LOSTERNGAMES

Our project

Adventure / Settlement building / Co‑op
A medieval valley with a riverside settlement, a wooden bridge and travellers on a hillside road.
Environment referenceAI-generated. Not game footage.

A medieval
sandbox.

Explore on foot, fight as your own character, and build a settlement with the people who join you.

The project brings adventure, building and leadership into one world. You can play alone or share it with up to three friends.

Setting
Medieval, low fantasy
Perspective
First & third person
Players
Solo / 2–4 co-op

About the game

As your settlement grows, you continue to travel, explore and take part in fights yourself. You decide where to build and how to lead a larger group while remaining part of the world on the ground.

First person is the main view, with third person available as an option. The setting draws mostly from medieval life; magic and the supernatural are rare.

Character combat, settlement building and leading an army all have a place in the game. We want room to choose what you spend your time on and how you approach a problem.

Co-op is built into that design: a small group sharing the same world, with the freedom to work together or head off to do different things.

Technology

Engine, characters & development tools

Unreal Engine

C++ & Blueprints

Unreal is our engine choice for the environment, characters, animation and co-op. Being able to work on those parts in the same editor makes it easier to see how they fit together.

The development approach pairs C++ with Blueprints. Blueprints are useful for trying ideas and adjusting behaviour in the editor. C++ gives us control over the underlying systems and how they communicate. We want both available, with the choice depending on the task.

Lighting and character detail need to suit a game where the camera can move from a conversation to a settlement full of people. That means choosing settings for the scene as a whole, then checking their cost with Unreal's profiling tools. A close-up character and someone on the far side of a village don't need the same level of detail.

Unreal Engine documentation

Custom MetaHumans

Character workflow

MetaHuman gives us a base for rigged human characters. For this game, we want to use it with original faces, body proportions, hair and medieval clothing. Those choices should make people look like they belong in the setting.

We plan to bring original character meshes into MetaHuman Creator, add custom clothing and materials, and assemble them for Unreal. Three parts of the toolset are especially useful for that work.

Original head & body meshes
Epic's From Custom Mesh tool can fit custom human meshes to MetaHuman topology and rig. This gives us a route from an original sculpt to an animated character, with manual adjustments where the fit needs work.
Clothing, hair & materials
Character exports let us take the work into a modelling tool for clothing and other custom assets. Texture and material overrides are useful for matching skin, hair and fabric to the same visual style, then assembling them back in Unreal.
Lighting & game assembly
MetaHuman's custom lighting previews let us judge a character under lighting closer to the environment. Game-oriented assembly and levels of detail provide ways to reduce character cost as the camera moves away.

Faces need to remain recognisable when they move, and clothing needs to fit different body shapes. Those are the practical checks for the custom characters in this setting.

Development workflow

Editor tools & AI

Small tools for repeated work

Unreal's Python tools are useful for jobs such as batch imports and asset checks. That's where we want automation to help: with a repeated task that takes time away from working on the game. The scripts should stay small enough to understand and adjust when the project changes.

Claude and Codex

Claude and Codex support code, debugging, test generation, design discussions and documentation. I use them to compare approaches and break down problems, then review the result before it becomes part of the project.

Studio & contact

Lostern Games

Eren Hukum

Founder & developer
Türkiye

I'm Eren, the person behind Lostern Games.

I like games that let you play a character and build something larger around them. This project puts that idea into a medieval setting, with a settlement and the people in it as much a part of the experience as exploring and fighting.

I lead the project and use AI tools to support the work, with limited outside help planned for specialist tasks. If you'd like to talk about the project or working together, you can reach me directly.

lost@losterngames.com