Solo-Developed · Dark Fantasy · Idle MMO

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.

One person. One document. One world.

By The Numbers

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Pages in the GDD
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Core Systems
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Environments Designed
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Race × Class Combos
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Core Stats
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Developer
Setting & Aesthetic

A World Where Status Is Power

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.

That tone comes from a specific well of influences: the dread of Witchhaven, the industrial dread of early Quake, and the desolate freedom of Elder Scrolls: Arena and Daggerfall.
Player-Set Content Rating

Visual Modes

Because the lore doesn't always stay polite, every player sets their own comfort line before they see any of it.

Safe

Zero nudity, no matter what the lore says. Fully SFW by default.

Lore Accurate

The world exactly as written: gruesome and unclothed where the story calls for it.

What's Actually Running Underneath

Core Systems

A 70-page document doesn't just describe a game. It specifies one. Tap any system below.

Seventeen races, seventeen classes, thirteen stats, and every combination changes how the world responds to you. All stats start at 50 and shift at creation based on race and class. A Vampire leans into Persuade and Luck at the cost of Sight, while an Ogre trades away Intelligence and Stealth for raw Strength. This system is fully playable in the Class & Stat Matrix elsewhere on this page.
Every encounter (a fight, a negotiation, a dungeon) is a "node," resolved through stat-driven rolls. A single-roll node checks one stat against one outcome. A multi-roll node, like a six-level dungeon, checks a stat repeatedly with escalating difficulty. Most runs end at the first failure, keeping whatever's already been cleared.
The map is carved into regions, each claimable by guilds competing for weekly XP dominance. Winning a region hands a guild real power: setting local tax rates, shifting a region's hostility toward specific races, and tuning how often bandits or events spawn. Up to five regions, one guild, one week at a time.
This is an idle game underneath the roleplay. Players can queue up to 24 hours of automated node-running: choosing what to fight, where loot gets banked, how health gets managed, and what happens if healing runs out. Log off, come back to progress.
No sprawling profession list. Just one universal crafting level that improves everything you make as it rises. Early materials behave the same everywhere; later, geography starts to matter, and the materials found in a frozen region start outperforming desert materials for specific gear.
Hire personal workers (fishing, mining, deciphering, up to five per player) or region workers that guard borders and collect tribute for your guild. The idle economy runs even while you're not clicking anything.
Wagered, stat-based duels. A host picks the stat, the stakes, and the number of rounds, and can even hide the stat being rolled for an edge. Death stakes are optional, up to full permadeath: lose, and your character hands over everything they're carrying.
Trade chat, an auction house, and regional tax rates that shift week to week. The economy isn't static set-dressing, it's something guilds actively fight over.
Design, Code, and Art: All One Person

Graphical Challenges Solved

Every system above needed an interface. Every interface needed art.

A UI System Built From Raw Assets

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.

A Fully Interactive Stat Matrix

289 race/class combinations and 13 live-computed stats, calculated and rendered entirely in the browser. No backend, no build step. Try it below.

Hand-Animated Maps, Posterized On Purpose

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.

AI-Assisted, Hand-Finished Art

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.

Graphic Design & Creation

The Work Itself

Everything below (UI, logo, mockups, world art) designed and built by hand.

Sanguis full UI system showcase

The UI System

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.

Sanguis logo and color variations

Logo & Variations

The Sanguis wordmark, developed through several material and color passes.

Character creation screen mockup, Outworlder Trader

Character Creation

Race and class selection, built against Frazetta-inspired key art. The first screen every player sees.

Game map of the region Haven

Game Map of the Region 'Haven'

The entire map is animated with atmospheric effects such as birds, wind, water movement, and lighting. Photoshop, After Effects.

Dialog and chat options with an NPC

Dialog and Chat Options With NPCs

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.

Insectoid Warrior enemy design Insectoid General enemy design Insectoid Mage enemy design Spider Boss enemy design

Enemy Designs

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.

Mt. Cryptis node inspection screen

Node Inspection: Mt. Cryptis

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.

NPC Dialogue: Tony, the Mysterious Keeper

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.

A Sample of the Roster

Races

Seventeen playable races. A handful of them, below.

Loot, Crafting & Trade

Items

Armor, weapons, jewelry, grimoires. The loot table just keeps growing.

Weapon item icon
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Ring item icon
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Necklace item icon
Grimoire item icon
Gauntlets item icon
Greaves item icon
Try It Yourself

The Character Engine, Live

The interactive system behind everything above: every race, every class, calculated in your browser in real time.

Interactive Stat & Class Matrix

Active Modifiers
Calculated Attributes
Main Stats
Secondary Stats
Nodes & The Roll System, Live

Try a Real Node

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.

Pick a node above, then enter.
Sanguis world globe

Seventy Pages In, And Still Writing

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.

See More of My Work

Get in touch!

    Get in touch!

      contact@wilgotwall.com | +46793339265