I’ve finally kicked off a project that’s been burning in my mind for a long time: "Praise the Light: A Solaire Tale", an isometric action-adventure game centered around the legendary Solaire of Astora. The idea is to reimagine the dark, mysterious world of Dark Souls through a stylized, top-down lens—while preserving the spiritual weight and mystery of the original. At its core, the game follows Solaire’s iconic quest for his “very own sun,” framed more as an inward, mythic pilgrimage. Players will explore fragmented regions of Lordran with a strategic combat system and a strong focus on environmental storytelling.
Early Prototype and Art Direction
I’ve created a low-poly yet expressive model of Solaire in Blender. His signature sun emblem is intact, though more stylized for readability from an isometric view. I’m using a soft, almost pastel color palette with matte shaders to give it a retro yet spiritual atmosphere. Basic enemy AIs are implemented, and I’ve added a bonfire-inspired checkpoint system. While I’m staying true to the core Souls mechanics, the isometric format lets me experiment with a slower, more deliberate pacing—and opens up new ways to tell stories through the world itself.
Why Solaire? Why Isometric?
In Dark Souls, Solaire’s greatest strength wasn’t his sword—it was his unwavering hope in a world of despair. With this project, I want to turn that hope into something tangible. The isometric view gives the game a storybook feel, allowing Solaire’s quest to shine with a mythic tone. Each region will reflect a piece of his inner self: doubt, solitude, resolve, and ultimately—illumination. If this journey succeeds, it won’t just be a fan game. It’ll be a quiet, glowing tribute to belief in the face of darkness.
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