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Khroma: Arena of Chaos (KaoC)

Khroma: Arena of Chaos (KaoC)

Created by Jhax Khroma

Executive Summary

Game Concept

Khroma: Elite Battle System (EBS) is a multiplayer, PvP-only monster battle arena game, inspired by titles like Pokémon Stadium but with real-time combat, metamorphing creatures, and deep competitive gameplay. Unlike traditional monster-collecting games, players own digital DNA copies of Khroma that they deploy in battle, gaining experience and evolving mid-fight. The name Khroma is derived from the word chromosome. Khroma are monsters that are very unique. When battling with a Khroma, players are battling with a copy of the Khroma's DNA. This means players are only using a copy of a Khroma. The game is inspired from DNA and it's many mysteries.

Unique Selling Points

  • Real-time Combat - fast paced battles that's fun and easy to learn.
  • Tradable and Collectable Monsters - Khroma are tradable and customizable.
  • Customizable In-Game Character - design your character as you wish.
  • Seasons, Tournaments and Leaderboards -  a new season every 10-12 weeks brings new Khroma's, tournaments, leaderboards and more. 


Current Progress / Goals

This game design document provides a comprehensive overview of Khroma in its entirety. However, our current development focus is on building a strong foundation for the game. The immediate goal is to complete and refine the core battle system, ensuring smooth and engaging real-time combat mechanics. Additionally, we aim to develop 4-6 high-quality Khroma models, each with detailed animations and visual effects that showcase the depth of our design.

These assets will serve as the foundation for our crowdfunding campaign, where we will present a gameplay experience to potential backers. This strategic approach will allow us to demonstrate the game's unique mechanics, secure funding, and expand development to include additional features, content, and polish.



Game Mechanics


Battle System

Overview

The battle system is the breed and butter of the game. Khroma battle system is based on a fan game that we created long ago called Pokemon Generations. Please view this video to gain an understanding on how the battle system works: 

https://www.youtube.com/watch?v=p5iG6llz4TQ

The Pokemon Generations game can be downloaded here:


https://www.indiedb.com/games/pokmon-generations-reboot-download-avaliable

Khroma Selection

Players can select up to 6 base Khroma's to use in battle. A base Khroma is a monster that's in the first pre-evolution stage. For example, Bulbasaur is a base level Pokemon, its evolutions are Ivysaur and Venusaur. Base Khroma's can only be selected because Khroma evolve during battles (For more information on Khroma evolutions see the Metamorph section). If the base level Khroma has not been used in battle it starts out at level 1. Base Khroma's earn experience, level up, and evolve during battle. 


Dynamic User Actions

Players are able to control their Khroma's dynamically. Once the battle start players become the Khroma, meaning every movement or action the player makes will be within the Khroma itself. The player character will still be there but it will be standing still and players won't be able to move their character until the a Khroma has been defeated or the match is over. 


The player will be able to move relative to the camera. Forward is towards where the camera is facing. Horizontal movement turns the player towards the direction. As opposed to strafing/side-to-side movement, except when locked on to an enemy. When locked on, the player should be facing the target and strafe when horizontal movement keys are pressed. The player will select the desired move with the 1-4 keys and the option to activate the selected move. Pressing holding a key (or maybe a different keybind) and a directional key will initiate a dodge in that direction. Space will be to jump in the air. A jump after a dodge will result in a longer horizontal jump. This is useful to jump out of the way of a wide-range attack. A dodge will have a short delay at the end before another dodge can be initiated. This is to prevent dodge spamming. This dodging system is applied to flying Khroma as well, except with more maneuverability in the dodging. There will also be a keybind to lock onto a target. As well as a way to cycle through the different available targets when battling multiple Khroma. The player can also simply click to target as well. In the event of a flying enemy, there might be a need to aim up or downwards with a projectile or otherwise for manual aiming. To control this, by default the attacks will be done horizontally except when a key is held down. While held down, the mouse vertical movement will aim the player attacks vertically. This adds some difficulty to hit someone that is flying, while also adding strategy.  If the key is not pressed, vertical movement of the mouse will only control the camera vertical movement and not the aim of the character. When locked on, the player aim will be in the general vertical rotation of the target as well. 


Combat Camera

When targeting an enemy it is important that the camera is able to be moved freely the enemy should remain the focal point but the player should be able to view other areas of the combat arena as well while engaged in battle this allows for more control when battling. In other words, the enemy does not have to be locked in the center of the screen.



There should also be an indication on the target that the player has locked onto, for example the white dot in the above gif(artistically, I think we can do better than a white dot as the target indicator). Additionally, when the player is not locked on, the camera should be free to look around. Because all attacks are in the direction of the player, and not where the camera is facing, the player can dynamically attack in all directions while keeping an eye on anything they want.


General Combat Components

Fighting should be fluid and intuitive. To avoid attack spamming each attack will have a cool down period. This should force players to select a different attack each time. Dodging consumes stamina and also has a cooldown (see the Stat Values, Experience Point, & Stamina section for more on this topic).


There are two types of attacks. physical, and special. Physical attacks are attacks the Khroma physically perform (e.g. bite). Special attacks are projectiles that come from the Khroma (e.g. shadow claw). Each attack should have several different animations to allow for the repetition of the same move, or the chaining of moves make a real combo system. 


