Vaultbreakers
Two thieves, absurd vaults, and whatever's guarding the bottom.

A two-player co-op heist shooter in Unreal Engine 5. I'm writing the core C++ classes and wiring AI-assisted level building through an Unreal Engine MCP server.
The pitch
Two characters with deliberately mismatched kits clear room after room of security, loot the dead, spend it on upgrades between rooms, and face a Guardian boss at the core of every vault. A smug security AI called the Warden runs the place and keeps re-routing its defences to keep you out.
Issac O. Uke and I wrote an 18-page design document before touching the engine. It covers the crew, combat, enemies, progression, networking and a roadmap to a first playable build.
One combat system, three ways to play
The game runs solo, two players online, or two players on one PC sharing a single screen with two controllers. No split screen.
That’s only realistic for a small team because of one rule: a single combat core, reused everywhere. It’s a replicated C++ component, so the same code path handles a solo run and an online match. Multiplayer is built in from the first line rather than bolted on later, which makes local co-op nearly free.
My part
- Writing the core C++ gameplay classes: the networked spine of the game. Content, tuning and UI live in Blueprint on top.
- Integrating AI-assisted level building through an Unreal Engine MCP server, so we can block out rooms faster than placing every wall by hand.
PC first via Steam, handcrafted and linear for the first release, and scoped to finish rather than to impress.
