Special Abilities | 4 | 4 |
| Crafting | 8 | 9 |
Balance
- Maximum skill cost: 3 points at Rank 3.
- Minimum skill cost: 0 points for base skills.
- Average rank cost: 1 point.
- Highest level requirement: Level 25+ for Squad Summon.
Value of the Rework
- The tree is simplified to 37 skills instead of 49.
- Five new mechanics were added for better balance.
- Eight groups of duplicate skills were merged.
- The rank system is ready to be implemented in the data structures.
RPG Engine – New Skill Tree, Crafting & Quest System Progress
In this video, I’m showing the latest work on the Skill Tree, the redesigned Crafting Menu, and the heavily expanded Quest System. These systems are receiving major improvements as part of the upcoming RPG Engine update.
More progress is coming soon!
You can now run over other players with vehicles and earn experience for it. ![]()
























