HABOKU / THIRD-PERSON BOSS RUSH 2026
After Boneyard, I wanted to go back to third person and focus on one thing: boss fights that feel good to play.
Haboku is a boss rush. A ronin painted every man he had been on a single scroll; one night the ink broke and the figures walked off the paper, wearing his face. Three bosses, three past selves, and after each fight he steals one of their techniques.
The look is a custom ink post-process inspired by Japanese sumi-e: paper, brush-weight outlines, flat ink washes and mist that fades the world into the page.
Everything is built entirely in Blueprints in Unreal Engine 5.
Download the playable build.
CREDITS :
Game Design & Development : Julien Pietri (Third Hand) with the help of Claude
SYSTEMS
Combat & Abilities
Three abilities, each earned in a different crypt:
Bone Boomerang: thrown weapon that hits enemies and switches at range
Bone Dash: quick dash with invincibility frames that breaks cracked walls
Lantern: lights the darkness and reveals hidden souls
Enemies
Each ghost type asks for a different approach:Angry Ghost: chases the player and deals contact damage
Wailing Ghost: keeps its distance and throws projectiles
Golden Ghost: rare, runs away, drops a big soul reward
Boss: bigger, tougher, waiting at the end
Progression & Economy
Souls dropped by ghosts or hidden around the levels
Spent at graves to upgrade maximum health
Secrets reward exploration
Save & Persistence
Graves act as save points: heal, upgrade and save
Saves level, health, souls, inventory and upgrades
Separate settings save
Level Design
A graveyard hub, three crypts and a boss arena
Each crypt follows a clear structure: combat hall, item shrine, hidden alcove, save point, boss door
Layouts planned from top-down reference maps, then blocked out in engine
UI & Presentation
Health HUD, profile menu with inventory and controls
Data-driven item descriptions and on-screen hints
Settings menu, credits and end screen
Typography inspired by 1930s cartoon title cards
Look & Sound
Black & white post-process grade with film grain and an old-film effect
Night, rain and wet reflections with Ultra Dynamic Sky & Weather
Music and sound effects
DESIGN DEVELOPMENT
Process
Reference Map
Final Level in Engine
