Retired on 2026-09-13. rpgCore was the precursor to RFDGameStudio, which continues its work. A snapshot of this repository (commit
02aef64) is archived atRFDGameStudio/archive/rpgCorefor reference, refactoring and recovery — see itsARCHIVE.mdfor a recovery index. This repository keeps the full commit history and is no longer maintained.
| Status | Retired 2026-09-13 · read-only archive |
| Built | February – September 2026 · 3,628 commits |
| Size | 835 Python files and 1,264 pytest test functions (outside its own archive/ folder), plus Godot C# and Rust experiments |
| Successor | RFDGameStudio (snapshot in archive/rpgCore) |
| Project page | rfditservices.com/projects/rpgcore |
What it demonstrates
- One shared engine layer (
src/shared/) driving games in four different genres — turn-based strategy, narrative dialogue, management simulation and an action roguelike — through a manifest-driven launcher. - A "nothing is built twice" rule enforced by architecture: demos consume shared systems instead of re-implementing them.
- Test coverage kept alongside fast iteration, and architecture decisions written down as ADRs.
- A clean retirement: history stays here, and a working snapshot moved into the successor with a recovery index and isolation tests so archived code can never leak into live code.
One developer. One engine. Four distinct games.
rpgCore is not a framework or a tutorial project—it is a working game engine that powered multiple distinct games from a single, unified codebase. It embraces the "Orange Box" concept: shared core systems natively driving completely different genres of games without repetition.
git clone https://github.com/rfd62794/rpgCore.git
cd rpgCore
pip install -r requirements.txt
python game.pyOne command to see the engine running.
rpgCore currently ships with four built-in games testing the limits and flexibility of the shared engine architecture.
Slime Clan Genre: Turn-based faction strategy Status: Playable Build your clan, wage war, and claim territory in this strategic simulation. Proves out the engine's grid simulation, node-based overworlds, and automated battle resolution systems.
Last Appointment Genre: Narrative dialogue Status: Playable You are Death. Your client has questions. A highly atmospheric, narrative-driven experience focusing on dialogue trees, dynamic UI card layouts, and complex state management across conversational nodes.
TurboShells Genre: Management simulation Status: In Development A deep simulation focusing on turtle breeding, racing, genetics, training, and legacy management. Stresses the engine's data-heavy simulation and time progression mechanics.
Asteroids Roguelike Genre: Action roguelike Status: In Development Survive the belt, where every run changes you. A real-time action testbed for the engine's high-performance rendering, collision, and physics capabilities.
rpgCore strictly adheres to a domain-driven architectural separation:
src/shared/: The canonical engine layer. Pure systems, utilities, renderers, and foundation logic.src/apps/: Self-contained demo applications that consume the shared systems.src/launcher/: Handles the manifest-driven demo registry (demos.json) and the single CLI entry point.
Constitution Law: Nothing is built twice, and demos never reimplement shared engine systems.
- Python 3.12+
- Pygame (Rendering and Window Management)
- pytest (Test Suite) (Future performance layers are planned in Rust)
While active, rpgCore kept a protected baseline of passing tests (296 at the time this section was written).
uv run pytest