Lord of the Halo

A Godot 4.6 multiplayer co-op adventure by Devon Erb.

Lord of the Halo is a Halo-inspired, Diablo-inspired, and Dark Souls-inspired multiplayer co-op action game where friends can team up, explore, fight, and test different competitive and RPG-style modes. The project is built in Godot 4.6 with peer-to-peer networking paths for WebRTC, ENet LAN discovery, and Steam P2P support.

  • Halo-inspired
  • Diablo-inspired
  • Dark Souls-inspired

At a Glance

Engine Godot 4.6
Networking WebRTC, ENet LAN, Steam P2P
Local Play Split screen for up to 4 players
Camera First-person and third-person toggle

Core Systems

  • Multiplayer architecture: modular network backends for ENet LAN hosting, Tube/WebRTC sessions, and Steam lobby flows.
  • Combat: dodge rolls, light and heavy attacks, guard and parry timing, stamina gates, and multiplayer animation sync.
  • Camera movement: camera-relative controls, wall-aware third-person follow, first-person mode, mounted camera, and spectating after death.
  • Game modes: Slayer, Team Slayer, SWAT, Capture the Flag, Oddball, Infection, RPG deathmatch, and Hero Line Wars.
  • Classes: Mage, Witch, Vampire Necromancer, Barbarian, DS Knight, Paladin, Ranger, and Demon Hunter work toward distinct play styles.
  • Weapons: melee weapons, bows and crossbows, grenades, and elemental projectiles with temporary visuals in place.

Watch the Demos

Gameplay Features

Feature walkthrough showing the current project shape, systems, and gameplay work.

Guardian Map Demo

Current look at the Guardian-inspired test map and arena gameplay flow.

Current Focus

The game has a lot of systems already playable, and the roadmap is moving toward final visuals, class-specific animations, Steam polish, menu music, and tighter map presentation. The build is set up for local testing with multiple Godot instances and fully remappable keyboard, mouse, and gamepad controls.

  • Final art pass
  • Class animations
  • Steam integration
  • Menu polish
  • Map refinement