Stats Values are important values that help determine a Khroma's performance in battle. There are 7 state values (view Stat Values, Experience Point, & Stamina for more information):

  • Health Points
  • Stamina
  • Physical Attack
  • Special Attack
  • Physical Defense
  • Special Defense


Aerial Combat

Gust (Flying) type Khroma will have the advantage of the sky. Whether it is swooping down to perform a physical attack, or keeping altitude to fire projectile attacks the flying Khroma will have an advantage of keeping their distance. The obvious way to balance this is through stamina stat and stamina bar. Gust type Khroma stamina meter can get lowered just as any other type; buy dodging. Dodging attacks is even more crucial to Gust type Khroma. When their stamina bar is low it can land on the ground to refill the stamina meter. If the stamina meter hits zero the gust type Khroma will land to the ground automatically and cannot take flight again until it is out of the danger zone.



Stat Values, Experience Point, & Stamina Meter

Stat Values

Stat Values are what make Khroma's unique. They are in place to determine how a Khroma will perform in battle. Each Khroma has stat values. Stat Values are random when equipped to base Khroma but they increase as the Khroma gains experience and metamorphs. Players can use consumable items to increase or decrease a stat. 

There are three types of attacks. physical, special, and status.

  • Physical attacks are attacks the Khroma physically perform (e.g. bite).
  • Special attacks are projectiles that come from the Khroma (e.g. shadow claw).
  • Status attacks affect Khroma's stats.

Each attack should have several different animations to allow for the repetition of the same move, or the chaining of moves make a real combo system. There are 7 state values (view Stat Values, Experience Point, & Stamina for more information):

  • Health Points - total amount of health displayed in a meter.
  • Stamina - stat that determines a Khroma's stamina bar meter.
  • Physical Attack - determines the amount of physical power.
  • Special Attack - determines the amount of special power.
  • Physical Defense - determines the amount of physical attack a Khroma can withstand.
  • Special Defense - determines the amount of special attack a Khroma can withstand.


Experience Points

Experience Points are points that Khroma's gain to level up. These points are used to fill the experience meter. Once the meter is filled the Khroma grows a level. Leveling up makes a Khroma stronger. Base Khroma's start at level 1, all Khroma can level up to level 100.  A Khroma gains experience points multiple ways. Winning a match will give the most amount of experience. Getting ko'd in battle will give the smallest amount of experience. If a Khroma has participated in a battle but was subbed out it also gains some experience. 


Stamina Meter

The stamina system plays a crucial role in battle strategy.

  • Stamina Stat: Determines the size of a Khroma's stamina bar.
  • Stamina Reduction: The stamina meter depletes when dodging attacks.
  • Stamina Recovery: The meter refills slowly if the Khroma remains still or if a Gust-type Khroma lands on the ground.
  • Stamina Depletion Consequences:
    • If the stamina meter reaches 0, small amounts of HP drain until the Khroma stops moving and allows recovery.
    • Players can reengage in battle at any time, but if the stamina bar is not fully restored, it will drain at a faster rate.

Multiplayer & Matchmaking

Overview

The matchmaking system  is designed to ensure fair and competitive PvP battles by pairing players with similar Khroma levels. The system prioritizes balanced matches to maintain engagement and competitiveness while optimizing queue times.


Matchmaking Process

  1. Player Queue Entry

    • When a player enters matchmaking, their average Khroma level is calculated based on the six selected Khroma.
    • Players can enter solo or in teams.
    • The system begins searching for opponents with a matching level range.
  2. Level-Based Matchmaking

    • The system uses an ELO-style algorithm but prioritizes Khroma level brackets over player rank.
    • Players are grouped into level ranges to ensure fair fights:
      • Tier 1: Levels 1-10
      • Tier 2: Levels 11-25
      • Tier 3: Levels 26-50
      • Tier 4: Levels 51-75
      • Tier 5: Levels 76-100
  3. Matchmaking Logic

    • The system first searches for an opponent within the same level tier.
    • If no opponent is found within 30 seconds, the system expands the search by +/- 2 levels per iteration.
    • If no opponent is found within 90 seconds, the system expands to a broader range but gives a slight stat advantage to the lower-level player (e.g., a temporary health boost).
  4. Rank Consideration

    • In addition to level-based matchmaking, a hidden ranking system (MMR) can influence matchups to balance experienced and newer players within the same level bracket.
  5. Rematch & Matchmaking Penalties

    • Players can opt for a rematch if both agree.
    • If a player disconnects frequently, they will receive a temporary matchmaking cooldown.

Additional Features


Conclusion

This matchmaking system ensures fair battles by prioritizing similar-level opponents, while also balancing queue times. The system gradually expands the search criteria but introduces level-based buffs when necessary to maintain fair fights.

Match Spectating

Overview

The Spectating System allows players to watch live matches in real time. This feature enhances engagement by enabling players to study strategies, support friends, and enjoy high-level battles.


Spectating Features

1. Live Match Viewing

2. Camera Controls

3. UI & Display Options

4. Replay & Highlight System (Future Expansion)


Access & Restrictions


Conclusion

The Spectating System enhances player engagement by allowing real-time match viewing, strategic analysis, and tournament participation. Future expansions, such as replays and highlights, will further improve the experience.

