
Long-term game project · Ongoing development · Godot 4.7.1
MartoriaThe First Oath
A Chinese-language 2D exploration RPG about contradictory memory, civic responsibility, and the cost of choosing a usable truth.
Play the latest demoDesign thesis
Who gets to define history?
The current demo turns that question into an explorable system. Testimony keeps its source and uncertainty; the player can act on a dangerous situation, but the game does not erase other accounts to reward a convenient answer.
I am carrying that premise through narrative design, engineering, world construction, interface direction, content production, QA, and successive playable demos.
Project highlights
The idea survives contact with the systems.
A world that remembers who said what.
Evidence records preserve source, conflict, and uncertainty. Player choices change the route without silently rewriting the testimony that produced them.
A dense opening region, not an empty promise.
One authored 58×36 winter village connects 13 houses, 30 speaking NPCs, four shops, a complete tavern interior, environmental clues, and an escalating northeast route.
Narrative decisions become systemic consequences.
A three-scene illustrated prologue flows into investigation, a layered live map, inventory, economy, a true turn-based battle, and an oath that persists.
Production confidence is designed in.
Rules, saves, UI, world interactions, purchases, quest state, scene geometry, and combat pass 349 automated checks before release.
Technical foundation
Built to expand without losing its memory.
- Engine
- Godot 4.7.1 · GDScript · 2D Canvas · GL Compatibility
- Architecture
- Resource-driven content, combat, item, weapon, enemy, and shop catalogs
- State
- Schema v2 persistent saves with branching quest, archive, and economy state
- Quality
- Headless rules, save, UI, scene, and world/integration QA across 349 checks
What I brought
One project, four disciplines.
Game & system design
Translated a narrative thesis into exploration, evidence, economy, combat, progression, and consequence loops.
Engineering
Built modular GDScript services and data catalogs that let content expand without hard-coding every interaction.
Experience direction
Unified pixel-art worldbuilding, Chinese-language UI, dialogue, feedback, audio cues, and readable player goals.
Production & QA
Maintained save compatibility, automated regression coverage, release boundaries, and a verified browser build.
Latest verified demo
The opening slice now reads, moves, and fights as one chapter.
The latest snapshot adds a three-page illustrated prologue, a fixed opening route, denser guidance, a full live map, and a rebuilt turn-based encounter while preserving the investigation and save systems.
- Three-scene illustrated prologue and fixed Cael opening
- 58×36 village, 30 NPCs, quest markers, and layered live map
- Turn-based battle, inventory, equipment, shops, and tavern interior
- Branching response preserved through schema v2 saves
In-engine evidence
World, system, consequence.




Playable demo
Try the current build.
This is the actual Godot export—not a simplified recreation. Start the current project snapshot directly in your browser.
Ongoing development
A growing world, currently represented by one demo.
Martoria is a long-term game project. The current demo covers one substantial opening region, the tavern interior, the First Oath quest, and a tested combat conclusion; the wider game remains in active development.
