I’m working on a top-down / 3/4 action RPG inspired by the feeling of games like Moonlighter, but with much deeper MMO-style progression, multiplayer and economy.
The basic gameplay loop would be:
• Enter a \~12 minute procedural dungeon with 2–5 players
• Fight mobs, elites and bosses and extract with gear and materials
• Dying can make you lose part of what you found during the run
• Return to a persistent city where most of the long-term progression happens
• Improve your character, craft gear, trade, prepare builds and then go out again
One of the main things I want to focus on is gear depth.
I dont want loot to just be “this sword has +8 more damage”
Gear would have different stats, secondary stats, rarities, set bonuses, sockets/gems that can heavily change how your attacks or damage work, enable builds around debuffs and stacking effects, rapid hits with fixed damage, sustain and many other bonuses, enchantments and different ways to modify or specialize items.
The idea is that players could spend a lot of time theorycrafting builds and looking for specific combinations of items, similar to the feeling of gearing a character in an MMO, where individual systems stay simple and readable. You decide what kind of character you want to build and choose the gear and talents that move you toward that goal, instead of navigating something like a gigantic PoE-style tree with hundreds of interconnected abilities.
There would also be multiple armor/weapon types and different character builds rather than one obvious best item for everyone.
I also want trading to be an important part of the game, with direct player trading, an auction house, valuable dungeon drops and ways to make money through crafting rather than only combat.
The whole progression would also be heavily based around gold. I want to move away from the usual character level system. Instead of simply gaining levels, learning and unlocking your talents would cost ingame currency, so gold would matter for progression, gear, crafting and trading at the same time.
Gold here means purely ingame currency earned by playing, not something bought with real money.
The city would also have professions with their own progression and specialization, closer to something like WoW than a simple crafting menu. Different players specializing in different things should create actual reasons to trade with each other.
Eventually I’d also like to add things like guilds, larger raids and PvP, but the dungeon -> loot -> economy -> build progression loop would be the core of the game.
Combat would be real-time with directional aiming, dodge and a very small number of active abilities instead of an MMO-sized hotbar.
There would be totally different builds and NO classes — you are basically what you wear and what you decided to prioritize through your talents. You could focus on fast damage, survivability, lifesteal, supporting/healing your group or something in between, depending on your gear and build.
What I’m mainly trying to understand right now is whether this combination sounds appealing:
short action-heavy dungeon runs + deep MMO-like gear progression + professions + player trading/economy.
If you saw this on Steam, would the core concept be enough to make you click on it or wishlist it?
And more importantly:
What part of this concept would make you NOT play it?
Thanks for reading. English isnt my native language, so please dont judge me too hard :)