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About Lobo

Lobo - about the game

Lobo is a dark fantasy action-adventure RPG where you play as Harley, a cursed teenager fighting to survive in a dying world haunted by werewolves, zealots, and the dead. As a solo developer, I’ve poured my heart into creating a story-driven experience that blends emotion, challenge, and atmosphere.

A Personal, Story-Driven Journey

Harley’s life changed the night a werewolf took his mother. Raised deep in the forest by his grandparents, he lived hidden from the chaos outside—until the curse came for his family again. Now, hunted and alone, he must uncover the truth behind his powers and the world’s decay.

Lobo is a tale of identity, grief, and survival, inspired by games like The Last of Us and Diablo, and timeless stories like The Lord of the Rings and Star Wars. It’s my way of blending epic fantasy with something deeply personal.

Thoughtful, Responsive Combat

Combat in Lobo is all about timing, precision, and reading your enemies. You’ll switch between melee weapons like swords and ranged firearms, each with strengths and weaknesses—some enemies are only vulnerable to one or the other.

You can block, parry, and roll to survive, while light and heavy attacks let you balance speed and power. A stealth system adds another layer, rewarding careful movement and surprise attacks to thin out enemies before a fight even begins.

Every encounter feels deliberate—brutal, tactical, and deeply satisfying.

Explore a Semi-Open World

The game takes place in a handcrafted, semi-open world filled with lush forests, crumbling ruins, and mysterious dungeons. From abandoned villages to cursed caves, exploration rewards curiosity with secrets, gear, and lore.

While it’s not a massive open world, every corner is packed with atmosphere and purpose.

Built With Heart

I’m building Lobo on my own—from the mechanics and visuals to the story and characters. Many of the people you’ll meet in the game are based on real family and friends, giving the world a soul that’s close to mine.

This isn’t just a game—it’s a story I’ve been dying to tell.