Chained By Eternity (Main Project)

Project Info


Last page update:
25. Juli 2025
Status:
Currently in progress...
Started:
17. February 2024
Teamsize:
2 Programmers
My Working Hours:
~500h
Source Code:
Coming soon
Demo:
Coming soon

Note:
This project page is meant purely for showcasing the current state of the game, with lots of images and minimal explanation. If you’re interested in implementation details, please check out my devlogs here - they go much deeper into the technical side of development.

Note 2:
Thanks for taking the time to read about my project.
I would really appreciate any kind of feedback - whether it’s about the project, my writing style, or even my grammar.
Feel free to send me an email - it really helps!

Intorduction

Chained By Eternity is my most ambitious and dedicated project to date. My goal with this project is to showcase my skills and finally land a job in the game development industry.

Together with a friend, we set out to build something technically challenging. We knew early on that building a full-scale ARPG like Path of Exile or Diablo would be unrealistic for a two-person team. Instead, we focused on creating a high-quality vertical slice a playable snapshot of what a complete game could be. This includes real-time combat, a fully functional ability and progression system, an inventory and item systems loot mechanics, and many other core features typically found in a classic action RPG.

Technical Details

This project is built using Unreal Engine 5 (UE5) and the Gameplay Ability System (GAS). We’re developing almost entirely in C++, with minimal use of Blueprints.

If you use Unreal Engine and don’t know about the Gameplay Ability System, I highly recommend looking into it. It’s a very powerful and well-designed system — and not just for big projects. That said, it can be quite complex, even though it’s well documented in the codebase. You might want to start with (Epic’s official introduction)[https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-ability-system-for-unreal-engine] or have a look at (tranek’s excellent documentation)[https://github.com/tranek/GASDocumentation] on GitHub.

Overview

We’ve already achieved a lot, but there’s still a long road ahead. Many systems are implemented and working, but not yet at the level of quality we’re aiming for. We’re currently focused on building a solid foundation, following the principle:

“Make it work first, make it good later.”

Please keep that in mind when reading the overview below. Most of the listed systems are functional but still need polish and refinement.

Features Already Implemented

  • Advanced Attribute System
    Modular and expandable attribute system with stat scaling and interactions.
  • Multiple Weapon Types
    Currently supports 2 weapon types (Sword, Bow). Third one (magic wand) is planned.
  • Inventory and Equipment System
    Allows players to manage items, equip, and unequip equipment.
  • Items
    Items can modify player attributes, grant new abilities when equipped or activate abilities when used.
  • Checkpoint System
    Basic save/load functionality to restore the player’s game state.
  • Basic Enemy AI
    Simple behavior logic like chasing and attacking the player. (This will be completly reworked)
  • Combat Abilities
    Including single-target, area-of-effect (AOE), and projectile-based abilities.
  • UI
    Functional UI for the main menu, setting menu, in-game HUD, and inventory management.
  • Loot Mechanics
    For complex item drop calculation based on enemy level and rarity.

Big systestems that are missing but planned

  • Level Environment & Art
    Creating visually appealing level environment.
  • Enemy Spawn System
    Procedurally generated spawn algorithm for random enemy placement.
  • Quest System
    Including dialogues, progression tracking, and rewards.
  • Advanced AI
    Smarter enemy behavior for diffrent enemy type (Probably going for state trees).
  • Ability & Attribute Menus (UI)
    UI for managing abilities and attributes.
  • General Polish
    Animations refinement, VFX/SFX, optimize performance, etc.

Showcase

Below is a collection of screenshots, videos, and gifs showcasing our current development progress. I’ll try to keep this section updated regularly — you can check the project info section at the top of this page to see the last update date.

Melee Combat

Implemented:

  • Souls-like hitbox capsule activation system
  • Accurate blood VFX based on hit location
  • Dynamic blood decals
  • Impact and woosh sound effects
  • Damage numbers (can be toggled in settings)
  • Camera shake on hit (can be toggled in settings)
  • Light knockback effect on impact
Ranged Combat

Implemented:

  • Self-made projectile VFX (still a work in progress)
In Progress:
  • Projectile and impact sound effects
  • Blood VFX on hit
  • Projectile trail gets instantly removed on hit (bug)

Main Menu
  • Linetrace for checking enemy hit
  • Has cooldown
Footstep Sound Based on Ground


Main Menu
  • Custom AnimNotify Class. SoundCue for given underground can be set in the details panel. If None, default sound is played

Inventory

Item Drops

Main Menu
  • Items that drop close to each other will stack on top of one another (prevents overlapping text)
Collecting & Equipping Items

Implemented:

  • Item stats are randomized
  • Item stats modify the character’s attributes
  • Changing weapons updates both abilities and animation layers
In progress:
  • Drag and drop
  • Sound effects
  • Item Sorting button
  • UI design polish

Main Menu
Settings Menu

Main Menu Main Menu Main Menu Main Menu Main Menu


Main Menu
Character Creation (Unfinished)

Main Menu
Loading Menu (Unfinished)

Main Menu
Credits

Main Menu