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.
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