Concept Artist




An in-development, multiplayer, co-opetitive, turn-based RPG



Players command a single hero rather than a full party and work with their team to overcome various challenges that will test both their individual skill as well as their teamwork. Gameplay is similar to many other RPGs in that it is a turn-based system, however not all players have the same goal in mind and victory for one player could mean a loss for the rest of the party.



Character select happens isolated from other players. Players can switch out skins or read-up on their character’s skills. Here they can access the in-game shop to purchase other characters or skins.


This is where different game modes are selected and roles are handed out. This is where you see the other players for the first time if you are match-making.


Players now go through the campaign battling their way through monsters and try to defeat the boss at the end. Their characters level up, gaining new attacks and coins to spend on items.


Characters in Mukashi have a very loose canon story, due to the nature of the gameplay, players fill in the details of a character’s story in relationship to the mission they’re playing and the role the were given. They need to be flexible enough to be able to perform any role in the narrative, but not so generic that players do not want to play as them.


Mukashi is an exploration of isolation both culturally and personally. This is illustrated by the four major kingdoms who have had centuries of cultural development without any major influences from any of the other kingdoms. All aspects of their culture have been dictated by their patron spirit: Suzaku, spirit of fire for the Southern Speartip Islands, Byakko, spirit of Earth for the Western Nomadic Plains Tribe, Genbu, spirit of Ice for the Nothern Tundra Villages, and Seiryu, spirit of the forest for the Eastern Walled Capitol.