
Club Fungal is a multiplayer RPG with a live online world. Customize your party of fungals, then explore and play minigames with friends. The game is inspired by nostalgic 2000s online browser games like Club Penguin, Webkinz, and Old School RuneScape.
The game is in active development and is currently available for desktop and mobile browsers. This is a solo indie game project, designed and built alongside a custom game engine.

Swap between units in your party to fight in real time multiplayer with MOBA-style abilities.
Gear up each fungal. Strategize and prepare equipment and ability loadouts for custom builds.

Matchmaking, private rooms, shareable links, and bots make minigames an accessible and instant way to play with friends.

Drop into the live server with friends anytime. Explore persistent and synched worlds.

Every day new items appear in the store. Purchase new equipment to access new abilities and stylish looks.

Catch fish and defeat enemies to collect spores, spending them on stronger gear and abilities.

Custom Game Engine
Built using a data-driven custom game engine architecture along with many internal editor tools for fast prototyping, iteration, and scale. Though reinventing the wheel of a game engine is an intentional challenge of this project, the game has benefited from being lean and tailored to its specific needs.
AI Tooling
The increased speed and efficiency brought by AI tools makes up for the added time and effort of rebuilding game engine systems. These tools accelerate content creation and iteration by operating on game data directly, where at the time it struggled to iterate on Unity's scenes, assets, animations, and UI.

Built for the Web
Playtests publish straight to the browser and open from just a link or QR code, bypassing app stores, which keeps solo game development moving fast. This approach also bypasses the web-build issues that typically arise from using engines like Unity.
Cross-Platform (Mobile and Desktop)
UI layouts are designed responsively for mobile or desktop, portrait and landscape orientation, and keyboard, mouse, and touch inputs. Mobile portrait mode also is designed with a charming UI layout emulating the controls of a Gameboy.

Edits ability stats (damage, cooldown, range) and effects (VFX, audio, animation).

Curates the merch store's daily lineup of items and game content for players to browse and buy.

Builds levels on top of a data-driven system that lets players build their own scenes in-game.

Creates unit templates with customized appearances and abilities to use as playable characters, NPCs, and enemies.

Inspects and prepares over 2,000 3D models from four art packs.

Iterates minigames alongside a live bot matches preview as you edit.
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