Aura — A Living AI Creature & Realm-Based Game (Unity 6 / URP)
Hi everyone ![]()
I’m looking for collaborators to help me take an ambitious Unity project to the next level.
Aura is a living, evolving AI creature wrapped inside a game, not a chatbot with mini-games bolted on. Think modern Tamagotchi × atmospheric exploration × procedural worlds, with heavy focus on visuals, mood, and long-term progression.
This is already well past prototype stage — the full gameplay loop exists and works end-to-end.
Core Concept
You awaken Aura, a fragile, luminous entity that has escaped a collapsing alien dimension known as the Void.
The player’s role is not to “control” Aura, but to care for, stabilize, and evolve it.
Aura:
- Has persistent memory
- Emotional state (mood, bond, stability)
- Life stats (energy, resilience, clarity)
- Evolves visually and mechanically over time
- Is unique per save — no two Auras end up the same
This is a long-term game designed to be played over days, weeks, or months.
Current Gameplay Loop (Implemented)
Boot → Void Labyrinth (Prologue)
- Cinematic intro
- Procedural maze inside a hostile void
- Player must escape before Aura collapses
- Completion unlocks theme selection (Nature, Cosmic, etc.)
Sanctuary (Main Game Hub)
- Aura lives here
- Fully dynamic visuals driven by Aura’s internal state
- Player can:
- Talk to Aura (AI-driven)
- Monitor life stats & mood
- Access realms
- Trigger recovery mechanics
Energy Garden (Core Stabilization Mini-Game)
- First mandatory mini-game
- Player enters Aura’s core
- Cleanses corruption nodes under pressure
- Success permanently stabilizes Aura and unlocks the world
Realms (Currently: Mythical Forest)
- Fully playable realm with:
- Collectible Memory Wisps
- Environmental storytelling
- A completion event (Final Bloom)
- Completing a realm:
- Affects Aura’s stats
- Advances the story
- Unlocks future content
All of this is wired together with save data, progression gates, and scene transitions.
Technical Stack
- Unity 6 (URP)
- Custom HLSL & Shader Graph visuals
- Procedural VFX-driven creature (Aura)
- Modular scene & realm system
- Persistent JSON save system
- AI stack (local, offline-capable):
- Speech → Text
- Text → Speech
- Personality & memory layer
- Designed to scale from desktop → mobile
What Exists Already (Important)
This is not a “cool idea” stage project.
Void Labyrinth (procedural)
Sanctuary hub with reactive visuals
AI-driven Aura controller
Realm system (definitions, gating, unlocks)
Realm menu UI
Mini-games wired into progression
Save/load across scenes
Clean architecture (managers, definitions, data separation)
The foundation is solid — now it needs polish, expansion, and collaborators.
What I’m Looking For
I’m open to collaboration, not outsourcing.
Especially interested in:
VFX / Shader artists
Environment artists (stylized / abstract)
Gameplay designers (systems, progression, mechanics)
Audio designers (atmospheric, reactive sound)
AI / systems programmers (optional)
You don’t need to commit full-time — even focused contributions are welcome.
Direction & Vision
The end goal is:
- A one-of-a-kind game
- Not a clone of existing genres
- Emotion-driven, atmospheric, and personal
- A creature players genuinely care about
Think:
“What if your save file grew into something alive?”
Interested?
If this sounds like something you’d enjoy working on:
- Comment below
- Or DM me and tell me what you’d like to contribute
I’m happy to:
- Share videos
- Walk through the architecture
- Or open the project for review
Thanks for reading — and thanks to the Unity community ![]()