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
| People | Region | Traits |
|---|---|---|
| Persephins | Central plains | Nomadic traders, social |
| Yōtl | Sand dunes | Warriors, honor code |
| Arynes | Crimson forests | Artists, festive |
| Kaprass | Mountains | Astrologers, secluded |
| Khétus | Coasts | Navigators, fishermen |
| Primoris | Space | Colonizers, 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
| Tech | Version | Role |
|---|---|---|
| C++ | 20 | Core language |
| Vulkan | 1.3 | Graphics pipeline |
| CMake | 3.20+ | Build system |
| vcpkg | latest | Dependencies |
| GLFW | 3.x | Windowing |
| GLM | latest | 3D math |
| RtAudio | 5.x | Audio |
| stb_image | latest | Textures |
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.
| Date | Milestone | Status |
|---|---|---|
| 03/02/2026 | Pitch | ✅ |
| 25/02/2026 | MAAV (composers) | ✅ |
| 27/02/2026 | Pre-production | ✅ |
| 29/04/2026 | Final | ⏳ |