An interactive, community-driven text-based idle MMORPG. No player models, no combat animations. Just a raw, unforgiving world, told through text, art, and systems, built by one person.
You won't see your character. You won't see anyone else's, either. Just a dot on a map. That's the point.
Sanguis strips away everything that usually stands between a player and a world: no rigged models, no combat animation pipeline, no engine overhead most solo developers can't afford to build alone. What's left is atmosphere, systems, and consequence: a text-based MMO in the tradition of the genre's earliest, strangest ideas, built for a world that's cold, violent, and ruled by status rather than justice.
Think Frank Frazetta's brush, filtered through the bones of early Elder Scrolls and Quake-era dungeon crawlers. Every system underneath it (stats, loot, guild warfare, crafting) exists to make that world feel lived-in, dangerous, and worth fighting for.
Sanguis leans into traditional high fantasy with something rougher underneath it. There are slaves and warriors here, no true justice, and no social safety net. You carve out your place, or someone else carves it for you.
Because the lore doesn't always stay polite, every player sets their own comfort line before they see any of it.
Zero nudity, no matter what the lore says. Fully SFW by default.
The world exactly as written: gruesome and unclothed where the story calls for it.
A 70-page document doesn't just describe a game. It specifies one. Tap any system below.
Every system above needed an interface. Every interface needed art.
Not a downloaded kit. Ornate frame art, restyled and reassembled into a working component system. Getting non-uniform artwork to scale cleanly across dozens of box sizes, without stretching or tiling seams, was its own extended technical problem.
289 race/class combinations and 13 live-computed stats, calculated and rendered entirely in the browser. No backend, no build step. Try it below.
Full regional maps, birds in flight, moving light, animated by hand and posterized down to 11fps specifically to keep file sizes sane without shipping a library of full-resolution video.
Where a solo developer can't afford a full art team, AI generation closes the gap, but every piece that ships is composited, corrected, and finished by hand.
Everything below (UI, logo, mockups, world art) designed and built by hand.
Every panel, frame, and button in the interface, built from hand-sourced ornate assets, restyled into one consistent system. This is the main design showcase for the project.
The Sanguis wordmark, developed through several material and color passes.
Race and class selection, built against Frazetta-inspired key art. The first screen every player sees.
The entire map is animated with atmospheric effects such as birds, wind, water movement, and lighting. Photoshop, After Effects.
A mockup of how conversations play out in-game: branching dialogue choices layered over the scene itself, so a negotiation with an NPC feels like part of the world rather than a menu on top of it.
A handful of the insectoid faction's roster: warrior, general, mage, and boss variants, each built as a distinct silhouette so they read instantly in combat. Fully animated in-game sprites, shown here in motion.
What opening a large node looks like: enemies you've already discovered, items that stay hidden until you've actually looted them, a reputation tracker, and the cooldown and mode controls for running it.
A full conversation pass with a real NPC. Tags for disposition, race, and role sit next to the portrait, and every reply branches into distinct dialogue options rather than a flat list of choices.
Seventeen playable races. A handful of them, below.
Armor, weapons, jewelry, grimoires. The loot table just keeps growing.
The interactive system behind everything above: every race, every class, calculated in your browser in real time.
Three actual dungeon nodes from the design document, running on their real formulas: a stat checked against a per-level modifier, one level at a time. The run ends at your first failure. Whatever you've already cleared, you keep. This uses whichever race and class you picked above.
Sanguis is a personal project, and it's on pause for now. Building a world this size is a one-person job by design, and I'm waiting for AI tooling to mature enough to actually help carry that weight before picking the coding back up, the same way it already helped build everything you've just seen on this page. Until then, this page is a fair sample of how I think: systems, interfaces, and worldbuilding, all built by hand. If that's the kind of work you need, take a look at what else I do.
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