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Variants Prototype 4 Update

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VA · Project Variants — Project update, October 2026
VA · Project Variants

VA - Project update

October 2026

The new direction

Since the last update

May 2026Prototype 3 demoInitial direction
Jun – JulTwo main concepts tested and evaluatedMultiverse extraction · Extinction survival-craft
Jul – AugNew direction establishedResearch, references, playtests, prototypes
Aug 2026Production startedNew UE project, new UGS + GAS pipelines, no marketplace-system reliance
Oct 2026 · todayFirst full loop playableRooms, weapons, enemies, upgrades
Current build: cathedral on a floating island
VARIANTS PROJECT UPDATE · OCTOBER 2026

Dark Fantasy Roguelite FPS

New game direction.
Fast, replayable, built on what the team does best.

Variants Roguelite

A fast-paced first-person roguelite action FPS game for solo and co-op play, set in a dark fantasy world.

Fast, readable combat A new build every run Progress that lasts Solo or 3-player co-op One world theme
HOW IT FITS

Many needs are met with one direction

Clear audience

Shooter players who know and love the genre

Team fit

Shooters, systems, levels, tech

Short cycle

Focused release, reusable content

Replay value

Builds, unlocks, shuffles, harder missions

Co-op scope

Friends, P2P only, no servers

Post-launch growth

Updates and DLC on one foundation

Our own identity

One dark fantasy world

Fun from the start

Readable fights, regular wins

Indie-friendly

No AAA holds the niche; indie and AA teams

Tight scope

More depth from fewer systems

Scope we reduced

Multiverse extraction

Public lobbiesMatchmakingDedicated serversAnti-cheatMultiple worldsPer-world art and rulesIncursion toolsSuit and exposureExtraction economy

Extinction survival-craft

Investigation toolsEvidence and samplingHarvestingCrafting recipesInventoryMobile baseWorld variantsPersistent open worldDay/night, weather

What stays

roguelite core
WeaponsAbilitiesElements and statusEnemiesProgressionRun upgradesRooms and runs3-player P2P co-op

Fewer systems, faster release

Estimated months to release for the same 5-person core team, with art and audio running in parallel.

Product → release (Early Access)Art and audio, in parallelExtra months and × vs the roguelite bar of the same type
Rogueliteour pick
~12 mo
~13 mo
Survival-craft4-player co-op
~18 mo · +6 mo / ×1.5 vs Roguelite
~21 mo · +8 mo / ×1.6 vs Roguelite
Extraction shooterPvPvE
~24 mo · +13 mo / ×2 vs Roguelite
~26 mo · +13 mo / ×2.1 vs Roguelite
06 mo12 mo18 mo24 mo30 mo
*Optimistic. Path confirmed at Vertical Slice. Same 5-person core team plus art.

Where the time goes: systems by genre

Strong GAS fitPartialOutside GAS
RogueliteOur pick
~12 monthsto release · optimistic target8 systems Shared core (6): WeaponsAbilitiesStatus and elemental effectsEnemies and their attacksCo-op networkingProgression and unlocks Plus 2 roguelite systems: Run upgradesRun structure and rooms
GAS saves 5.5 months (1.5×)Art and audio: 13 months
Survival-craft
~18 months+6 months · 1.5× the roguelite13 systems Same shared core (6) Plus 7 more systems: Survival needsGathering and resourcesCrafting and recipesInventory and storageBase buildingPersistent open worldDay/night and weather
GAS saves 5.5 months (1.3×)Art and audio: 21 months
Extraction shooter
~24 months+13 months · 2× the roguelite13 systems Same shared core (6) Plus 7 more systems: Body-part damage and medsPvP server authorityInventory and stashLoot, traders, economyRaid and extraction rulesMatchmaking and backendAnti-cheat
GAS saves 10 months (1.4×)Art and audio: 26 months
GAS: Unreal's built-in Gameplay Ability System for abilities, buffs, effects and their networking. *Optimistic; path confirmed at Vertical Slice.
How it plays

What a roguelite shooter is: the core loop

Enter run

Basic loadout, 20–40 min run

Fight

Clear the room

Choose

Pick 1 of 3 rewards

Get stronger

Rewards stack into a build · repeat

Boss fight

Win the mission, or die trying

Back at the hub: spend currency and get unlocks, start again stronger.
Inside a runWeapons, upgrades, effects — temporary. Reset every run; rooms and rewards reshuffle.
Between runsCurrency, upgrades, unlocks — permanent. Every new run starts stronger with more options.

Five core pillars

Fast, readable combat

Responsive, satisfying, fair from minute one

Builds through clear choices

Weapons × elements × upgrades

Progression and replay

Completable missions, meaningful unlocks

Solo and co-op

Great alone, better with friends

Dark fantasy identity

Themed guns, dark magic, cursed dungeon

Run progression: 81* builds from four choices

4choices→81builds→8choices→6,561builds→15rooms→43M+possible runs
WeaponRoom 1 · rewardRoom 2 · rewardRoom 3 · rewardFinal build
Marksman rifle
Shotgun
SMG
Move faster while firing
Weak-point damage
Faster fire
Faster reloads
Lightning rounds
Critical-kill explosions
Chain lightning
Ammo on kill
Critical damage
A · The ExecutionerEvery headshot detonates the pack
B · The JuggernautWades in; kills feed an endless barrage
C · The StormcallerOne blast arcs through the whole room
D · The PhantomUntouchable blur, never stops firing
Illustrative rewards. B and C share a weapon and first pick and still play differently. Grey lines: the other combinations.