Battle Modes

Battle modes features two exciting and dynamic battle modes: One on One and Co-op Two on Two. These modes cater to different playstyles and offer players unique challenges, ensuring every match offers a fresh and engaging experience.


1. One on One (1v1) Battle Mode

The One on One (1v1) battle mode is the most traditional and intense format of combat. In this mode, players face off against each other in a duel where strategy and reaction time are key.

Key Features:

Ideal For:


2. Co-op Two on Two (Co-op 2v2) Battle Mode

In Co-op Two on Two (Co-op 2v2) mode, two players team up to take on an opposing duo. This mode is designed to enhance teamwork, coordination, and communication, as players work together to control their Khroma in battle.

Key Features:

Ideal For:

Battle Flow

Overview

Battles in are real-time, action-based encounters where players control their Khroma dynamically. With free movement, dodging, and attack selection, combat requires strategy, skill, and adaptability. Each Khroma can use only 4 different attacks, and Metamorphed Khroma have access to powerful AoE (Area of Effect) attacks to dominate the battlefield.


Battle Flow

1. Pre-Battle Setup

  • Players select 6 Base Khroma to bring into battle.
  • Each Khroma has 4 equipped attacks, chosen from their skill tree.
  • Players enter matchmaking and are paired based on Khroma levels for balanced competition.

2. Match Start

  • The battle begins with both players controlling their first selected Khroma.
  • The player’s character stands still while they take full control of their Khroma.
  • Movement is relative to the camera, and players can freely roam, dodge, and engage.

3. Combat Mechanics

  • Attack Selection: Players can use 1-4 keys to activate one of their equipped moves.
  • Dodging & Stamina: Dodging depletes stamina, requiring strategic use.
  • Lock-On System: Players can lock onto targets for precise attacks.
  • Manual Aiming: Certain projectiles or aerial attacks require aiming for accuracy.
  • Cooldowns: Each attack has a cooldown to prevent spamming and encourage move variety.

4. Metamorphing Mid-Battle

  • As Khroma gain experience during battle, they can level up and Metamorph into stronger forms.

  • Metamorph Effects:

    • Stat Boosts: Increased Health, Attack, Defense, and Stamina.
    • New Visual Appearance: The Khroma’s design evolves.
    • New Abilities: Access to more powerful AoE attacks that impact multiple enemies.
  • Metamorphing occurs instantly once the required level is reached, shifting the battle dynamic in favor of the evolved Khroma.


5. Winning & Losing a Khroma

  • If a Khroma’s HP reaches zero, it is knocked out, and the player selects another from their team.
  • The battle continues until one player has no remaining Khroma.

6. End of Match

  • The victorious player gains Experience Points (XP) for their Khroma.
  • Defeated Khroma still gain partial XP based on their participation.
  • Players return to the main menu or matchmaking for another match.

Battle Example Scenario

Early Battle Phase:

  • Player A's base Khroma (Level 10) fights Player B’s base Khroma (Level 12).
  • Both players dodge, attack, and manage stamina to avoid getting hit.
  • Player A lands multiple hits and gains enough XP to reach Level 15, allowing Metamorphing.

Mid Battle Phase (Metamorphing):

  • Player A’s Khroma Metamorphs, gaining increased stats and unlocking an AoE attack.
  • The battle shifts in Player A’s favor as they use a powerful AoE fire explosion, damaging Player B’s Khroma.
  • Player B attempts to dodge and counter but is at a disadvantage.

End Battle Phase:

  • Player B’s Khroma is knocked out, and they swap to a fresh Khroma.
  • The battle continues until one player’s full team is defeated.
  • The winner gains XP. When players start their next battle they must select base Khroma again. Metamorphed Khroma are not carried into the start of battles. 

Conclusion

The battle system in Khroma: Elite Battle System (EBS) is fast-paced, skill-based, and strategic. Players must manage attacks, stamina, and Metamorphing to gain an edge. With real-time combat, movement, and AoE abilities for evolved Khroma, battles feel intense, rewarding, and dynamic.

Battle Items / Consumables

Overview

Players can use consumable items during battle to enhance their Khroma’s performance. These items provide strategic advantages by restoring health, replenishing stamina, or temporarily boosting stats. Consumables add an extra layer of depth to battles, allowing players to turn the tide of a fight with well-timed usage.

Note: Names of consumable items are subject to change.

Item Usage Rules:


List of Consumable Items

Healing Items

These items restore HP (Health Points) to keep Khroma in the fight longer.


Stamina Recovery Items

These items replenish the stamina meter, allowing for more dodging, attacking, and aerial combat.


Stat Boosting Items

These items provide temporary buffs to enhance combat performance.


Special Effect Items

These items provide unique advantages outside of standard healing or stat boosts.


Additional Considerations:

This setup ensures that items are useful but not overpowered, making battles more engaging without disrupting game balance.

Metamorph

Metamorphing is Khroma’s unique evolution system, allowing Khroma to transform mid-battle as they gain experience. Each Khroma has a specific level requirement for metamorphing, and once reached, they will instantly evolve (if they player chooses), gaining:

This system adds dynamic progression to battles, rewarding players for skillful combat and strategic experience management.

Players can choose not to metamorph by declining the option. If this happens, a prompt will appear for each level the Khroma grows, asking if it wants to metamorph. This continues until level 100.  

Skill Tree & Movesets

Overview

Each Khroma has its own unique skill tree that dictates which moves they can learn and when. This system is designed to give players the freedom to customize their Khroma’s abilities, adding a strategic layer to battles. Moves are learned as Khroma gain experience and evolve (via metamorph).


Skill Tree Structure

1. Experience-Based Level Progression

  • As Khroma gain experience through combat, they level up and unlock new moves at specific levels.
  • Base Khroma (pre-evolution stage) learn moves up to a certain level.
  • Metamorphing Khroma can unlock additional moves as their evolved form.
  • Each Khroma has a different level curve for learning new moves based on their individual traits.

2. Move Categories

  • Physical Attacks: Direct, close-range moves (e.g., bite, claw).
  • Special Attacks: Projectile or elemental-based moves (e.g., fireball, shadow claw).
  • Status Attacks: These attacks can affect different status of your Khroma or your opponents Khroma. 
  • The skill tree branches into two distinct categories for these moves, allowing players to focus on either one or balance both.

3. Metamorph Conditions

  • Upon metamorphing, Khroma may unlock new branches in their skill tree, representing their evolved state.
  • The moves available after metamorphing often include stronger versions of existing moves, or entirely new abilities reflecting their evolved form’s power.
  • Example: A base Khroma might learn a basic bite attack, but after metamorphing, it gains a powerful, evolved claw strike or elemental special attack.

4. Skill Tree Pathways

  • Players can choose between different pathways in the skill tree, allowing for customization in battle style.
  • Branching Paths: Depending on the Khroma’s nature (offensive, defensive, balanced), the skill tree can evolve in different directions.
    • Offensive path: Focuses on increasing damage output.
    • Defensive path: Focuses on moves that increase survival (e.g., shields, heals).
    • Hybrid path: A balanced mix of offense and defense for versatile strategies.

5. Move Slots

  • Khroma can equip a limited number of moves, determined by the number of available move slots (usually 4-6).
  • Players can swap out moves between battles, choosing a moveset that best suits their strategy and the opponent.
  • Meta Progression: As players gain experience and rank up, they may unlock additional move slots to further customize their Khroma.

Unlocking & Learning New Moves

1. Learning New Moves

  • Each time a Khroma levels up to a threshold level (e.g., 5, 15, 30), the player is prompted to learn a new move.
  • The moves available at these levels depend on:
    • Khroma's Base Evolution – Some moves are specific to base Khroma, while others are unlocked upon metamorphing.
    • Metamorph Status – Different moves will become available once the Khroma has evolved, offering advanced attacks.
    • Special Conditions – Some rare moves can be unlocked based on in-game achievements or specific battle conditions.

2. Move Learning Example

  • Base Khroma at Level 10: Learns Bite (physical move).
  • Base Khroma at Level 20: Learns Tackle (physical move) or Quick Attack (special move).
  • After Metamorphing at Level 30: Learns Claw Strike (powerful physical move) or Fireball (special elemental move).

Strategic Depth in Movesets

  • The skill tree encourages players to specialize Khroma’s attacks, either focusing on raw power, support, or hybrid strategies.
  • Certain moves have synergies with others (e.g., using a speed boost move before a powerful attack), encouraging players to experiment with combinations.
  • As Khroma evolve and unlock new moves, players must decide how to allocate their available move slots for maximum combat effectiveness.


Skill Tree Editing

 Players customize their Khroma’s moveset outside of battle through the Skill Tree system. Since Khroma gain experience (EXP) during battles, they may unlock new moves or abilities after a match. Players can then access the Skill Tree to modify their Khroma’s moveset before entering their next battle.

This system allows players to strategically adapt their Khroma’s abilities based on their progress and opponents, ensuring dynamic and evolving gameplay. However, once a battle begins, a Khroma’s moveset remains locked until the next customization opportunity.



Conclusion

The Battle System skill tree and moveset system offers deep customization, allowing players to shape their Khroma's abilities based on experience, evolution, and personal strategy. The combination of physical and special moves, evolving abilities, and branching skill paths makes for a rich and tactical combat experience.

AoE Attack System

Overview

In Khroma: Elite Battle System (EBS), Area of Effect (AoE) attacks are powerful abilities exclusive to Ultra Khroma—Khroma that have reached their final metamorph stage. These attacks provide a strategic advantage in battle but are carefully balanced to prevent overuse and maintain fair gameplay.

Types of AoE Attacks

AoE attacks come in three different categories, just like regular moves:

  • Physical AoE Attacks – Deals damage based on the user's Physical Attack stat.
  • Special AoE Attacks – Deals damage based on the user's Special Attack stat.
  • Status AoE Attacks – Inflicts non-damaging effects, such as stat debuffs or crowd control (e.g., slowing enemies, reducing stamina).

Limitations & Balance

To prevent AoE attacks from being overpowered, the system includes several key limitations:

  1. Single-Use per Battle – Each Ultra Khroma can only use its AoE attack once per battle.
  2. Charge Meter Requirement – After metamorphing, an Ultra Khroma must wait for its AoE charge meter to fill before being able to use its AoE attack. This prevents immediate use after transformation.
  3. Flat Power with Diminishing Returns – The AoE attack deals full damage to the primary target and reduced damage (e.g., 70% or 50%) to secondary targets. This keeps the attack impactful while preventing it from being too strong against multiple enemies.

Strategic Use in Battle

  • Timing is Critical – Since AoE attacks are limited to one use per battle, players must carefully decide when to unleash them for maximum impact.
  • Team-Based Battles – In co-op battles (e.g., 3v3 team matches), AoE attacks can significantly change the tide of battle when used at the right moment.
  • Counterplay & Defense – Opponents can anticipate AoE attacks and position themselves strategically to minimize damage or avoid key status effects.

Conclusion

AoE attacks are a high-risk, high-reward tool that adds a new layer of strategy to Khroma: Elite Battle System (EBS). By restricting their frequency, requiring a charge-up period, and distributing their power, the system ensures that these powerful moves remain fair, tactical, and impactful rather than overwhelming the battle experience.

Personalities

Each Khroma comes with a personality that influences its behavior in battle, much like Natures in Pokémon. The personality of a Khroma can have a direct impact on its performance, from its stat growth to how it interacts in battle. This adds an extra layer of depth to each Khroma, making them feel even more unique and personal to their owners.

1. Overview of the Personality System


2. Personality Modifiers

The personalities act similarly to Natures in Pokémon but are expanded to include more behavior influences during battle. The personalities are categorized into positive, neutral, and negative categories. Each personality gives a stat boost to one attribute while decreasing another, and sometimes influences specific behaviors in combat.

Personality Categories:


3. Khroma Personality List

Below is a list of Khroma personalities with their unique names and the stat changes or behavioral influences they have in battle.

Positive Personalities:

  1. Braveheart

    • Effect: +Physical Attack, -Special Defense
    • Behavior: Tends to attack aggressively and often uses high-damage physical moves.
  2. Swiftfoot

    • Effect: +Speed, -Special Defense
    • Behavior: Focuses on fast strikes, with high evasion and mobility in battle.
  3. Intellectual

    • Effect: +Special Attack, -Physical Defense
    • Behavior: Prefers using powerful special attacks, often keeping a safe distance from enemies.
  4. Defender

    • Effect: +Physical Defense, -Special Attack
    • Behavior: Highly defensive, prioritizing shielding itself and absorbing damage in battles.
  5. Fury

    • Effect: +Physical Attack, -Special Attack
    • Behavior: Relies on brute force and direct combat, with a focus on physical offense.
  6. Serene

    • Effect: +Special Defense, -Physical Attack
    • Behavior: Calm and composed, focusing on healing or defensive strategies.

Neutral Personalities:

  1. Balanced
    • Effect: No stat changes
    • Behavior: A versatile personality, adapting to various combat situations without a specific focus on offense or defense.
  2. Jovial
    • Effect: No stat changes
    • Behavior: A cheerful personality that may randomly switch between offensive and defensive tactics, adding unpredictability to its battles.
  3. Modest
    • Effect: No stat changes
    • Behavior: This personality is not focused on aggression or defense and is known for cautious play and taking calculated moves.

Negative Personalities:

  1. Timid

    • Effect: -Physical Attack, +Special Defense
    • Behavior: Tends to avoid direct confrontation, preferring to defend or focus on special abilities rather than offense.
  2. Lazy

    • Effect: -Speed, +Special Attack
    • Behavior: Slow and deliberate, but highly focused on powerful special moves and spells.
  3. Reckless

    • Effect: -Special Defense, +Physical Attack
    • Behavior: Takes risks and focuses on fast, high-damage attacks, but is more vulnerable to special attacks.
  4. Evasive

    • Effect: -Physical Defense, +Speed
    • Behavior: Focuses on dodging attacks, making it difficult to hit, but vulnerable to physical damage when caught.
  5. Stubborn

    • Effect: -Stamina, +Health Points
    • Behavior: Tends to hang onto health and recover quickly but gets worn out faster during sustained combat.

4. How Personality Impacts Strategy

The combination of a Khroma's personality, skill tree, and moveset can create a highly personalized and unique combat experience. Players can select and adjust moves and skills to maximize or compensate for the effects of their Khroma’s personality.

For example:

Type Chart


Type Effectiveness

Species Types function similarly to types in other monster-battling games. Each Khroma can possess one or two types, which influence both their moveset and overall battle effectiveness. Every type has inherent strengths and weaknesses against other types, creating a strategic layer to combat.

At launch, the game will feature 9 core types, with plans to introduce additional types through future expansion packs.

Launch Khroma Types:

Planned Expansion Types:

These types will shape the game’s combat system, ensuring a dynamic and evolving competitive experience.


the Type Chart is a crucial gameplay mechanic that determines how effective one Khroma’s attack is against another based on their elemental or attribute type. Each Khroma Type has strengths and weaknesses, influencing strategy, team composition, and battle tactics.

Why the Type Chart is Needed

  1. Strategic Depth – Players must consider type matchups when selecting Khroma for battle, ensuring they have advantageous counters.
  2. Balanced Combat – The system prevents certain types from being overpowered by introducing resistances and vulnerabilities.
  3. Encourages Team Variety – Having multiple Khroma types on a team ensures adaptability to different matchups.
  4. Skill-Based Gameplay – Knowledge of type effectiveness allows skilled players to outplay opponents by choosing the right moves and Khroma for each situation.

By understanding the Khroma Type Effectiveness Chart, players can make better decisions in battle, anticipate enemy strategies, and maximize their chances of victory.

DNA Degredation

Overview

The DNA Degradation System in Khroma: Elite Battle System (EBS) ensures players rotate their Khroma roster instead of relying on a single Khroma for every battle. This prevents stale gameplay, encourages strategic diversity, and promotes balanced matchmaking.

Rather than a fixed cooldown, this system introduces a progressive degradation mechanic, allowing more flexibility while still discouraging overuse.


DNA Degradation Mechanics

1. Progressive DNA Degradation

Instead of a hard lock after five battles, DNA degradation happens in stages based on the number of consecutive battles a Khroma is used:

Consecutive Battles         UsedEffect
5 battles-10% stamina recovery
7 battles-5% attack & defense
10+ battles-15% total stats (stamina, attack, defense)

2. DNA Recovery System

To make the system feel less punishing, players can speed up recovery through:

3. Soft-Cap Stamina Degradation (Alternative to Cooldown)

Instead of outright preventing Khroma from battling, progressive stat penalties make overused Khroma weaker:

This allows players to still use their favorite Khroma but encourages rotation by making overused ones less effective.

Khroma Rariety, Fluro and Majestic

Overview

Khroma rarity is determined by their evolutionary stages and special conditions. Players can only select Base Khroma at the start of a battle, and their Khroma may metamorph into stronger forms during combat. Some Khroma have one, two, or three evolutionary stages, while others remain in their base form permanently.

Rarity classifications also include Fluro Khroma (visually unique variants) and Majestic Khroma (powerful tournament-exclusive Khroma).


Khroma Rarity Tiers

1. Standard Rarity Tiers

Each Khroma belongs to one of three standard rarity tiers based on its metamorph stages:

Note: Some Khroma do not have multiple stages and remain in their Base form. Others can metamorph once (Special) or twice (Ultra), depending on their design.


2. Fluro Khroma (Shiny Variants)

Fluro Khroma are purely cosmetic variants, similar to shiny Pokémon. They have a unique appearance but no stat differences from their normal counterparts.

Fluro Mechanics:


3. Majestic Khroma (Legendary Tier)

Majestic Khroma are the strongest and rarest Khroma, comparable to Legendary Pokémon. They have increased stats, making them slightly stronger than Ultra Khroma.

Majestic Mechanics:

Game Administration Tools

In-Game Community Staff Roles:

Community staff members are assigned distinct roles and are easily identifiable in chat by their tags. Each role is responsible for specific aspects of the game's administration and community engagement.

  1. Developer: A member of the development team who focuses on the creation and maintenance of the game. Developers implement new features, fix bugs, and ensure the technical stability of the game.

  2. Administrator: The overseer of both the game and the staff. Administrators manage community staff, monitor the overall health of the game, enforce rules, and address high-level issues within the game and community.

  3. Community Coordinator: Responsible for creating and overseeing official tournaments, events, and special activities. They ensure that events run smoothly and engage the player base with organized competitions.

  4. Community Manager: The key figure in managing the community through social media, forums, and platforms like Discord. They engage with players, moderate discussions, and foster a positive environment for the community.

  5. Recruit: A community manager or coordinator in training, learning the tools and responsibilities of the higher roles, and assisting in community management duties.


Admin Panel:

The Admin Panel provides a set of tools for administrators and community staff to manage the game environment and maintain a healthy and engaging community. Key tools include:

  1. Player Management:

    • Administrators can mute, ban, or warn players who engage in inappropriate behavior. This tool helps maintain a safe, respectful environment within the game.
  2. Event Control:

    • Administrators can use the Event Control tool to organize, manage, and monitor in-game tournaments, events, and special activities. This includes setting up event parameters, tracking progress, and ensuring smooth operation.
  3. Chat Monitoring:

    • Real-time chat oversight is essential for keeping the community environment friendly and respectful. Admins can monitor conversations, issue warnings, and take action against disruptive behavior.
  4. Game Settings:

    • The Game Settings tool allows administrators to adjust in-game parameters, such as matchmaking rules, battle balance adjustments, and any other configuration that impacts gameplay. This tool ensures the game remains fair and engaging for all players.
  5. Statistics and Analytics:

    • Administrators can view detailed player engagement reports, game performance metrics, and community activity stats. This helps in tracking the health of the game, understanding player trends, and making informed decisions on game development and community management.

Admin Spectate Mode:

The Admin Spectate Mode provides enhanced controls for staff when observing live battles. Administrators can use this mode to:


Admin Commands:

Administrators have access to a variety of Admin Commands, which can be used to perform specific actions directly within the game. These commands might include:

kPhone

Overview

The kPhone is a state-of-the-art device that serves as the primary interface between players and their Khroma in Khroma: Elite Battle System (EBS). It is an essential tool for every player, used for summoning and managing their Khroma, as well as accessing various game features.

