Gothic autobattler · Godot2026

Dreadcourt

Build a court, choose a route, and survive the expedition.

Godot 4GDScriptCombat AIIndexedDB
Dreadcourt project preview
Dreadcourt Bellkeeper battle and combat ledger
The Bellkeeper battle
Dreadcourt expedition map and branching routes
Expedition map
Dreadcourt planning screen with recruitment cards and coven bonds
Recruitment and formation
Dreadcourt battlefield in the Drowned Belfries
The Drowned Belfries

The project

A single-player Godot autobattler with hex-grid deployment, coven synergies, branching routes and ten escalating stages.

A playable desktop and browser build combining formation strategy, recruitment, progression and authored boss encounters.

01 / Challenge

What had to change

Coordinate deterministic combat, player placement and durable run progression across planning, battles, rewards and interrupted sessions.

02 / Approach

How it was shaped

Typed GDScript separates run state, placement resolution, content and a deterministic 30 Hz combat simulation. Versioned checkpoints use native storage or browser IndexedDB; battles resume from their preparation checkpoint.

03 / Outcome

What it delivered

A playable desktop and browser build combining formation strategy, recruitment, progression and authored boss encounters.

Inside the game

Player experience

Recruit and combine courtiers, arrange a formation on a hex grid, and build coven bonds before committing to automatic battles. A branching expedition offers route choices, relic rewards, training and three authored boss encounters.

Combat and progression

Combat runs at a fixed 30 Hz, with movement, unit abilities, enemy targeting and a combat ledger separated from recruitment and run economy. Battles are staged across three distinct regions with original gothic artwork.

Persistence

Committed decisions are saved locally. The browser build uses IndexedDB; a refresh during combat restores the preparation checkpoint for the same encounter, rather than pretending to resume an animation in progress.

Status

Playable single-player game with a native Godot project and browser export. The current build uses mouse and keyboard and does not claim a commercial release.

Engineering and verification

Role

I developed the game’s gameplay systems, interface and progression as an independent project, using Godot and GDScript with project-created artwork and asset tooling.

Simulation

Combat resolves movement, targeting, abilities and damage on a fixed timestep. Separate run-state and placement systems handle recruitment, merges, formation and progression before a battle begins.

Verification

The repository includes automated model and browser checks for combat, legal placement, progression and save recovery. These checks support ongoing refinement.