RPG Engine

Soon! I’ve started modernizing the quest system: I’m adding the ability to give quests for eliminating enemies.

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Very soon. ~1-1.5 weeks

New Location Preview: Dry Canal :cactus:

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. :crossed_swords:

And yes, those are drones in the screenshot. :eyes: They’re a preview of one of the future updates planned for RPG Engine. :helicopter:

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City Overview Map Progress :cityscape_at_dusk:

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. :rocket:

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Added support for a dynamic time-of-day system. :sunrise::crescent_moon:

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. :light_bulb:

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The UE5 Water System was already supported, but now it’s being fully utilized in the new island environment. :ocean::desert_island:

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. :scroll:

Here’s a comparison of the old quest GUI and the new version coming in the next update. :artist_palette:

RPG Engine — Major Update Progress :rocket:

The upcoming RPG Engine update is becoming one of the project’s biggest system overhauls to date.


Minimap and World Map :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 :scroll:

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 :wrench:

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 :door:

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 :pushpin:

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. :rocket:


What’s Left :hammer_and_wrench:

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 = true on 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. :video_game:


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. :handshake:

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New markers:


Waypoints can now be removed with a simple right-click. :computer_mouse:

2026-07-14 11-59-56_2

Tire marks are no longer displayed while a drifting vehicle is airborne. 🚗

New World Map UI

  1. Added marker filters for controlling which marker categories are visible.
  2. 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 :hammer_and_wrench:

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. :rocket: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. :grinning_face_with_smiling_eyes:

RPG Engine Sale — 30% Off! :tada:

RPG Engine is now 30% off from September 7 through September 15, 2026.

This is a great time to join the project and receive all upcoming updates for free. :rocket: