Atlas Six Background
Version 0.3

THE ATLAS
SIX

A story-driven fantasy RPG forged from real friendship

Meet the PartyDocs
The World Awaits

FIVE KINGDOMS.
ONE WAR.

The Atlas Six is a desktop fantasy RPG built without a game engine: forged in raw JavaScript, Electron.js, and friendship. It weaves branching narratives with tactical combat, cozy settings, and off-the-top weirdness and madness.

✦ A Note from the Developer

"This game exists because I had a crazy idea and even crazier people to back it up. Why no game engine, you ask? Just for the fun of it." — Tino

A golden scroll icon

Branching Narrative

Make choices that not only affect your party but the world around you and carry the consequences of every word spoken.

A golden sword icon

Character Creation

Forge your identity from Gender, Kingdom, and Class. Your background is the stepping stone to an interesting journey.

A golden knight on a horse icon

Tactical Combat

Master turn-based battles with deck-builder depth. Chain unique abilities, exploit enemy weaknesses, and build synergies.

A golden world icon

World Progression

Watch the world evolve as you grow. Expand your skill tree, manage your expanding inventory, and unlock the secrets of the Five Kingdoms.

A golden set of 3 masks icon

Dynamic Relationships

Interact with strange characters and deepen your relationships, or let those who cross you suffer at your wrath.

A hand of golden cards icon

The Atlas Deck

This time, you do choose your cards. Build a deck capable of surviving the madness of the Known World.

The Known World

Map Under ConstructionClick a kingdom or a point of interest to learn more about it.
Unrolling the Parchment...

Encyclopedia

A snapshot of the nations and powers that shape the face of The Atlas Six.

The Five Kingdoms
Aurelia
Water

Aurelia

A peaceful heart of radiant forests and shimmering lakes. Ruled by ancient scholars, they master the healing arts and nature magic, guarding the world's wisdom with strategic grace.

Eryndor
Earth

Eryndor

A military titan forged in mountain flame. Governed by a rigid aristocracy of knights and earth-shapers, they prize honour and raw conquering strength above all else.

Kurohana
Fire

Kurohana

A volcanic realm of cherry blossoms and ancestral pride. Their warriors blend lethal fire magic with artistic ferocity, fueled by a deep-rooted hatred for their rivals in Eryndor.

Valdora
Arcane

Valdora

The cradle of magical mystery hidden in deep woods. Ruled by circles of Archmages, they relentlessly pursue ancient knowledge, balancing supreme wisdom with dangerous power.

Hollowind
Air

Hollowind

A smog-choked metropolis of gears and lightning towers. Led by secretive guilds, they wield shadow magic to power machines that can shift the tides of any war.

The Story

A night to remember

Bloomhaven is a charming inn tucked in the heart of Aurelia, exuding warmth and inviting tranquility to all who pass through. It is the most visited refuge in the archipelago, known as the place where adventurers gather to rest after a long day of collecting bounties in the wilds. Ivy-wrapped walls and flower-laden windows reflect the kingdom's affinity for nature, while the scent of lavender drifts through the halls.

You have arrived with your party to wash away the dust of a grueling day's hunt. The inn is currently alive with the soft, golden glow of its namesake lanterns and the boisterous laughter of travelers.

But as the sun vanishes, the cozy ambiance feels fragile. You have dozed off for only a moment, and yet the atmosphere has shifted. You are here to live through the night, speaking to those who have found rest within these walls while keeping your eyes awake. The peace of Bloomhaven is a rare gift, but tonight, the darkness waiting outside the golden light feels more personal than a dream.

The crazy cool people

Our Community

Friends, playtesters, mentors, and the kind souls who starred the repo.

Join the community of seekers and help us reach the stars.

Technical Showcase and Devlog

Built Without
A Game Engine.

The Atlas Six runs on raw JavaScript, Electron.js, and magic. No Unity. No Godot. No shortcuts.
P.S: Actually going to write these soon

Electron.js Desktop App

A native desktop app built for every platform. I handled the file systems, window styling, and rendering logic from the ground up.

ELECTRONNODE.JSIPC
main.js
function createWindow() {
  mainWindow = new BrowserWindow({
    fullscreen: true,
    webPreferences: {
      preload: path.join(__dirname, "preload.js"),
      contextIsolation: true,
    }
  });
  mainWindow.loadFile("src/index.html");
}

Recursive JSON Story Engine

A custom story engine using JSON trees for dialogue and quests. It handles all the branching paths and game choices using raw JavaScript.

JSONRECURSIONEVENT FLAGS
story.json
{
  "branchId": "branch319",
  "text": "You move toward the hall, but a shout stops you."
},
{
  "branchId": "branch320",
  "speaker": "???",
  "text": "Stop right there! Nobody breaks the law!"
},

Modular Save System

Smart save slots that track your progress. It records your choices, items, and character stats across hundreds of different variables.

JSON.STRINGIFYFS.WRITEFILESTATE DIFF
storage.js
function saveGameToFile(slotIndex, saveData) {
  const savePath = path.join(app.getPath("userData"), "saves/save.json");
  
  if (!fs.existsSync(saveDir)) fs.mkdirSync(saveDir);

  fs.writeFileSync(savePath, JSON.stringify(saveData, null, 2));
  return savePath;
}

Turn based battle System

A custom turn-based system with AP and card mechanics. Cards are defined in JSON and drawn to the screen using a state machine.

STATE MACHINECANVAS APIQUEUES
battle.js
async function finalizeAction(user, action, card, targets) {
  const performed = action.perform(user, targets);
  cardHand.resumePlayCycle(card, performed);
  
  if (performed) {
    await sleep(3000);
    endPlayerTurn();
  }
}

Event Architecture

An event system that lets different parts of the game talk to each other. It keeps the code clean and makes every feature easy to test.

EVENTEMITTERPUB/SUBDECOUPLED
function.js
switch (branch.event) {
  case "autosave": gameAutoSave(); break;
  case "addToInventory": addToInventory(branch); break;
  case "setFlag": setFlags(branch); break;
  case "displayModal": handleDisplayModal(branch); break;
}

HTML/CSS Game UI

Every menu, inventory screen, and dialogue box is built with HTML and CSS. Yup, I know - good life decisions.

HTML5CSS ANIMATIONSVANILLA JS
skills.cs
.skills {
  display: flex;
  flex-direction: column;
  align-items: center;
  gap: 50px;
}