Project Faust
Project Faust is a prototype Diablo-like action RPG built to explore a different use of AI in games: AI as a core, player-facing gameplay system, not just a behind-the-scenes content generator.
Core trick
Sends a player's wish and greed level to an LLM that returns a structured ability with a hidden drawback, validated into game data.
Tags
Description
Project Faust is a prototype Diablo-like action RPG built to explore a different use of AI in games: AI as a core, player-facing gameplay system, not just a behind-the-scenes content generator. In this world, the AI takes the role of the “Demon in the Forge,” an in-universe entity the player interacts with directly.
The demo showcases two AI-driven mechanics built during the hackathon:
(1) a dynamically generated skill tree, where abilities and progression paths are created on demand based on player context, and
(2) a Faustian Forge system, where items can be empowered or altered through direct interaction with the AI, introducing meaningful risk/reward tradeoffs.
Together, these systems demonstrate how AI can be integrated into the game loop itself to create adaptive progression and emergent player choice, rather than functioning purely as an offline content or tooling layer.
In Project Faust, the AI is the "Devil in the Details".
ramon-soldiersilent-gutierrez/Project_Faust★ 00 forksC#Created Feb 21, 2026 · last push Feb 21, 2026
README excerpt
# Project Faust Project Faust is a prototype Diablo-like Action RPG created to explore a fundamental shift in game design: **Using AI as a core, player-facing game feature**, rather than a behind-the-scenes tool for asset generation, code writing, or level geometry. In Project Faust, the AI is the "Demon in the Forge". ## The Core Mechanic: The Faustian Bargain Instead of relying on random number generators (RNG) and static loot tables to acquire gear, players interact directly with an ancient, dark intelligence (an LLM). The player declares a **Wish** and explicitly sets their **Greed Level** (0-100). The AI processes these inputs and generates a `ContractModel`—a custom, data-driven ability that grants the player immense power, but maliciously twists the wish by attaching a "Monkey's Paw" curse proportional to their greed. If you push the Greed slider to 100, the AI might grant you a god-tier screen-clearing spell, but curse you so that every time you cast it, you are rooted in place and take 10% of your max health in damage. You have to play around the exact demonic trap the AI designed for *you*. ## Technical Architecture This project is a vertical slice designed specifically for a 7-hour hackathon, running on Unity 6. The architecture proves that the LLM is not directly mutating code or hallucinating game mechanics. Instead, it navigates a highly strict, semantic registry: 1. **Path of Building Math:** Modifier logic uses a strict `(Base + Flat) * (1 + Increase