Getty Square · Yonkers, NY · after dusk

The city you know.
The world underneath.

An old-school, party-based urban-fantasy RPG where neighborhood rumors lead to tactical battles beneath Yonkers and the Bronx.

Concept stage — design brief available; playable build not started

The premise

Everyday streets. Hidden rules.

You assemble a four-person party, follow leads through familiar neighborhoods, and discover a supernatural underworld threaded through apartment buildings, parks, train stations, and service tunnels. Exploration and conversation shift into turn-based, grid-based combat when trouble finds you.

Representative artwork · first pass

Getty Square, after the rain.

This is the first real visual target for the exploration view: a readable four-person party, warm neighborhood light, damp masonry, transit infrastructure, and one supernatural detail hiding in plain sight.

Three-quarter top-down pixel-art concept of a Getty Square-inspired plaza with four adventurers, pedestrians, buses, shops, a transit entrance, and turquoise water glowing from a drain
What to judge: camera angle, color, character scale, street density, and how grounded or supernatural the world should feel. AI-generated for visual development; shipped assets would be redrawn into a consistent, rights-controlled production set. View full resolution ↗

Starting hub

A compressed Getty Square

Recognizable geography, handcrafted for dense play instead of copied block for block.

01

Transit Plaza

Arrival, party check, safe-house contact

02

South Broadway

Fictional storefronts, rumors, first lead

03

Civic Overlook

Landmark silhouette and orientation point

04

River Walk

Daylighted river, clues, waterfront route

05

Service Space

Tutorial dungeon beneath the square

30–45 minute vertical slice

Something below Getty Square is redirecting water—and memories.

A transit worker disappears after reporting running water where no pipe should be. The party follows a trail from the square into a sealed service space, then decides whether to destroy, bind, or bargain with what they find.

  1. 01
    ArriveMeet the contact and learn the party
  2. 02
    InvestigateChoose two of three neighborhood leads
  3. 03
    ConfrontTalk, evade, or fight at the entrance
  4. 04
    DescendExplore the two-room service-space dungeon
  5. 05
    ChooseRescue the worker and contain the source
⌁

Explore

Top-down pixel-art districts built from reusable street, storefront, transit, river, and tunnel tiles.

◆

Decide

Skill checks create complications and alternate routes. Failure moves the story instead of stopping it.

✦

Fight

Readable d20-inspired tactics with movement, cover, visible hit chances, and signature abilities.

↟

Travel

Walk within districts; use subway, Metro-North, buses, taxis, and later supernatural routes between them.

Built to stay focused

One neighborhood, then the city opens.

5exploration screens

4party members

2combat encounters

3noncombat resolutions

Project assets

Read the work so far

These are the current deliverables. The artwork above is a visual-development target; a playable Godot prototype has not started.