Programmers Needed [Paid] [RevShare] Versatile Unity/Godot dev wanted to build the base of a PoE-like autobattler RPG — playable prototype ready
Hi INAT,
I'm Retil, a software engineer (web dev by day) building a game on the side. It doesn't have a final name yet, but it already has a full, playable prototype (built in pure HTML) that I've tested with friends — the loop clicks, and they keep asking for "one more run." Now I want to bring it into a real engine, and I'm looking for a versatile developer to build that foundation with me.
The positioning
A PoE-like autobattler RPG: deep, satisfying itemization and crafting, wrapped in an autobattler where the fight plays out while you build the character.
To be clear about the "PoE-like" part — I mean the itemization and crafting feel (loot that's exciting to find, a crafting system with real decisions), not Path of Exile's overwhelming scope or complexity. This is meant to be a focused, digestible game you can actually finish a run of.
What it is, in general
You assemble a character through loot and crafting, then send it into battle — the depth lives in the build you put together, not in reflexes. Runs are self-contained but feed a meta-progression that persists between them, so every run leaves you a little stronger for the next.
Broadly, the game is made up of these areas:
- Autobattler combat — fights resolve on their own; the meaningful choices happen beforehand.
- Loot & inventory — the heart of the game: gearing up and optimizing what you carry.
- A crafting system — decisions that shape and improve your gear.
- Between-run progression — a camp/hub where permanent upgrades happen.
- Run structure — branching paths and bosses, dark-themed, with its own lore.
Games we're drawing from
Reference points, so you know the vibe:
- Path of Exile — itemization & crafting depth (the feel, not the scope)
- The Bazaar — autobattler built around assembling a loadout
- Teamfight Tactics (TFT) — autobattler decision-making
- Megaloot — inventory-driven loot roguelite
- Buriedbornes — deep-gear dungeon roguelike RPG
- Carnedge — (reference for tone/systems)
Current state
- Fully playable prototype with the core loop, loot, crafting and progression all in, balanced across full simulated runs.
- I'll share the prototype plus a design doc with anyone who's a serious fit — it's essentially an executable spec, so there's very little ambiguity about what we're building.
Who I'm looking for
A versatile developer / one-person-band who can touch a bit of everything — from placeholder art to sound — but, above all, someone who can build a rock-solid, extensible base I can keep developing on top of.
- Comfortable in Unity or Godot — I'm engine-agnostic (for a systems- and UI-heavy game, Godot could fit great, but it's your call).
- Clean, maintainable code matters to me — I come from engineering, and the goal is a real foundation, not a throwaway.
- A plus if you can also help with art/sound direction, even at a rough level, to make it start feeling like a game.
What I bring
- The full design and systems — this is my strong suit: a playtested loop, real balancing, and a clear vision.
- The working prototype, so we spend time building, not guessing.
- Fast, honest, technical communication.
Compensation — Paid, RevShare, or a mix
- Paid (main offer): per milestone, with concrete deliverables — not hourly. Tell me your rates.
- RevShare: open to it for someone who wants to co-build beyond the base. Fair split based on scope and involvement.
- Mix: also fine. Tell me what works for you.
How to reach me
Comment or DM with:
- Your experience / portfolio / released projects
- Which engine(s) you're comfortable with and prefer
- Whether you're after Paid, RevShare, or a mix
- Anything you want to know about the project
I'll send the prototype to anyone who looks like a fit. Cheers!