Vulturo is a Swift game experiment about building a five-die scoring engine over the course of a run. The prototype combines dice rolls, collectible modifiers, escalating score targets, and risk/reward decisions into a deterministic roguelike structure.

The design goal is to make each run feel readable and replayable: the same seed should produce the same outcomes, scoring should be explainable, and player decisions should matter through dice selection, modifier order, and market choices.


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Reserved for gameplay screenshots, dice UI, market scenes, and scoring breakdowns.

Core loop

  • Build and modify a persistent set of owned dice during a run.
  • Choose which five dice to play into each scoring attempt.
  • Clear escalating Wagers across Antes, including Small, Large, and Boss-style targets.
  • Improve the run through Tomes, Chits, Crates, Tools, Charts, Marks, and Anomalies.
  • Use deterministic seeds so outcomes can be reproduced and tested.

Design pillars

  • Synergy density — items should connect to other systems and create build-around moments.
  • Determinism — the same seed should produce the same result for testing and replayability.
  • Readable scoring — the scoring pipeline should be explainable rather than a black box.
  • Player agency — die choice, modifier order, and risk/reward decisions should shape the run.
  • Escalating pressure — runs should feel like rising stakes rather than flat repeated rolls.

Technical direction

Vulturo is built in Swift with a split between the core game logic and the Apple-platform app. The core package supports deterministic tests and a console loop, while the app layer can focus on SwiftUI/SpriteKit presentation, interactions, haptics, and game feel.

That separation keeps the scoring and run systems testable while leaving room to evolve the visual product experience.

SwiftDice roguelikeDeterministic scoringRun progressionApple platforms
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