Deiva – Game Concept

Deiva - War Online - Banner black and white
Deiva - War Online - Banner black and white

Working Title

Deiva - War Online

Genesis of the name

The name “Deiva” means “celest, brilliant” in indo-european language. The persian term “daeva” designates demons. Daevas were venerated as divinities before the zoroastrism.

It enlight the war between the 2 factions of Deiva – War Online where each faction considers the divinity of the other faction as demons.

The sanskrit term “deva” designates a masculine deity.

be part of the game development

Community feedback is something very important for me, I really enjoy getting your point of view on any aspect of the game.
We already are a community speaking about gameplay and tech aspects of the game.
If you are a gamer or a developer, you have your place among us!

Join us and let's make our best

Concept statement

The game in a tweet: one or two sentences at most that say what the game is and why it’s fun.

Fight as a mage, a knight or a druid in a team gameplay style against players from all around the world on an MMO infinite open world led by magic forces.


Single genre is clearer but often less interesting. Genre combinations can be risky. Beware of ‘tired’ genres.

Deiva – War Online is a Massively Multiplayer Online Hack’n’Slash game with an isometric map. The druid gameplay is based on minigames like “Ninja Fruit” and candy crush.

Deiva is playable on mobile app, desktop app, browser (mobile and desktop) and on facebook instant gaming.

Target Audience

Motivations and relevant interests; potentially age, gender, etc.; and the desired ESRB rating for the game.

Deiva target mobile audience, mostly male between 13 and 30 years old.

It targets people whom like competitive gameplay and are looking for a NON P2W skilled based gameplay.

The goal is to have sessions between 3 minutes and 15 minutes.

Rating summary

ESRB righting aimed is “Violence”

Deiva – War Online is an action game in which players uses melee weapons and magic spells to deal damages to each other upon death.

From a top-down camera view, players move, try to find a good team combination to sum bonuses and fight the enemy (other players).

Unique selling point

Critically important. What makes your game stand out? How is it different from all other games?

Deiva – War Online is an open world skill based competitive game where both short term and long term strategy is a key to take advantage on the other team.

The action takes place on a single map with 4 main zones ( Europe, North America, South America and Asia). Players are able to build persistent cities block by block or even terraform the planet when they reach the rank of divinity.

Deiva associate both competitive PvP and management gameplay constituted of resource gathering, crafting, engineering, building and trading.

On the PvP side, players can lead groups as they get a larger field of view on the battle. The higher the rank is, the more squads the player control.

Player Experience

Who is the player? What is the setting? What is the fantasy the game grants the player? What emotions do you want the player to feel? What keeps the player engaged for the duration of their play?

The player control one of the 3 fighter at a time ( Mage – Knight – Druid ). He can choose in the UI which character to control.

After choosing one character, he is teleported to the battlefield, slightly behind the front line.

He has an indicator which tell him what is the direction to the battle. He can then joins his team (red or blue) in the fight.

Once on the front line, several indicators displayed on the UI give him clue to which strategy he should adopt.

As Deiva focus on team work, bonus (buffs) are applied to grouped fighters or fighters which do the same thing.


3 mages are creating of maxing a force field (defensive spell) to protect a group of druids.


The force field has more HP and decays slower.


3 knights are forming a line or another tactical structure to protect a druid preparing a potion.


It creates a “team spirit” aura which benefit to the 3 knights and they get a bonus in defense and movement speed.


2 druids or more are preparing the same potion at the same time within a given range.


Preparation time is reduced and potion effect range is increased.

The main goal in the gameplay is to provide the player a rich team work experience along a feeling of competition.

Be the fastest team with the best timing in order to defeat the enemy team.

Visual and audio style

What is the “look and feel” of the game? How does this support the desired player’s experience? What concept art or reference art can you show to give the feel of the game?

Visual style

Characters are 3D animated models converted into 64*64 px frames.

Colors are vibrant and saturated.
The graphic style is between high res and low poly. Mostly smooth surfaces with round angles.

