Pre-Production · Seeking Collaborators
Project · A Sky Without Flames · Collaborative Development

A Sky
Without Flames

A narrative RPG and farming life-sim. A returning soldier, a village in ruins, and a promise to keep.

A Sky Without Flames — concept art of a village at dusk
Concept · Work in Progress
A Sky Without Flames · Countryside Concept
001 / The Premise

A promise to a fallen comrade.

A soldier returns from war with no home and no family — only a promise to his fallen comrade: protect my village, protect my people.

He arrives at his brother-in-arms' village to find it in ruins: fields burned, homes destroyed, survivors desperate. With the government unable to help, he must become what the village needs.

Builder. Protector. The keeper of hope in a world that's forgotten how to heal.

A Sky Without Flames is a narrative RPG crossed with a farming and life sim, set in the aftermath of a devastating war. Players farm crops, form relationships with the survivors, rebuild houses and storefronts, and protect the village from the bandit threats arising in the post-war chaos.

CAPGREATCOATBOOTSCHARACTER & DIALOGUE — CONCEPT ART PENDING
01

Narrative & Relationships

Survivors carry their grief differently — the widow who keeps the chapel, the boy who watched his father leave, the elder who refuses to speak of what happened. Conversations remember what you said and did, and the village changes shape around the player who chooses to listen.

COUNTRYSIDE DESIGN — CONCEPT ART PENDING
02

Farming & Daily Life

The fields were burned, but the soil remembers. Plant, harvest, and live the slow rhythm of a small farming village — seasons, weather, festivals, and the small rituals that resume even when nothing else has.

CONSTRUCTION SYSTEM — CONCEPT ART PENDING
03

Rebuilding the Village

Homes, storefronts, the mill, the road. Restoration is a system the player drives directly: gather materials, choose what gets repaired and when, and watch the village take shape around the choices you made for it.

NVILLAGEORCHARDCHAPELSTATIONMILL04kmREGION MAP — CONCEPT ART PENDING
04

Defending the Village

The war ended elsewhere, but its survivors did not all come home as friends. Bandit threats rise out of the post-war chaos, and the soldier the village adopted must decide what protection looks like — and what it costs.

002 / Roadmap

A four-month vertical slice.

The plan is to build a vertical slice over four months. The first month — getting this project off the ground with the right people — is the one that matters most. The initial commitment is one month; we can talk about what comes after that over voice chat.

COMPLETE
Concept, premise, and pitch documentation
Story, tone, mechanics, and audience direction defined and written down.
IN PROGRESS
Forming the founding team
Seeking a co-programmer and a character artist now — see below.
PLANNED
Month 1 — Foundation and prototype loop
Core systems scaffolded: movement, dialogue stub, farming loop, basic combat.
PLANNED
Months 2–3 — Vertical slice production
One playable region: village, fields, NPCs with arcs, building system, bandit encounter.
PLANNED
Month 4 — Polish and pitch package
Tuning, art pass, capture footage, and assemble the materials needed for what comes next.
PLANNED
Beyond — Long-term collaboration
The hope is to find people who want to keep building this past the slice. We will discuss long-term shape as the work begins.
003 / Who We're Looking For

A small team to build the slice with.

Michael Boal is the current sole developer of A Sky Without Flames, and is looking to bring on another developer to work alongside him as a programmer, as well as an artist for in-game character art. The first month is the foundation; we can talk about what long-term collaboration looks like over voice chat once we know we want to keep building together.

Programmer

A second developer to build alongside Michael — implementing core systems for dialogue, farming, the building/restoration loop, and bandit combat. You should be comfortable owning systems end-to-end, working in close collaboration, and shaping technical direction as the slice takes form.

Gameplay systems implementation
Core architecture decisions
Tooling and iteration speed

Character Artist

An artist for in-game character art — the soldier, the survivors, the bandits, and the small cast of villagers whose lives the player rebuilds. The visual register is post-war, weathered, and human; faces and silhouettes need to carry the weight the writing leans on.

Character design and turnarounds
In-game character art assets
Portrait work for dialogue scenes

What the commitment looks like.

One-month start

The initial ask is a one-month commitment so we can find our rhythm and ship the foundation. No long contracts up front.

Four-month slice

The shared goal is a vertical slice over roughly four months — enough to show the loop end-to-end and the world it lives in.

Long-term collaboration

The hope is for collaborators who stay past the slice. What that looks like — credit, revenue share, hours — we will work out together.

Voice-chat first

Direction, scope, and expectations get sorted on a call rather than a contract. We talk it through before either side commits.

004 / Get In Touch

Reach out to Michael.

If something about A Sky Without Flames resonated, send a short note. Tell us who you are, what you make, and what drew you to the project — credentials matter less than craft and perspective.

You can use the form, or write directly. We'll move to a voice chat from there to talk through scope and what the first month would look like.

DiscordDirect message Michael Boal