Pitch Deck · Alpha Build

Unshaped

"A fully interactable elemental war focusing on dual-character management and physics-based projectile clashing."

2D Top-Down ARPGPixel ArtUnityPCStatus: Alpha
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The Hook

Two characters. One battlefield.
Every spell has weight.

PILLAR 01

Command Two, Not One

Toggle between two fully independent characters with four hotkeys, or move both at once in a synced formation. No other 2D ARPG asks you to think in pairs.

PILLAR 02

Projectiles Have Weight

Every spell carries a hidden Power Level. Equal power destroys both. Unequal power lets the stronger bolt punch through. Players learn a spell's weight by feel — never a number on screen.

PILLAR 03

No Classes. Only Choices.

30+ skills, zero locked classes. Every active, passive, dash and stance shares one 12-slot loadout you build yourself.

GENRE2D Top-Down ARPG
ENGINEUnity
PLATFORMPC
ARTHand-pixeled
SKILL POOL30+
BUILDAlpha

01 — Dual-Unit Management

Two bodies. One mind.

Movement is mouse-based, point-and-click. Select both characters and they hold a side-by-side formation automatically, so they never overlap mid-fight.

Time-Flow: a regenerating slow-motion resource, PvE only — slows the world down whenever you need to line up two characters' spells at once.

Warrior — offense stance WARRIOR
Mage — offense stance MAGE

02 — Combat Physics

"The Clash" — every projectile fights back

Every projectile carries a hidden Power Level, derived from the caster's stats. Power is never shown on-screen — players learn the weight of their own spells through combat, not a tooltip.

Two fireballs fly at each other and explode where they meet
EQUAL POWER

Both projectiles are destroyed on impact.

UNEQUAL POWER

The stronger bolt destroys the weaker one and continues its path with reduced power.

03 — Character & Stat System

Four stats. Every build is legal.

32 points, four stats, 1–10 each. Move the budget around and watch the build change — the output panel runs the real alpha formulas.

Stat Budget

0 PTS LEFT · 32/32 SPENT
PhysicHP + physical attack power
8
EndurancePrimary HP + HP regen
8
MagicMagic attack + mana + cooldowns
8
AgilityMove speed + dodge + crit rate
8

Min 1 / max 10 per stat. Agility was called “Dexterity” in earlier production notes — same stat.

Output: Final Stats
HP
Physical Attack
Magic Attack
Mana
Crit Rate
Crit Damage
Cooldown Reduction
HP Regen
Dodge Chance
Move Speed

The more you invest, the more you get back. A Physic + Endurance build tanks; a Magic + Agility build is the glass cannon. It's your character and your choice of skills.

DESIGN INTENT — MARKETING SCRIPT, STAT SYSTEM EPISODE

04 — The 12-Slot Skill System

No fixed class. 12 slots you fill yourself.

Every active spell, passive, dash and stance a character has occupies one of 12 customizable slots, bound to keys 1–12 in the menu. Certain skills only slot in if their required weapon is equipped. Two characters on screen means 24 total slots live at once.

Warrior
1
2
3
4
5
6
7
8
9
10
11
12
Mage
1
2
3
4
5
6
7
8
9
10
11
12
30+ skills in the pool · fully unlocked in the Alpha sandbox

05 — Mobility

Three ways to not get hit.

Souls Dash — roll animation

Souls Dash

Grants invulnerability (i-frames) for the duration of the roll.

Normal Dash — forward then side dash

Normal Dash

Fires off mid-cast without interrupting your current skill. You can still take damage.

Blink — teleport animation

Blink

Instant teleport. Interrupts whatever you were casting.

06 — Tactical Stances

Attack, Defense, Focus — pick your risk.

Attack stance — warrior offense

Attack

The default state. No tradeoffs, no bonuses.

Defense stance — mage guarding

Defense

−20% incoming damage · −80% move speed. Needs Endurance > 8 or a shield. Still exposed from behind.

Focus stance — mage channeling

Focus

+15% skill scaling across damage, mana cost and shield HP. Must hold still 1s to enter — moving cancels it.

07 — Elemental Reactions

Seven elements. Statuses chain — knowledge is damage.

Fire

Ember — stacking burn (×5)

Damage over time per stack. Burns Freeze stages off; Wind detonates it, Water washes it off.

Fire > interactions ×6

Water

Wet — conductor (×2)

No direct damage — conducts Electric at full strength and amplifies Freeze duration.

Water > interactions ×5

Ice

Freeze — 3 stages

Chilled slow → Frostbite bleed → Frozen stun. Fire damage burns the stages back off.

Ice > interactions ×6

Wind

No Element Effect

The cleanser: strips Wet and Chilled from targets and detonates Ember stacks for burst damage.

Wind > interactions ×4

Earth

Neutralize — cleanse

Every cast strips stacks from other statuses. Earth units are immune to Electric damage.

Earth > interactions ×4

Electric

Current → Shock

Objects stack ×5 into an Overload burst; players stack ×2 into a stun. Grounded by Earth.

Electric > interactions ×6

Metal

No Element Effect

Stores a share of incoming damage and reflects it on Overload. The hard-armor element.

Metal > interactions ×3
More elements coming

AND MORE...

Future elements & interactions

More elements and interaction systems are planned for future updates, expanding the combat sandbox with new status effects, counters, and combo possibilities.

More > coming soon

Interaction counts from GDD v2 §11.3. Post-beta expansion: Chemistry · Plant · Blood · Sound.

Sword & Shield class emblem

Sword & Shield

Unlocks shield skills + one-handed sword skills
Staff / Magic class emblem

Staff · Magic

−15% mana cost · +10% damage on all skills

08 — UI & HUD

Built to read two characters at once.

  • Selection FeedbackA high-contrast selection ring / overhead arrow marks whichever unit is active — the same motif used throughout this deck.
  • The HUDTwo 12-slot skill bars anchor the bottom of the screen, one per character, all 24 slots and cooldowns visible together.
  • Main MenuCharacter creation (stats, skills, weapon loadout) plus LAN multiplayer setup.

Certain skills only slot in if their required weapon is equipped — the weapon shapes the kit, not the class.

09 — Alpha Release Scope

What's playable?

PVE

Boss Rush

3 unique bosses, built to stress-test dual-unit combat and the Clash system.

PVP · 2V2

Squad Combat

Each player controls one character.

PVP · 1V1

Full Dual-Management

Each player controls both of their characters — the complete dual-unit stress test.

Progression: fully sandboxed for Alpha — all 30+ skills and every stat are unlocked from the start. No grind between playtests; every session is a systems test.

10 — Go-To-Market

One mascot. Eight scripts.
One system taught per video.

The launch content plan is scripted as eight 60-second episodes, each teaching exactly one system — the pitch, the differentiator, stats, dash, stance, weapons, skills, elements. Every episode is fronted by the same recurring character, so the animation library is built once and reused across the entire campaign.

SCRIPTED & SHOT-LISTED
2 / 8 fully asset-ready

The Mobility episode (Dash) is fully scripted with every required animation asset already produced.

Mascot, reveal pose Mascot, celebrating Mascot, sunglasses pose Mascot, animated reaction The mascot: one character sheet, reused across every episode — no new art direction needed per video.
Unshaped

A fully interactable elemental war focusing on dual-character management and physics-based projectile clashing.

ALPHA IN DEVELOPMENT discord.gg/cW84TJBaq
UNSHAPED · ALPHA VERSION