Hellsworn — 3D Dark Fantasy Survivor
Five heroes sworn against the demons — our own 3D survivor game IP, built on Godot 4

About the project
Hellsworn is CoreCode's own game IP. In a dark fantasy world ruled by the Ash King, five branded heroes who have sworn themselves against the demons hold the line against endless waves — a 3D survivor game in the vein of Vampire Survivors.
Because it's our product rather than client work, we run the entire pipeline ourselves: design, art, combat systems, performance, and the marketing channel. That makes it the proving ground for how CoreCode actually builds things.
Core design
Combat and progression
- Five branded heroes, each with a distinct skill tree and level-up card pool
- Brand board, draft and resonance — a skill-combination structure that shifts every run
- Persistent account progression — a three-branch meta tree unlocked with achievements and ash points
- Diablo-style mouse controls with health and ember orb HUD
Engineering
- Built on Godot 4. We stand the skeleton up with primitives first and only layer art onto a structure that has already been validated
- Mass-enemy performance is measured continuously in a dedicated stress-test scene. Numbers come first, presentation second
- Automated verification gates — collisions, animation transitions and VFX loops are checked in headless runs before anything merges
Our AI pipeline, in production
Hellsworn is where CoreCode's approach to AI is most visible.
- Art — characters, monsters and UI assets are generated, but the style rules (anime facial proportions over painterly materials) are written down and enforced. Anything that breaks the rules is not saved
- 3D and VFX — modelled and authored through our own tool chain. We measured our way to the limits too: single-mesh generation can't support destructible or opening parts, so we changed route
- Visual review — anything you can only judge by looking (animation, VFX, model posture) goes through a video-reading model before a human makes the final call. We added this step after shipping a build that passed every numeric gate and still looked wrong
- Dev-log videos — each day's work is automatically edited, narrated and published as English shorts (
@hellsworngame)
What we learned
"The tools approved it" and "a person thinks it looks right" are two different events.
We once had four defects survive a build where every check was green. An arm bent backwards, a sword sat parallel to the forearm, a grip floated outside the fist — all of it visible only on screen.
Since then, every CoreCode project carries a human screen review as a gate. Hellsworn is where that rule was written.
Project details
August 1, 2026
3 min read