Functionality

1. Khroma Selection & DNA Extraction

  • Before each battle, players must select their team of six Base Khroma from their collection using the kPhone.
  • The kPhone acts as a data storage unit, storing the genetic information (DNA) of each Khroma a player owns.
  • At the start of a battle, the player will use their kPhone to extract a Khroma’s DNA, materializing it into a real, battle-ready form in the arena.
  • Only Base Khroma can be initially selected for battle, but they have the ability to Metamorph mid-battle upon gaining enough experience.

Khroma DNA and Battle Deployment

  • A Khroma’s DNA is stored in the kPhone. This data holds all the attributes, stats, moves, and any modifications made to the Khroma.
  • During battle, players will select from their list of Base Khroma to summon into the arena.
  • When the battle starts, the player will project their kPhone to materialize the chosen Khroma.
  • The Khroma’s DNA is extracted from the phone, bringing it into physical form for the battle.

KhromaDex

Is a digital encyclopedia application available on the kPhone, which tracks all discovered Khroma. Players can access detailed information about each Khroma's traits, metamorph evolution stages, skill trees, movesets, and stats. As players use Khroma in battles and face other Khroma's in battle, the KhromDex automatically updates with their data. It serves as both a valuable reference for strategy and a way to track progress in completing the Khroma collection. 

Friends List

The Friends List application is a kPhone social app that allows players to view friends, send friend request, and more. 

Mirror App

The Mirror app can be opened from within the kPhone. This app is used to customize the player character.

Guild Hall

The Guild Hall app can be opened from within the kPhone. This app is used to join/ leave guilds. 

Other Apps

kPhone will have more apps in the future that players can use. 

Lobby System

The Khroma Lobby System is a central hub where players can interact before entering battles. It serves as a social space for chatting, organizing battles, trading, and discussing tournaments. The system includes multiple chat channels, automatic tournament chat creation, and moderation tools for game staff.


Lobby System Features

1. General Chat System

The chat interface is accessible from the main lobby and features multiple chat tabs for different purposes. Players can communicate in public channels or private direct messages (DMs).

Chat Tabs & Their Purpose:

Each tab has a distinct color label to help players easily differentiate between channels.


2. Tournament Chat Auto-Generation

When a tournament is created, the system automatically generates a dedicated tournament chat with the following features:

Tournament chats automatically close 24 hours after the tournament ends, but the chat history remains accessible for review.


3. Private Messaging & Party Chat

Players can send direct messages (DMs) to each other for private discussions. Additionally, party-based group chats are available for players forming teams or practicing together.


Chat Moderation & Staff Tools

To ensure a safe and respectful community, the chat system includes robust moderation tools for game staff.

Moderation Features:

Game staff have special moderator tags next to their usernames, indicating their role (Developer, Administrator, Community Coordinator, etc.).


Additional Features & Enhancements

Player Progression


Character Customization

The Character Customization System in Khroma: Elite Battle System (EBS) allows players to create and personalize their in-game avatar when they first create an account. This system offers a foundational level of customization, with additional options available as players progress through the game or make purchases from the in-game store. Below is a detailed overview of how the system works.


1. Account Creation & Initial Customization

When players create a new account in Khroma: Elite Battle System (EBS), they are prompted to create their character. The following steps guide them through the initial character creation process:

  1. Gender Selection:
    Players will choose between Male or Female for their character’s gender.

  2. Basic Features Customization:
    After selecting their gender, players can personalize their character by customizing the following features:

    • Hair: Choose from a variety of basic hairstyles (limited initially).
    • Eyes: Select from a range of eye shapes and colors.
    • Skin Tone: Pick from a variety of skin tones, offering basic diversity.
    • Clothing: Choose from a selection of basic clothing items, including shirts, pants, shoes, and accessories.
  3. Faction Selection:
    Players will also be asked to choose a faction at the start of the game. Each faction may have unique aesthetics, lore, and advantages that influence gameplay and interactions with other players.


2. Minimal Initial Options

Upon starting the game, the available customization options are deliberately minimal. This is designed to encourage players to explore the in-game store and purchase additional cosmetic items using kCash. The idea is to make customization an exciting and ongoing feature for players, offering both basic free options and a wider range of premium cosmetic items for purchase.


3. In-Game Store & kCash Integration

As players progress in the game, they will have the opportunity to purchase more cosmetic customization options such as:

These cosmetic items can be purchased using kCash, the in-game currency. kCash can be obtained either through KCoin earned in battles or purchased directly with real money.


4. Personalization Through Progression

As players advance through the game and unlock new content, more customization options will be made available to them. This includes:


5. Ongoing Updates

Each season will bring new character cosmetic items. The Character Customization System will continue to evolve with regular updates, introducing new customization options and in-game events. These updates will provide fresh opportunities for players to personalize their avatars, keeping the system dynamic and engaging over time.


6. The Mirror App

Players can edit there character at any time after the initial phase by going to the mirror application on their kPhone. 

Season, Tournaments, & Rankings

Season System

The game will follow a season system, where each season lasts between 12 to 15 weeks. During each season, a variety of new content and features will be introduced to keep the game dynamic and engaging for players. This includes:

The season system ensures that players will always have new content to explore, offering excitement and incentives to return for each new season.


2. Tournament Systems

Tournaments play a crucial role in the competitive aspect. There are two types of tournaments: official tournaments and player-hosted tournaments.


