OBANIDO carved in photorealistic dark stone with glowing green neon energy bolts and floor reflections
DUNGEON SYSTEMS INDIE STUDIO

Crafting High-Intensity Multiverse Roguelikes Powered by Agentic Engineering.

OBanido is an independent game development studio engineering deep procedural combat loops. We combine disciplined software engineering, deterministic AI agent workflows, and modern cloud telemetry to build systems-driven bullet-heaven action games in Godot 4.3+ for mobile devices.

60 FPS Locked Mobile Budget
200+ Active Entities / Viewport
Godot 4.3+ Engine & GDScript Core
Zero Alloc Per-Frame Object Pooling

Prototype #1: Mobile Bullet-Heaven Action Roguelike

An intense, two-handed landscape action roguelike set in modern society colliding with otherworldly dimensions. Built from the ground up for high-density mob choreography, precision positioning, and high-stakes skill triggers.

Landscape Mobile Layout

Designed specifically for landscape orientation. Features a floating virtual joystick with thumb-zone framing that never obscures high-danger collision vectors, with seamless WASD/arrow key desktop debugging fallbacks.

Active Condition Skills

Signature combat mechanic: powerful active abilities that trigger upon satisfying situational battlefield criteria (such as grazing elite projectiles or sustaining kill combos) without consuming primary passive ability slots.

In-Run Risk/Reward Subsystem

For high-cost dimensional events, an integrated in-run Gacha-like subsystem lets players wager run health or collected dimensional catalysts for extreme celestial upgrades or cataclysmic wave modifiers.

Sandbox Combat Viewport // Landscape 16:9
HP 82% TIME 04:32 LVL 14 60 FPS
+240 CRIT! GRAZE! JOYSTICK ZONE BURST

The Three Dimensional Gates

Catastrophic dimensional gates have pierced contemporary reality. Players synthesize forbidden powers, weaponry, and artifacts across three contrasting realms.

Gate I • Neon Grid

Cyberpunk Society

Hyper-accelerated cybernetic enhancements, autonomous micro-drone swarms, and synthetic electromagnetic fields. Focuses on sustained high-frequency piercing fire, automated turrets, and electronic area-denial grids.

Fire-Rate
Drone Swarm
Defense
  • Overclocked Rail-Pistols & Smart Munitions
  • Nanotech Sentry Drones with Automated Targeting
  • Condition: Trigger EMP shockwave after 5 consecutive dashes
Gate II • Celestial Peak

Xianxia Cultivators

Esoteric Qi flow manipulation, orbiting spirit swords, and celestial talisman arrays. Focuses on resonant harmonic damage, expanding spiritual domains, and long-range orbital entity sweeps.

Orbital Blades
Qi Resonance
Domain AoE
  • Flying Sword Arrays with Telekinetic Orbiting
  • Golden Core Defensive Aura & Meridian Channeling
  • Condition: Release Thousand-Sword Storm when mob density > 50
Gate III • Crimson Fortress

Fantasy Medieval

Ancient runic witchcraft, blood-forged plate armor, and devastating warhammer swings. Delivers massive cleave radiuses, life-steal mechanics, and apocalyptic sacrificial burst damage.

Cleave Radius
Blood Sacrifice
Runic Cleave
  • Heavy Cleave Broadswords & Runic Warhammer Crashes
  • Blood Pact Synergies: Convert HP deficit into damage
  • Condition: Cast Divine Retribution when HP drops below 25%

Active Condition Skill Execution Loop

Traditional bullet-heavens restrict player agency to passive auto-firing. Prototype #1 breaks the mold with Active Condition Skills: independent capability slots that trigger high-impact tactical spells dynamically when real-time battlefield criteria are verified.

Battle Event Near-Miss Grazing Condition Gate Dist < 15px && Cooldown Active Burst Zero Passive Slot
Fig 1. Deterministic condition-driven tactical trigger pipeline in Godot 4.3+

Performance & Hardware Budget

Mobile performance is non-negotiable. Prototype #1 is engineered to maintain a rock-solid 60 FPS on mid-tier mobile hardware (Snapdragon 7-series / Apple A13+) through strict memory constraints:

  • 200+ Entity Concurrency: Mobs, projectiles, and XP gems dynamically simulated without frame drops.
  • Zero Per-Frame Allocation: Strict entity object pooling for bullets, particle effects, and dropped loot.
  • Geometry-First Vertical Slice: Validates raw game feel and collision clarity before GPU-heavy art pipelines.

