Fay Keeper
RPG • Creature Collector • Pixel Art • Strategy • Adventure
Available in: Steam
Project Overview
- Client: Gravity Software
- Engine: Unity
- Status: In Development






🧠 Technical Contributions
🛠️ What We Built
Assembly Definitions: We implemented and organized Assembly Definitions to improve compile times and support a modular architecture across the codebase.
Quest System & Editor: Together, we developed a multi-branching Quest System and an intuitive visual editor, enabling designers to create narrative logic without programming assistance.
Dialogue System Enhancements: We extended the Dialogue System by integrating conditional logic and quest-based triggers to support dynamic conversations.
Dynamic Audio System: We built an adaptable audio handler that reacts to environmental biomes, dynamically managing music and sound effects for immersive feedback.
Lighting Enhancements: Our team introduced visual improvements using normal maps and custom shaders to enhance overworld lighting and depth.
Formula Builder Tool: We created a block-based editor allowing designers to visually build gameplay formulas such as battle mechanics or capture probabilities.
Editor Testing Tools: We built in-editor testing utilities that allowed developers to quickly simulate and validate different game scenarios during iteration.
System Refactoring: We continually refactored core systems to support scalability, streamline integration of new features, and encourage modularity.
🤝 How We Contributed
- Co-led the programming team and helped define best practices across disciplines including design, art, and production workflows.
- Collaboratively made architectural and tooling decisions that shaped the project’s foundational scalability and maintainability.
- Promoted knowledge sharing and mentored teammates to ensure fluid task handoff, shared ownership, and team alignment.
🧩 Challenges & Solutions
🕸️ Challenge: Managing Quest Complexity
As narrative logic became more intertwined, it risked becoming difficult to debug and maintain.
✔ Solution: We designed a visual editor to empower designers with a clear, node-based interface that reduced dependency on backend modifications.
🔄 Challenge: Constant Feature Changes
Rapid shifts in gameplay scope led to high iteration costs and potential code instability.
✔ Solution: We modularized key systems and layered in debugging hooks to minimize refactor impact and enable faster iteration cycles.
🌟 Standout Features
📌 Quest System Editor
A designer-friendly node interface that allowed narrative logic to be authored visually, increasing production speed and reducing reliance on programmer input.
🧮 Formula Builder Tool
A visual tool to define gameplay formulas such as damage and success rates, enabling non-technical team members to experiment freely and prototype faster.