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Project Aron is a first-person fighting game which employs a tactical use of elemental magic in a competitive multiplayer environment. Movement becomes a essential part of this gameplay, and the environments are encompassed by the concept of truly free movement and maneuvrability.

Fighting is a visceral blend of swords and grappling where the final blows ends in gruesome executions. Magic is performed by using ones internal energy to reshape the elements of the world, for movement, defensive, offensive or supportive purposes.


We're always looking for talented people in all positions. If you're interested in joining us, mail your application to zombiraptor@gmail.com, together with a short description of your previous work, and a work sample or portfolio.

Be sure to mention name and which position you're applying for in the subject. You may also mail this address for any questions or to request our Vision Statement.

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Today's topics:
01. Character model and concept
02. Closed testing
03. Team members and recruitment update
04. Soon in a future near you

01. Character model and concept
There's been some progress on the first playable character model, with the concepts and initial brush work for it. We have also created concepts for the style of our third faction, which you can see a concept of a male and female below.

First character model concepts
First character model WIP
WIP03 - Character concepts

02. Closed testing
For Project Aron we've decided to throw away all of the original movement and physic handeling from the default UDK, and reworked everything from the ground up.The first closed testing build has been sent out to our followers, and the initial feedback seems really positive!

These were the implemented features of that build:

  • New friction
  • New air-control
  • Walking
  • Crouching
  • Sprinting
  • Sliding
  • Jumping
  • Crouch-jumping
  • Wall-running
  • Wall-jumping

If you've recieved a invitation to the closed testing, but haven't yet tried it or filled out our survey, please take a moment of your time to try it out and give us some feedback. The more you tell us, the better we'll be able to tweak the game to perfection.

Below you can see a comparision video of the physics from UDK and Aron, aswell as a speedrun of the closed testing level. Please note, everything you see in these videos are placeholder art and shouldn't be considered part of our final style or quality.

UDK vs Aron physic comparison

Closed Testing 01 - Speedrun

If you want to participate in our closed testing, be sure to track the game and follow us here on Moddb/Indiedb.

03. Team members and recruitment update
We've had some restructuring in the team, with some members leaving us for other ventures, and some people having to ramp down their activity on the team. This have had a positive effect as we're able to predict more clearly what we'll be able to create for each milestone.

The drawback is that the scope for our first release have been scaled down to only feature player movement and the time trial mode. We'll continue working to implement the melee and spell combat after that.

Core team:

  • (Project Lead) Tobias 'Dopefish' Lundmark - Linkedin
  • (Lead Programmer) Firtina 'toxicFork' Ozbalikci - Linkedin
  • (Lead Sound Designer) Seann 'Big Dirty' Maria - Portfolio
  • (Sound Designer) Hrishikesh 'Rishi' Dani - Portfolio
  • (Environment Artist) Jonathan Armstrong - Portfolio
  • (Level Designer) Matt 'MJL' Lefevere - Portfolio
  • (Character Concept Artist) Patryk 'CZERW' Reczko - Portfolio
  • (Character Modeler) Matthew 'Lapis' Tan - Portfolio
  • (Writer) Andrew Dobbs - Resume

Additional help:

  • (Composer) Ryan 'Morphed Productions' Olson - Resume
  • (Voice Acting) Ricky Grove - Site
  • (Technical Artist) David 'leviatan1001' Miranda - Portfolio
  • (Cascade Magician) Steve 'Elude' Bryan - Video

We're still mainly looking for additional coders, animators and a environment concept artist. Of course we're still open for all applications, so if you're interested in joining us write an application to: zombiraptor@gmail.com

Every application should have a short description of your previous experience, and come with a sample of your work or portfolio.

04. Soon in a future near you
As mentioned previously, we'll have to scale down our initial release to be a time trial only version of the game, but with that goal we hope to present a open testing build sometime around June/July.

Here's a list of some of the upcoming features that we hope to implement before June:

  • Ledging/Climbing
  • Dodging
  • Vaulting
  • Auto-stepup in mid-air (so you can jump in staircases)
  • Updating air control with acceleration and deacceleration
  • Proper slope behaviour
  • Proper fall damage
  • Landing roll

We also hope to have a story animatic ready for your viewing pleasure by then, featuring voice work from the ever so talented Ricky Grove, and a original theme by Ryan Olson.

Huge news update! (Warning: Mild nudity)

Huge news update! (Warning: Mild nudity)

News 4 comments

Featuring speed painting, multiplayer work in progress, character concepts, new air control, soundboard and team and recruitment update!

Dev Diary 1, Mocap Post Mortem, New Members

Dev Diary 1, Mocap Post Mortem, New Members

News 4 comments

We go through our motion capture shoot, with video material and a written post mortem. We also introduce our new team members and show our first head...

Now open for all positions!

Now open for all positions!

News 1 comment

We now have a YouTube channel, and recruitment has been opened for all positions! Oh, and curving fireballs!

Release date, mocap, and available positions

Release date, mocap, and available positions

News 4 comments

Our first news post, entailing release date, motion capture announcement, and animator recruitment advert.

Comments  (0 - 10 of 41)

Nice concept, Is this game still in development

Reply Good karma Bad karma+1 vote
MyDopefish Creator

Sorry for the late reply. Unfortunately almost all the team members got work in the game industry and were unable to continue on the project, do it have been on ice since the middle of 2011.

This was our final video from the closed testing:

I hope to either bring it back one day, or implement the movement mechanics into another project, but it will be a while before that might be possible. Thanks for your interest and taking the time to comment on such an old project :)

Reply Good karma+1 vote

Sorry to here that man

Reply Good karma Bad karma+1 vote

Any news on progress? Was really interested in this game.

Reply Good karma Bad karma+2 votes
MyDopefish Creator

It warms me to hear that, but unfortunatly the game is currently on ice, and will most likely be so for quite a while longer. I plan on picking it up again when it becomes possible to do so. We'll probably switch over to using Unity then since we are reworking the entire player movement, and the issues that causes with networking in UDK.

Reply Good karma+1 vote

Does the "Quake style" movement cause networking issues with UDK? I'm looking to start a small project that *requires* Quake-like air control, so if UDK is a dead-end, I'd really like to know. Thanks :)

Reply Good karma Bad karma+1 vote

Could you possibly release your code so far so others can have a play with it?

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MyDopefish Creator

We were planning on releasing tutorials on how the code was created and how to do something similar once the project would finish.

Reply Good karma+1 vote

Hey not to beat a dead horse, but I was wondering if there was an update on this... Thanks :)

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MyDopefish Creator

Unfortunately there's no updates of this at the moment. You could try contacting our lead programmer if you have any questions regarding the project. You can find his contact information on this page:

Reply Good karma+1 vote
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