Cyberpunk Action RPG

PROTOCOL: VOID

A fast-paced pixel-art action RPG built around deep character customization, randomized loot, contracts and online co-op.

IN DEVELOPMENT · 2026
  • GameMaker
  • GML
  • Online Co-op
  • Supabase
  • Steamworks
  • ARPG
  • Loot Systems
StatusIn development
Players1–4 online
EngineGameMaker
PlatformSteam

Project overview

Built at
4Tins Studios.

Build a character around weapons, skills, implants and gear, then push through contracts, crafting and increasingly demanding endgame content.

SYSTEMS CASE STUDY

How PROTOCOL: VOID is built.

Five systems that show the technical scope of the project. Visual examples will be added directly to these sections.

01 / MULTIPLAYER

Online co-op

Shared contracts, synchronized combat and persistent characters for 1–4 players. Multiplayer logic is integrated with the same progression systems used in solo play.

02 / LOOT

Item & build system

Randomized equipment, affixes, Relics, Prime items, upgrades and skill-modifying effects designed to create many viable character builds.

03 / ENDGAME

Contracts & mapping

Repeatable contracts and Data Disk systems combine procedural content, difficulty scaling, targeted rewards and endgame progression.

04 / ECONOMY

Crafting & player market

Crafting, vendors, recycling and an online market connect item progression with a player-driven economy and persistent ownership.

05 / BACKEND

Persistence & backend

Supabase-backed character and item persistence, Steam-linked authentication and server-side ownership data for online systems.

Technology & tools

Development stack

Core technologies, platforms and production tools used during development.

Engine & languageGameMaker Studio / GML

Core gameplay, UI, combat, itemization, progression and game-state systems.

Online & backendSupabase · REST APIs · JSON

Persistent character/item data and backend-connected online systems.

Platform integrationSteamworks / Steam

Authentication-related integration, store/release workflow and PC platform features.

ArchitectureOnline co-op · procedural generation

1–4 player systems, contracts, map generation, inventories, loot, crafting and economy.

WorkflowGit / GitHub

Source control, iteration and production maintenance.

TestingDebugging · regression testing

Complex interaction testing across skills, relics, networking and persistence.

Development responsibilities

What I worked on

Key areas I owned or implemented during development.

Gameplay architecture

Classes, combat, skills, passive trees, progression and interaction-heavy build systems.

Items & economy

Randomized equipment, affixes, relic modifiers, crafting, upgrades, vendors and player market systems.

Multiplayer

Online co-op game logic, synchronization, shared contract flow and persistent character data.

Backend

Account-linked persistence, item ownership and online systems built around Supabase integrations.

Endgame systems

Contracts, Data Disks, crafting-driven mapping and escalating challenge structures.

QA & optimization

Debugging complex interactions, regression testing, profiling and ongoing iteration.

Next project

See the rest of the portfolio.