Farcana is a cutting-edge third-person, team-ability shooter arena game set in a captivating Sci-Fi world

Designed with a strong eSport focus, Farcana transports players to a colonized Mars, where they engage in exhilarating 4v4 PvP combat matches across a range of game modes.In Farcana, gamers assume control of distinct characters, each equipped with specialized abilities, tactics, and roles that enhance the team dynamic. To make things even more exciting, Farcana features a Bitcoin-backed prize system, split into two rewarding categories: cash boxes and tournament prizes
built on the powerful
Unreal Engine 5

Focus on the external viewer

We initially design gameplay for esports, with our task being to focus not only on participants but also on the viewer. We create a clean picture, with clear in-game objectives and the ability for actions to be assessed by people not immersed in the context. Our high goal for readability and clarity is to create the "football" of the shooter world.
Unique game modes are being developed with the same focus - spectacularity and clarity for the viewer.
Deep tactical team interaction that determines the effectiveness of the entire match. Our game cannot be won alone. This principle is supported by fine-tuned T2K (time-to-kill) , a unique role system, level design principles, weapon system, and game modes.
Constant team movement instead of occupying convenient positions or ambushes. Our game is about continuous regrouping and attempting to break the enemy's position. You can't hide behind the frontliner; you need to constantly act situationally, combining team abilities.

Unique roles system

A unique system of 4 roles, each with a set of passive effects and tactical positioning on the map, which will determine the effectiveness of the entire team.
Focus on defensive and tactical abilities. Only one role in the team (frontliner) will possess abilities dealing direct damage. This allows them to focus on shooting, while maintaining sustained fire.

Ability-based third-person shooter

We are making a game with an advanced system of abilities and their combinations, but in the third-person perspective. Character abilities serve several purposes:
Significantly influence the T2K (time-to-kill) indicator, as abilities are built around defense and tactics, allowing players to experience the Gunplay and act tactically flexibly, adjusting team formation during the game.
Determine gameplay roles, balance roles among themselves, and make character combos necessary.
Define the unique tactical gameplay style for each character
Endow capabilities that are not available to other characters.
Allow direct response to the enemy team's tactics.
Role-based passive abilities: These don't require input and are assigned to all characters of a specific gameplay role, aiding in role tasks (e.g., a frontliner has faster reload and larger magazine, while a damage role has reduced negative effect duration).
Character-based passive abilities: Unique to a specific character, these can affect attributes or support the character's gameplay style. In rare cases, they may define the gameplay style. There may be multiple passive abilities.
Tactical Abilities: These form the character's unique gameplay and reveal their personality. Tactical abilities have role-related direction and limitations.
Star Moment: The ultimate ability with the most significant impact on changing the game state. It can be a battle climax, a decisive confrontation event, or have initiating and supporting effects. Abilities are developed considering effective combinations between different characters and among themselves. They should have multiple usage scenarios and be closely tied to the character's backstory and game world.


There are three categories of weapons in the game:
Pistols, shotguns, submachine guns, assault rifles, revolvers, grenade launchers, mortars, etc.
Gauss guns, ray pistols, laser rifles, plasma guns, etc.
Weapons with unique projectile behavior and effects (disk launcher, poisonous shotgun, energy whip).
Within each weapon category, there are different weapon models that vary in effective range, damage and its type, accuracy, recoil, rate of fire, etc.
Both unique and classic weapon types have a secondary firing mode, which does not modify the primary firing mode but functions as a tactical ability linked to the primary firing mode, with unique gameplay mechanics and effects.
Each character has a choice of three weapons that are tailored to the character in such a way that allows for three different tactical approaches. Weapons are selected at the spawn point. This allows for tactical responses to situations on the field and for choosing weapon types that complement the team composition.

Game Modes

Game modes focused on achieving a specific objective "here and now," with attention focused on a single target and gameplay built around it. We'll create both classic tactical modes (capture points, push carts, capture the flag) with minor rule adjustments to fit our game conditions, as well as completely new game modes (sequential defense line breaking, advancing towards a central point of interest, or shooter-football with special ball behavior rules, i.e. ball movement and passing, etc).
Aimed at coordinating allied actions and predicting enemy team movements. We'll develop both classic strategic modes (planting and defusing bombs) and unique shooter modes, borrowing MOBA logic (capturing different types of objects on the map, multiple defense lines breaking, etc).
Non-esports, late-stage development modes designed exclusively for entertainment, borrowing mechanics and gameplay from other game genres. These modes are not intended to demonstrate player skill and may lack team interaction.
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