PC / Steam

Riviera: The Promised Land

Engineered the turn-based combat, quest and inventory systems for a Steam-released 2D RPG.

Gameplay video

Overview

Riviera: The Promised Land is a turn-based RPG released on Steam. The project needed dependable RPG foundations — combat that reads clearly turn to turn, enemies that behave believably, and progression systems players can trust across a long campaign.

My role & the team

Delivered gameplay systems for the Steam release.

What I built

  • Implemented the turn-based combat system and its resolution flow.
  • Built enemy AI behaviours for encounters.
  • Developed the inventory and quest systems.
  • Programmed core gameplay, RPG elements, abilities and combat.

The technical challenge

Turn-based RPGs live or die on the clarity and reliability of their systems — combat, quests, inventory and progression all have to interlock without edge cases that break a long playthrough.

My engineering approach

I built each system as a modular, self-contained unit — turn resolution, AI, inventory and quests — so they could be tested and extended independently while composing into a coherent campaign.

Result

A shipped, Steam-released RPG with complete combat, quest, inventory and progression systems.

Let's talk

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