Staff AI Engineering Meets Systems Game Design

OBanido is founded by high-caliber enterprise engineering leadership. We bridge enterprise cloud infrastructure, agentic AI pair-programming, and real-time game architecture.

Pedro Ernesto

Founder • Staff AI Engineer at a Fortune 500 company

Enterprise software leader specializing in distributed AI systems, agentic workflow automation, and high-throughput real-time architectures. At OBanido, Pedro applies Fortune 500 engineering rigor, deterministic verification gates, and AI pair-programming to revolutionize indie game production cycles.

Fortune 500 Staff AI Engineer Agentic CI/CD Architectures Godot 4.3+ Systems Design Cloudflare Edge & Telemetry

Agentic Studio Workflow

OBanido uses disciplined AI-agent pair-programming. Every system slice progresses through strict Test-Driven Development (TDD), automated Playwright/headless tests, deterministic verification gates, and peer-style code reviews.

Procedural Telemetry & Analytics Pipeline Serverless Pipeline

High-throughput mobile session telemetry built on serverless ingest (Cloudflare Edge & event streaming). Ingests run survival duration, death coordinate heatmaps, and ability pick-rates to diagnose difficulty spikes.

AI-Assisted Horde & Wave Balancing Simulation Nodes

Automated headless game simulations run via cloud compute nodes to evaluate 100,000+ procedural mob wave permutations. AI evaluation models fine-tune pacing curves and eliminate degenerate dominant strategies.

Live Ops & Procedural Gate Modifiers Global Edge

Dynamic weekly realm modifiers and celestial event schedules distributed via ultra-low-latency edge KV stores, keeping the roguelike metagame evolving without requiring heavy client app updates.

Production Roadmap

A structured, disciplined three-phase delivery path transitioning from geometric vertical slice validation to closed alpha playtesting and global mobile launch.

Phase 1 • Active Q4 2026 – Q1 2027

Vertical Slice Sandbox

Establish core game feel with geometric primitives. Validate mob pathfinding, touch controls, 60 FPS mobile rendering, and the Triad of Dimensional Gates baseline skills.

  • ✓ Godot 4.3+ 2D engine architecture & pooling
  • ✓ Floating virtual joystick & landscape camera
  • ✓ 3 Dimensional Gates baseline skill prototypes
  • ✓ Active Condition Skill trigger engine
Phase 2 • Upcoming Q2 2027

Closed Alpha & Telemetry

Introduce tailored 2D pixel/vector sprite art, high-impact combat audio, and deploy cloud telemetry pipeline to capture combat heatmaps from 100+ external playtesters.

  • ○ In-run Gacha-like subsystem balancing
  • ○ Cloudflare edge event ingest pipeline
  • ○ 10-minute full run progression & boss encounters
  • ○ iOS TestFlight & Android Closed Track releases
Phase 3 • Future Q3 2027+

Public Beta & Live Launch

App Store and Google Play commercial launch. Deployment of cloud-balanced live ops events, dynamic realm rotation, and expanded dimensional gate lore.

  • ○ Full mobile app store distribution
  • ○ Cloud AI automated wave balance models
  • ○ Seasonal metagame & dimensional gate expansions
  • ○ Global leaderboard & community challenge runs

Direct Studio Communications

We welcome correspondence from players, fellow developers, publishers, and industry partners.

Connect with OBanido

All communications are routed directly to studio leadership via verified custom domain routing on obanido.xyz.

Infrastructure & Domain Verification

This web presence is hosted on Cloudflare Pages and securely registered to the apex domain obanido.xyz, serving programmatic edge verification for institutional evaluators.

• Apex Domain: obanido.xyz
• Nameservers: Cloudflare DNSSEC Active
• Email Routing: SPF / DKIM / MX Verified
• Hosting: Zero-Build Static Edge Pipeline
• Founder: Pedro Ernesto (github.com/PedrocaODev)