Bifteki Taxi radioMEZE RUN
A lantern and sword carried into the moonlit forest of The Hollow March.Actual in-game frame

The Hollow March / first-person RPG slice

The Hollow March

A small light. A large wood. Something knows you are here.

Follow the waymarkers through Mournwood and descend beneath the ruined chapter-house. A lantern, a blade and an ember bolt are what you have. The things between you and the barrow have other arrangements.

Enter Mournwood▶

Keyboard + mouse · WebGL 2 · headphones recommended
Folk horror, skeletal creatures, combat, flashing spell effects and sudden sounds.

Behind the experience ↓
2 connected spacesMournwood and the Barrow
Combat + progressionCombos, parries and level-up blessings
Zero external assetsMeshes, textures, music and effects generated

Behind the experience

More than a beautiful walk in the woods.

A playable loop connects exploration, combat, descent and a final encounter. The interesting part is how its small systems support one another.

01 / Procedural materials

Paint the world before the first step.

Eight material layers are baked into a texture array on the GPU at startup. Triplanar sampling gives terrain and architecture bark, stone, soil and wear without a downloaded texture pack.

02 / First-person combat

The arm follows the hand. Not the other way round.

Two-bone inverse kinematics connects the shoulder to the sword or lantern, with an elbow pole controlling the bend. The three-hit combo has a wind-up, a strike and a follow-through, rather than a blade rotating in isolation.

03 / Creature construction

A silhouette before a stat block.

Shared procedural primitives become jointed creature rigs. Swept profiles give limbs shape; skulls have jaws and brows rather than a painted face. Instancing lets those shared pieces appear across multiple enemies.

04 / Sound and tension

A fight and a haunting need different music.

Nearby attackers bring percussion into the generated score. Dread has its own layer. Even the space changes the sound: shaped-noise reverb gives the forest and barrow different acoustic signatures.

← Back to Notes
The lantern-lit entrance passage inside The Hollow March's Barrow.
From the open wood to the enclosed Barrow. Same renderer, different pressure.

What this version is

A place to explore. A direction to build on.

A vertical slice with a complete short loop, not a finished full-length RPG. Save/load and larger-world streaming remain future work. The seeded layout repeats between runs. Desktop controls only; pause options include render scale, volumetrics, bloom, grain and music.

The starting brief

This was the starting brief, supplied to Opus 5. The page presents the current project snapshot; it does not claim that every detail arrived unchanged in the first response.

Without external assets, can we build an engaging, atmospheric and jaw dropping first person rpg game, featuring a spooky woods environment and on dungeon in an old ruin with some really strange enemies and one or two mysterious enemies, atmospheric generated music and basically presenting a good slice of a future game direction and both showing what is currently possible using just a webgl web application.

Controls

Step inside.

WASD move · mouse look · Shift sprint · Space vault · left mouse strike · right mouse ember bolt · Q brace/parry · E interact · Tab journal · Esc pause. If pointer lock is unavailable, drag to look or use the arrow keys.

The return link above the player unloads the experience and its sound.

Enter Mournwood▶