Main game spine

The World Beneath is becoming a connected game world.

The main game is the parent RPG: dungeons, creatures, pets, inventory, crafting, account identity, and a world map that can eventually hold societies, territory, and long-running player history.

The project is no longer just one distant game page. The Garden is live as the first playable World Key, Trenchworks is growing as the next standalone lane, and the shared website/account platform now supports the community and pet framework around it.

What has taken shape

The important shift is that The World Beneath is now an ecosystem: one main RPG, smaller playable World Keys, a shared account layer, and side projects that can grow inside the same setting.

The Garden World Key entry screen

The first playable World Key is live

The Garden gives visitors a real playable starting point while the larger RPG continues development. It is a browser preview with progress saved to your TWB account while shared reward movement waits for the server safety checks.

Play The Garden
TWB Trenchworks emplacement artwork

Trenchworks is the next game lane

Trenchworks is a standalone Unity project about factory supply lines feeding an automated trench war. It expands the TWB world without replacing the main RPG.

View Trenchworks
Creature and crafting systems artwork

Shared pets and accounts are underway

The website now supports account identity, forum access, support tickets, the pet catalog framework, account-owned pets, and Peggy as the first Guardian Angel supporter pet.

Open Account
The World Beneath Unity prototype world map screen

The main Unity game remains the spine

The Unity prototype has active work around world-map presentation, node dungeon interaction, reward claiming, inventory and crafting surfaces, starter pets, and the HoloGlyph field-tablet UI style.

Main game prototype screenshots

These are frame-only Unity prototype captures from the current main-game build, seeded with cards, materials, crafting inputs, companion records, and the world-map activity view for Kickstarter proof.

Unity prototype world-map activity screen with regional nodes

World-map activities

The activities screen routes into the map layer, with regional nodes, navigation controls, and scale toggles.

Unity prototype archive screen showing companion cards

Pet and card archive

The archive surface shows companion cards and filters, tying creature records into the broader card-based UI.

Unity prototype inventory screen showing seeded materials and account state

Inventory and account state

The inventory screen shows material slots, account state, starter picks, and companion rows in the HoloGlyph layout.

Unity prototype craft-create screen with active material selections

Craft-create flow

Crafting creation has active material selections and a staged card result path for stronger progression items.

Unity prototype modifier-application screen with Peggy selected and modifiers slotted

Modifier application

The apply flow can stage a companion, skill card, modifier slots, and commit path before the balance rules are opened.

Unity prototype recipe book screen with pet, skill, and modifier recipes

Recipe reference

The recipe book shows pet, skill, and modifier recipe surfaces with a preview output panel for progression planning.

The main RPG itself

The full game is not the public playable release yet. It is the larger system all of this points back toward: dungeon runs feeding creature growth, crafting, inventory, world-map progress, and eventually society-scale play.

The World Beneath Unity prototype world map activity screen

Dungeon and reward flow

The current Unity lane is testing dungeon-node interaction, run tracking, reward claiming, and inventory updates before those loops become public-facing systems.

The World Beneath Unity prototype inventory screen

Inventory, archive, and crafting

Inventory V2, card-summary/archive surfaces, crafting-create and crafting-apply screens, materials, catalysts, modifiers, and generated icon sets are being wired into a consistent UI.

The World Beneath Unity prototype companion archive screen

Creatures and starter companions

Starter pets and companion records are now treated as shared account companions. World Key skills stay separate from main-game balance until the rules are approved.

The World Beneath Unity prototype modifier application screen

Crafting and companion growth

Crafting work now includes create and apply surfaces where materials, skill cards, modifiers, and companion records can be staged before final balance rules are approved.

How the pieces connect

The current plan is not to hide everything until the full RPG is finished. The world is being built through smaller public proofs, then connected back into a shared account and pet framework.

World Keys

Smaller playable games like The Garden let people enter the setting early. They can teach the systems, test the account layer, and give Kickstarter visitors something real to open.

Shared account layer

Accounts, forum identity, support tickets, pet catalog data, owned pets, and supporter rewards now live on the website. Deeper economy and cross-game reward movement still need safe testing before they are turned on publicly.

The main RPG

The Unity RPG remains the long-term destination: a bigger game with dungeons, creatures, crafting, inventory, map progression, societies, trade, and territory pressure.

Creator and community layer

The forum, creator call, commercial-license planning, and Kickstarter runway are part of the same idea: a living world that can grow with players and selected creators over time.

BobNet OS

BobNet OS is the behind-the-scenes project workbench: a local AI kanban and review tool for turning plans into cards, Codex runs, evidence, and cleaner next steps.

Open BobNet OS

What is still being proven

This page should be honest about the line between what exists now and what still needs hardening.

  • The Garden is live with account-saved progress; shared rewards will open only after the server-side safety checks are ready.
  • The main RPG Unity prototype is not a public release yet.
  • Trenchworks is active, but still needs more proof before it becomes a playable public build.
  • Shared pets exist as an account framework; game-to-game economy rules still need approval and testing.

Support the project and honor Peggy

Peggy was the cat Brian rescued from a recycling center when he was 22 years old. She became his grandmother's cat, lived in the family home, and spent 15 years and 8 months as a steady source of companionship and emotional support for the whole family before passing away in May 2026.

The Guardian Angels program is meant to immortalize pets like Peggy: the animals who become family, help carry us through hard parts of life, and deserve a lasting place in The World Beneath.

Loading Peggy supporter package

Checking supporter reward details.