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Arkeria: Project Isekai

A cozy 3D fantasy life RPG: live in another world's town as a farmer, merchant or mercenary, farming, trading and investigating while prices shift with NPC production and seasonal harvests, and townsfolk keep their own routines.

Author: Stone Integrity
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Description

Arkeria: Project Isekai is a 3D fantasy life RPG about living as a resident of another world. A farmer, a merchant and a mercenary share the same town but follow different daily routines built around production, trade and exploration. It is a gift for anyone who wonders what another life might feel like.

Each profession brings its own goals, information and decisions:

  • Farmer: grows crops and cares for livestock.
  • Merchant: buys and sells goods while tracking costs and customer debts.
  • Mercenary: gathers testimony, investigates clues and explores dungeons.

The town's economy responds to what you do. For selected goods, NPC production and consumption, shipments and seasonal harvests affect stock and prices; bulk purchases and sales move the market, and shops and customers have limited funds. Credit sales and repayments are recorded, so profit and available cash are separate concerns. The mercenary's case notebook links testimony, physical clues and locations to guide the next investigation, and alongside authored cases, procedural contracts combine items, identifying features, witnesses and destinations within defined rules. Key NPCs work, travel and return home on schedules, and you trade with them, hear their stories and take on their requests as those routines unfold.

The goal is to let players understand the world through everyday actions without having to study the whole simulation. The game is a solo-developed MVP that tests its core gameplay with three playable characters, and it supports Korean, English and Japanese. During development, the author also used World Labs with a map image to simulate the world's spatial layout and explore how the map could become a 3D environment, while the playable world was built separately in Godot; the music was generated with Suno, and Claude and Astra assisted with code, localization and development.

The project was already in development before the hackathon began on September 15, with a playable Godot 4 prototype that included a 3D town, three playable characters, farming, trading, dungeon combat, NPC schedules and quest systems. During the event, the author added Japanese localization and the merchant's bookkeeping quest and notebook summary, improved Kyle's opening training, the combat skill and cooldown UI, shield and skill behavior, investigation guidance and dialogue, and fixed movement and collision issues.

How Tripo was used

Tripo laid the foundation for the game's character production: the author used it to create 3D character assets, then edited them in Blender, rigged and animated them with Mixamo, and integrated them into Godot as playable characters and NPCs.

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