Features of v1

  • Support games similar to Ultima 4 / 5 (or any game which uses a rectangular grid layout).
  • Either render tiles directly or in 2.5D using the built in raycaster. Games can switch between the two modes at runtime or display both at the same time (for example use the tiles view as a mini-map).
  • Eldiron comes with integrated tile-maps or your can use your own square tiles with up to four levels of transparency.
  • Single-player or multi-player experiences. Eldiron has a sophisticated multi-threaded server architecture to allow for as many player or NPC characters as possible.
  • Procedural dungeons and regions using a dedicated node system.
  • Cross platform. Eldiron is written in Rust and can nearly run everywhere, i.e. on the Web, macOS, Windows, Linux, iOS, Android etc. Eldiron Creator can run on any desktop.
  • A sophisticated behavior node graph makes creation of AI behavior for NPCs easy. The node system is backed by a full-featured scripting language.
  • Eldiron Creator has editors for tile-maps, regions and node based graphs for character behavior, systems (like crafting), items and the overall game logic.

Retro top-down and isometric perspectives as well as low-poly meshes will be supported post v1.


  • Being able to create games similar to the RPGs of the 80’s and 90’s.
  • Support single-player or multi-player games and even MMOs.
  • Over time support more perspectives like top-down, isometric and support for low-poly meshes.
  • Complex character behaviors. My goal is to be able to simulate real life character behavior and whole cities. Your phones CPU power is more than 50 times faster than the computers the original Ultima 5 ran on. There is no reason to limit what you can do. The behavior node and scripting system has been designed from the ground up to be flexible and expandable.