Cosmic Stranger
A third-person action RPG — Elden Ring locomotion and melee, Diablo skills, procedural animation.
The Game
Hooded Wanderer
A hooded magenta-aura wanderer is the quality bar: third-person locomotion and melee with a Diablo-style skill bar. Animation is physics-first and procedural (few keyframes, IK and cloth as layers), not a large clip graph.
Playable today on the Flowing Fidelity engine. Hero mesh, gamepad, and camera collision are the remaining polish — the motor, skills, cloth, and VFX are already in tree.
The Fantasy
Systems already running in the mystic wanderer prototype — locomotion, combat, cloth, and aura.
Locomotion
Stride-wheel walk/run, foot IK on terrain, dodge and sprint. The motor owns translation so clips never fight the heightmap.
Melee & Skills
Context-sensitive light and heavy strings, lock-on, stamina and poise. A six-slot skill bar with aimed spells and cooldowns.
Cloth
Robe and hood as a Verlet grid — warp, weft, shear, aero — colliding with the body and the ground.
Magenta Aura
Socket emitters, trails, ground discs, and volumetric haze. The silhouette should read as mystic smoke, not a particle fountain.
Media
Concept art, early screenshots, and development snapshots.
Development Status
Cosmic Stranger is in active development on the Flowing Fidelity engine, currently playable as the mystic wanderer prototype. Follow progress through the development timeline.
Engine Foundation
Vulkan renderer, ECS, lockstep sim, pathfinding, editor.
Playable Vehicle
Third-person motor, follow camera, placeholder silhouette on streaming terrain.
Combat, Cloth, VFX
Melee, skills, robe cloth, magenta aura, ragdoll hit reactions.
Hero Mesh & Gamepad
Hooded-wanderer mesh matching concept; full pad control and camera collision.
Stay in the Loop
Follow development progress, get early access to media, and be the first to know when Cosmic Stranger is ready.