Multiplayer martial arts arena fighter built in Unreal Engine 5.
Reaction-based directional combat with a server-authoritative pipeline,
posture system inspired by For Honor and Sekiro, and character identities
rooted in real martial arts disciplines.
Solo design and engineering — every system from combat resolution
to network replication written from scratch.
Attack directions, timing, and defensive responses must be visible and understandable at all times. If a player can't read what happened, the system failed.
02
Reaction-Based Gameplay
Players win through timing, anticipation, and reading opponents — not spam or stat advantages. Skill expression scales naturally with mastery.
03
Martial Arts Identity
Characters rooted in real disciplines — Muay Thai, Wrestling, Judo. Moves chosen for both game feel and authentic identity without sacrificing playability.
04
Short Competitive Matches
3–5 minute matches designed for intensity and replayability. The same depth as a traditional fighter, compressed into something you can pick up in a lunch break.
// technical.design.doc
// devlog
Milestone 02 — Active Tasklist2026
Current milestone focus: Advantage System Prototype, 4-Directional Guard, Rules Engine / Prediction,
and Movement & Animation Foundation. Key engineering targets include a deterministic server-auth
combat state, consistent attack resolution, and client-side movement lock during committed attacks.
// related.systems
Multiplayer Sessions Plugin
Session Management & Matchmaking
Standalone UE5 plugin providing reusable session management, matchmaking hooks,
and Online Subsystem abstractions — developed in parallel with T&N and
used as its networking foundation. Exposes Blueprint-accessible delegates
for session lifecycle events, keeping multiplayer setup out of game-specific code.