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finished2026

Ruins Of Hestia

Hybrid village management + action expedition game: Cali, a Primoris stranded on Hestia, must unravel the Harmathys corruption

C++20 · Vulkan 1.3 · CMake · vcpkg · ECS · GLFW · Game Design · Procedural Generation · Team Project

Team game built for the Gaming Campus Awards 25-26. My role: dev on the custom C++/Vulkan engine.

Context

Grand Projet Commun Bachelor 3A - 17 people across five departments (Tech, Art, Business, TV, Sound). Five-month production from January to late April 2026.

Concept

Hybrid management + action/exploration. You manage a Persephin village from an isometric drag & drop view, and run expeditions in a fixed isometric WASD view to gather resources, fight corruption and push Cali's story forward.

Five playable biomes (one per people), 5 hero classes, T1-T5 tier system on everything (resources, gear, traits), reroll via colored gems, embedded puzzles (Piano, Plate, Crate, Tangram, Memory), endless mode unlocked after zone 16.

Stack & engine

C++20, Vulkan 1.3, CMake + vcpkg. Custom engine: 5 libs (Framework, Render, Audio, Assets, Engine ECS) + scenes. Graphics pipeline with GLSL/SPIR-V shaders, compute pipeline for GPU particles. Tile-based procedural generation for expedition maps.

Links

Private school repo. No public demo before the final delivery on 29/04/2026.

Pitch

Cali, a humanoid creature from the Primoris people, crash-lands on the planet Hestia after an engine failure. She wakes up with no memory, taken in by the Persephins. With the help of Iris, a brave young Persephin, she discovers the planet is being torn apart by the Harmathys corruption - a defense mechanism triggered by the Primoris arrival, turning the once-peaceful inhabitants into aggressive creatures.

Genre & gameplay loop

Hybrid village management + action/exploration expeditions. The player alternates between two phases:

┌──────────────────┐         ┌──────────────────┐
│  VILLAGE PHASE   │ ◄─────► │ EXPEDITION PHASE │
│ (iso management) │ cycles  │   (action WASD)  │
├──────────────────┤         ├──────────────────┤
│ • Drag & drop    │         │ • Combat         │
│ • Buildings      │         │ • Puzzles        │
│ • Population     │         │ • Resource farm  │
│ • Heroes         │         │ • Bosses         │
└──────────────────┘         └──────────────────┘

Each expedition consumes a village cycle (1 ration per villager). The village expands from 3×3 → 10×10 parcels of 7×7 tiles thanks to map fragments brought back from expeditions.

Universe - 6 peoples

PeopleRegionTraits
PersephinsCentral plainsNomadic traders, social
YōtlSand dunesWarriors, honor code
ArynesCrimson forestsArtists, festive
KaprassMountainsAstrologers, secluded
KhétusCoastsNavigators, fishermen
PrimorisSpaceColonizers, advanced tech

Five peoples = five playable biomes with their own resources, enemies and atmosphere. The Primoris are the unwitting cause of the corruption.

Village mechanics

Five core buildings:

  • Tree of Life - Central building, caps the level of every other building
  • Housing - Raises villager capacity
  • Hospital - Purifies corrupted villagers + heals heroes
  • Forge - Crafts equipment (T1-T4) + rerolls stats via gems
  • Barracks - Sends out excursions (1-3 heroes, autonomous)

Expedition mechanics

  • 5 biomes × 4 zones + Endless mode unlocked after zone 16
  • 5 hero classes: DPS, Tank, Healer, Gatherer, Treasure Hunter
  • T1-T5 tiers on resources, gear and traits
  • 6 gem colors for reroll (colorless = base material, colored = lock a trait)
  • 5 puzzle types: Piano, Pressure Plate, Crate-Plate, Tangram, Memory
  • Rich stat system: armor, strength, speed, fortune, luck, crit, combo, chain, range…

Tech stack

TechVersionRole
C++20Core language
Vulkan1.3Graphics pipeline
CMake3.20+Build system
vcpkglatestDependencies
GLFW3.xWindowing
GLMlatest3D math
RtAudio5.xAudio
stb_imagelatestTextures

Custom engine split into 5 GPC libraries: Framework (clock, transform, state machine), Render (Vulkan, textures, shaders), Audio, Assets (loader, macros), Engine (full Entity-Component-System pattern).

Tile-based procedural generation for expedition maps: pick a zone shape → link entry to exit → close walls → represent rooms as a tree for puzzles → collapse rooms.

Team & context

17 people spread across 5 departments: Tech, Art, Business, TV/Multimedia, Sound. 154+ commits on the code side.

Gaming Campus Awards 2025-2026 project - Bachelor 3A validation.

DateMilestoneStatus
03/02/2026Pitch✅
25/02/2026MAAV (composers)✅
27/02/2026Pre-production✅
29/04/2026Final⏳