Dev Log #001 — The Idea Returns
Firetorn has been a name I have carried around for years, but this is the first time it has started to feel like it could become a real game.
The original idea is rough: a browser-based crime RPG where players begin with nothing and slowly build their way into the criminal underworld. Not a massive 3D game. Not something overloaded with effects. Something built around progression, risk, timing, strategy, and the kind of daily habit that made older browser games feel alive.
Right now, there are more questions than answers. What does the player do first? How does the economy work? Should travel matter? Should vehicles be cosmetic, practical, or both? How much should be visible to the player early on?
I keep coming back to one goal: Firetorn should feel like a world, not just a list of buttons.
This first stage is mostly notes, sketches, lists, and a lot of thinking. Nothing is locked in yet, but the direction is forming. Firetorn will be a crime RPG, it will be browser-based, and it will be built with long-term progression in mind from the beginning.
This is where the development journey starts.