Persistent progression: get rewarded, win or lose

Run won · mission complete
Permanent currency
New weapons, perks, upgrades in the pool
Next mission unlocked
Run lost · still worth it
Permanent currency
less, never nothing
New weapons, perks, upgrades in the pool
some unlock progress
Next mission unlocked
go again, do better
At the hubSpend currency on permanent upgrades · pick a starting perk · new options join the reward pool
Next run starts strongerBetter baseline · wider reward pool · a new mission or harder difficulty to chase
Bars show relative reward size, illustrative. Exact currency, unlock and mission-gating rules remain in design.
Market and setting

Proven demand in the niche

Gunfire RebornGunfire Reborn$34.4M3.1M unitsEarly Access May 2020 · 93% positive
WitchfireWitchfire$19.1M656K unitsEarly Access Sep 2024 · 91% positive · adjacent genre
Deadzone: RogueDeadzone: Rogue$13.5M836K unitsEarly Access Apr 2025 · 82% positive
RoboquestRoboquest$12M734K unitsEarly Access Aug 2020 · 95% positive
Deep Rock Galactic: Rogue CoreDRG: Rogue Core$10M424K unitsEarly Access · 60% positive
Steam only. Premium revenue and units: VG Insights estimates, Sep 2026. Ratings from Steam. Not a forecast for VA.

Dark fantasy across genres

Witchfire
Witchfire · occult firearms
Dark Souls III
Dark Souls III · architecture
Bloodborne
Bloodborne · atmosphere
Elden Ring
Elden Ring · colour
Doom: The Dark Ages
Doom · combat
Demon's Souls
Demon's Souls · silhouettes
Dishonored
Dishonored · FP powers
Castlevania
Castlevania · effects
Elden Ring
Elden Ring · magic
Ziggurat 2
Ziggurat 2 · readable magic
Underserved among roguelite shooters
One art language, not one per world
Occult guns and magic belong here
Biomes of one magic dungeon
Inspiration, not VA art or targets. Art style and direction to be developed in early Production.
Progress

What we've built in 2 months

Aug → Oct 2026 · new Unreal project from scratch · full run loop playable

Combat

5 weapon bases3 enemy types, incl. a flyerEnemy AI and spawnsHealing drops

Run loop

Full loop, start to finishClear a room to move onWin, lose, reset9 upgrades, rarity and stacking

World

9 unique roomsHub and end roomRoom stitchingLevel streaming

Co-op and design

Co-op foundationsRun progression prototypePersistent progression prototypeCombat and abilities design
A selection, not the full list. Placeholder assets only.

Foundations in place

Engine

Source-built UnrealNew Perforce depotGAS integrated

Build pipeline

Unreal Game SyncHordeTeamCityAutomated packaging

Networking

Iris replicationPush modelCo-op foundations

Design

Run progressionPersistent progressionCombat and abilitiesPrototyped

Three enemy roles

Melee enemy placeholder
Melee

Closes distance, punishes standing still

Ranged enemy placeholder
Ranged

Holds position, forces cover and priority

Flying enemy placeholder
Flying

Harasses from above, tests aim and awareness

Placeholder models from the current build. Roster grows next.

Thematic environments

Stylized greybox rooms and placeholder assets, already carrying the mood.

Plan

What comes next

Product and gameplay

More run upgradesPersistent progression in-gameUtility and mobility abilitiesBigger enemy rosterBigger weapon rosterBranching room exitsMore room varietyImproved co-op

Art and marketing

Art style and directionFirst assetsAsset planMarketing positioningMarketing first steps

Roadmap to launch*

Direction establishedAug 2026
Vertical SliceFeb 2027
AlphaJun 2027
BetaAug 2027
LaunchOct–Nov 2027
Product
Discovery and Concept
Vertical Slice production
Production ramp-up
Alpha
Beta
Launch
LiveOps
Marketing
Research
Positioning
Brand
Reveal
Awareness
Community growth · audience check at Alpha
Launch ramp
Launch
Growth
Concept approval
Direction validated
Go / rework / stop
Market presence
Scope lock
Release readiness
Launch
*Optimistic, desirable scenario; path confirmed at Vertical Slice.

Risks we are watching

RiskWhyPlan
Art throughputLongest track, ~12.5 monthsArt direction now · marketplace assets · outsource props
Estimate accuracy±30–40% this earlyRe-forecast regularly · confirm path at Vertical Slice
Co-op stabilityPlayer-hosted sessionsGAS and Iris in place · test co-op every sprint
Standing outStrong games already in the genreDark fantasy identity · deep builds · completable missions
Scope creepRoguelites invite endless contentFocused first release · grow via updates and DLC
Current build: chain hall

Thank you!