Deiva - War Online - Banner black and white
Deiva - War Online - Banner black and white

Colorization is coming soon…

Deiva - War Online - Knight 3D Model
Deiva - War Online - Knight 3D Model
Deiva - War Online - Knight 3D Model - Focus
Deiva - War Online - Knight 3D Model - Focus

Colorization is coming soon…

Audio style

Music are inspired by motivational epic style music.

Ambient noises consists of metal melee weapons chocking against armors, fighters shout because of pain or motivation, spells casting, elemental spells impacting the world, druids preparing the potions.

Gameworld Fiction - Lore

Briefly describe the game world and any narrative in player-relevant terms (as presented to the player).

Astrophysic and Deiva

Deiva is a planet orbiting around a star in another galaxy


A long time ago, in a galaxy far, far away…

A unified population was living in harmony with the nature, serving elemental deities with a unequaled fervor.

But as centuries was passing, the humanoid beings populating this planet forgot how important it was to transmit the knowledge and to remember how people can live in peace.

Tensions started to rise and deities decided it was the time for those being to enter in a new era of their existence. They had to reach a new level of consciousness and they will need a common history to share to consolidate their unity and understand how much the peace and the love are priceless.

Deities decided to send prophets to preach 2 opposite religions. One prophet would preach the purity of Water and Earth while the other would preach the purity of Fire and Air.

If the humanoid beings decided to reject those prophets and to unify in love, then they would save themselves…

Present time

The prophets sent by the deities have been trusted by all the population who started a devastating war.

People from all around the planet are called under their nation army and send to the battlefront.

The red (fire and air) fight against the blue (water and earth).


How will the game make money? Premium purchase? F2P? How do you justify this within the design?


Deiva must NOT be a Pay 2 Win otherwise we will have a rotten community.

Keep in mind while reading this document, suggesting features or working on the game that we MUST do a game where spending money and being skilled is balanced.

Skilled players whom doesn’t spend 1 dollar in the game must be able to be at the top of the leader board.


Monetization is based on 3 sources of revenue:

  • Selling ingame currency to players
  • Transaction fees when a player is selling its character to another player
  • Advertising through rewarded videos

Long version

Selling ingame currency to players

This will be the main source of revenue for the game.

The ingame currency give ability to player to buy stuff for its fighter like a better sword or a better wage wand.

Players can also buy resources in order to repair their stuff or build something.

Ingame currency is lootable as a reward of killing other players.

Transaction fees when a player sells its character

Data is owned by players and they are able to sell it to anyone they want.

Deiva offers a platform to players to be able to sell their character and take a transaction fees for securing the exchange.

Rewarded videos and ads

Players who don’t want to buy ingame currency with real money can watch ads to get some ingame currency and then be able to upgrade, repair or buy new stuff.

Technology, Platforms and Scope

PC or mobile? Table or phone? 2D or 3D? Unity or Javascript? How long to make, and how big a team? How long to first-playable? How long to complete the game? Major risks?



The client uses several technologies all based on JavaScript.

For browser we use Parcel to bundle the game.
For mobile, we use ReactNative.
For desktop we use Electron


The server runs on Node.js, uses Redis as game state and PostGresQL to store data on the long term like players stats, characters state, buildings, etc…


Deiva – War Online will be available on both mobile and desktop, both as browser HTML5 game and native app downloadable from Google Play and App Store.



1 developer (Jean-Baptiste Briant) and 1 designer (Julien Benezech).

Due date


  • 3 character classes
  • Team gameplay
  • Conquering POI
  • Primitive looting

From January 2020


  • Advanced looting
  • Cities and villages
  • Chat and guilds
  • Trading

From June 2020


  • Crafting and engineering
  • Biomes
  • PvE and Quests
  • Fully editable world

From January 2021

Core loops

How do game objects and the player’s actions form loops? Why is this engaging? How does this support player goals? What emergent results do you expect/hope to see?


Players spawn and see the actual local configuration of its team through UI labels which show the intents of its team members.

