Bardo: The Golden Age

In development

A 3D isometric open-world co-op adventure for two to four players — and a prequel to Lost City of Bardo, set in the Golden Age, before three monsters were driven into the maze beneath Bardo.

Status
In development
Release
February 2027
Genre
Open world · Adventure
Players
2–4 co-op
Co-op
Online or shared screen
Engine
Unity 6 · URP

About the game

The maze was already there

Bardo: The Golden Age is a 3D isometric open-world adventure built for co-operative play. It is a prequel to Lost City of Bardo, set generations before it, when the maze beneath the castle was just an old, empty labyrinth — and the kingdom above it still had a monster problem.

The world is open and continuous rather than cut into levels. You travel it from a fixed isometric view: walled towns and tiled streets, cliffs and river valleys, castles, harbours and ruins, with hostile ground between them.

This game is a work in progress. Everything shown on this page is captured from the current development build, and the look, systems and content are all still changing.

An isometric town street of tiled facades, awnings and market stalls

Co-op

Two to four players, one world

Play together online, or on a single machine with everyone sharing one camera.

Players

Two to four

The world is built around a small party rather than a solo hero — enough players to split up a task, few enough that everyone matters.

Online

Play from anywhere

Join a shared world over the network and explore it together, each player free to move on their own.

Local

One screen, one camera

Everyone on the same machine plays in a single shared view — no split screen, so the party stays together on the map.

Under the hood

How the world is built

Built in Unity 6 on the Universal Render Pipeline, with Unity's own Netcode for GameObjects handling the network layer.

Terrain

Blocks and tiles, streamed

The landscape is a block-and-tile system that streams in around the players, so the world can keep going without loading screens between regions.

Shaders

Custom URP materials

Water, grass and foliage are dressed with shaders written for the project in Unity's Universal Render Pipeline, rather than off-the-shelf assets.

Networking

Owner-authoritative movement

Built on Unity's Netcode for GameObjects. Each player drives their own character directly, so movement stays responsive rather than waiting on the network.

Camera

One camera, shared

In local co-op, a single director camera frames whichever players are moving, instead of splitting the screen between them.

Hosting

No dedicated server needed

One player's machine hosts the session and the others join it directly — there's no separate server to stand up to play together.

Studio

Made in-house

Design, art, world building and code are all done in-house at Greenlite Technologies.

Screenshots

From the current build

Work in progress — none of this is final.

Coming February 2027

Follow the build

The game is still in development. If you want to hear when it is playable, or you are writing about it, get in touch.