For exemple:
Druids making a specific potion, mages casting a specific spell in a given location, knight pushing the enemy and trying to create a breach.

He choose to engage in an existing strategy or to create an intent in another place. He can create a new strategy which will then be displayed to other players of its team. 


By killing or hurting players, he gets XP to level up and loot to improve its stuff.
He also get ingame currency which is usable to pay other players to level up its character, buy a new character, buy new stuff, repair stuff, etc…


Upon death the player loot its stuff which can be claimed by the other team.

If the players team claim the stuff then the player gets its stuff back. On the other case, the stuff is sent to the enemy base and given as a reward to the best soldiers.

It means that if you are on the top ranking, you will receive claimed stuff as a reward.

3 different modes are available, the player choose what mode he wants for each character he controls. Players can swap mode in the UI (when the character is not on the battle field)

Hardcore - permadeath

In this mode, when the character dies, he simply disappear from the universe. As a reward, the characters receive double XP when fighting.


When the character dies, he loose a given amount of XP which means he can level down if he dies too much. The result is that he can become unable to wear its stuff.


No leveling down – slower XP gain


The goal is to see strategies being a real game feature and new kind of gameplay.

Objectives and Progression

How does the player move through the game, literally and figuratively, from tutorial to end? What are their short-term and long-term goals (explicit or implicit)? How do these support the game concept, style, and player-fantasy?


When the player joins the game, he is directly send to the battle field instead of the UI. A very small tutorial shows him how to attack and how to move then he is directed to the front line by a direction arrow.

The goal of the player is to gain XP and loot in order to wear more powerful stuff, be stronger and then kill more people in order to get more XP, loot, etc…

Leaderboards in many categories are viewable on the UI/stats page where the player can try to improve its rank to get rewards.

Game Systems

What systems are needed to make this game? Which ones are internal (simulation, etc.) and which does the player interact with?
I really don’t get that point, if someone understand what the question refers to, send me a message.


How are different kinds of interactivity used? (Action/Feedback, ST Cog, LT Cog, Emotional, Social, Cultural) What is the player doing moment-by-moment? How does the player move through the world? How does physics/combat/etc. work? A clear, professional-looking sketch of the primary game UX is helpful.

The characters move via a joystick on the down left/right side of the screen or with AWSD keys.

The joystick position can be changed as a setting done for left-hand people.

The 3 characters have different gameplay explained bellow.


The knight has a pretty straightforward gameplay.

A button on the opposite side of the joystick is used to attack. When he attacks, a cooldown is displayed on the button before he can attack again.

The knight gameplay is about moving and staying out of reach of the enemy attack. It’s a timing gameplay.

A lag compensation is displayed as a zone of “potential position”. Because of lag between 2 players, we cannot display the exact position of another player.

We know the lag between 2 players so the game show them this area of “potential position” which indicate that the player could already be there. This area is updated every frame.


The mage is the range fighter. He has 2 different kind of spells: defensive and offensive.

Defensive spell is used to create a medium elemental barrier (2 or 3 characters wide) somewhere on the battlefield.
This barrier is intended to protect druids making potions and knights in a lower number. The barrier is made of rocks or electricity.

Offensive spell is a ranged attack. Mage throws a fire charge or an ice thunder.

A cooldown is applied when a spell is casted in both case.


The druid gameplay is based on resources gathering and mini games in order to make potions. The druid is the most skill based character. 

Resources gathering take the form of a Ninja fruit gameplay where he has to cut the good resources for make its potion.

The druid has limited space in its bag so gathering wrong resources makes him loose time.

If the druid cut its finger (compare them to bombs in Fruit Ninja), a cooldown is applied before he can gather more resources. This cooldown exists because he bandages himself.

Once the druid has all the necessary resources, he can choose a place to make the potion which will create a buff around the choosen position. The druid has to be protected by knights and mages.

The druid buff is a debuff for ennemies.

Once he starts to craft the potion, a new minigame start where he has to choose the ingredients within a timer and grind a button to accelerate the process, The minigame is not clearly defined for now.

Scroll to top