3. Ranking System

The Ranking System is based on performance in official tournaments throughout each season. Rankings provide players with a sense of progression and achievement, driving them to compete and improve.


4. Rank Consideration (MMR) System (Optional Feature)

The Rank Consideration (MMR) system is an optional feature designed to enhance the matchmaking process by balancing players based on their skill level, rather than relying solely on level-based matchmaking.

Trading

Khroma Trading adds an exciting layer of gameplay and strategy, allowing players to exchange their Khroma and permanent Fluro Khroma with others. This system fosters a sense of community and offers players more freedom in customizing their collection of Khroma.

Here’s a detailed explanation of the Khroma Trading System, its mechanics, and why trading Khroma can enhance the player experience.


1. Why Trade Khroma?

While every base Khroma is accessible and nearly all Khroma are available through metamorphing (evolving into more powerful forms), trading offers something unique and valuable: the opportunity to acquire a customized Khroma. Every Khroma can be distinct due to:

These personalized aspects make each Khroma a unique entity. The trade system allows players to exchange these customized Khroma, letting them enhance their own collection with Khroma that have different movesets, skill trees, levels, and personalities.


2. What Can Be Traded?


3. How Trading Works

The Khroma Trading System is designed to be simple yet impactful, allowing players to exchange their Khroma with others for various rewards. Here’s how it works:

Guilds

Players have the opportunity to join guilds via the Guild Hall app on the kPhone, which are groups of players who share common interests and goals. Guilds allow players to communicate, strategize, and compete together in a more organized and social way. Players can easily join and manage their guilds using the kPhone, a mobile device interface that facilitates communication and in-game interactions.

How to Join a Guild via kPhone

  1. Access the kPhone:

    • Players can open their kPhone from the game’s main menu or by selecting the kPhone icon in the user interface. The kPhone serves as a hub for social features, including guild management.
  2. Navigate to the Guilds Tab:

    • On the kPhone interface, locate and tap on the "Guilds" tab. This section allows players to browse existing guilds, create new ones, or manage their membership.
  3. Browse Available Guilds:

    • In the Guilds tab, players can see a list of all active guilds, including information like the guild's name, level, focus (PvP, tournaments, casual play, etc.), and current members. Guilds may also display a brief description of their goals and community values.
  4. Search for a Guild:

    • Players can use the search bar to find specific guilds by name or related keywords. Guilds may also be categorized by playstyle, rank, or activity level, making it easier to find the perfect match.
  5. Apply to Join a Guild:

    • Once a player has found a guild they are interested in, they can apply to join by pressing the “Join” button next to the guild’s name. Some guilds may require an invitation or have a membership approval process, meaning the guild leader or officers will need to approve the request.
  6. Receive an Invitation (if applicable):

    • If applying to a guild with an approval process, the player will wait for an invitation from the guild’s officers. They will be notified via kPhone when their request has been accepted.
  7. Confirmation of Joining:

    • Once a player’s application has been approved, they will receive a notification confirming they are now a member of the guild. They will have access to the guild’s private chat and exclusive features such as guild events, special rewards, and team competitions.

Managing Guild Membership via kPhone


Benefits of Joining a Guild

Art & Sound


User Interface

This document outlines all the necessary User Interface (UI) elements to ensure smooth gameplay, accessibility, and ease of navigation.


1. Main Menu UI


2. Battle UI

A. Core Battle Elements

B. Swap & Team UI

C. Consumables UI


3. Matchmaking & Lobby UI


4. Post-Match UI


5. Khroma Selection & Customization UI


6. Tournaments & Leaderboards UI


7. Store & Monetization UI


8. kPhone & KhromaDex UI


9. Settings & Accessibility UI


10. Spectator & Replay UI


Conclusion

This comprehensive UI system ensures Khroma is engaging, user-friendly, and competitive. By balancing functionality with visual clarity, the game will provide an intuitive and immersive experience for both casual and competitive players.

SFX & Music

This document outlines the essential sound effects (SFX) and music themes required for Khroma: Elite Battle System (EBS) to create an immersive and competitive experience.


1. Music Themes 

A. Main Menu & UI Themes

  • Title Screen Theme – Epic and futuristic, setting the tone for the game.
  • Main Menu Theme – A loopable, atmospheric track with subtle energy.
  • Matchmaking Theme – Suspenseful, with a slight buildup to create anticipation.
  • Shop Theme – Calm yet engaging, designed for browsing items.
  • Leaderboard Theme – A victorious and prestigious-sounding theme.

B. Battle Music

  • Standard Battle Theme – High-energy, fast-paced music that fuels action.
  • Ranked Battle Theme – More intense than standard battles, with dramatic undertones.
  • Tournament Battle Theme – Grand and electrifying, fitting for competitive play.
  • Final Tournament Round Theme – A high-stakes variation with an epic crescendo.
  • Low HP Theme (Danger Mode) – A tension-building variation when a player’s Khroma is about to faint.

C. Metamorph Music

  • Metamorph Activation Theme – A powerful buildup leading to transformation.
  • Metamorph Battle Theme – A more intense variation of the standard battle music.

D. Special Music

  • Victory Theme – Triumphant and celebratory.
  • Defeat Theme – Somber yet motivating.
  • Spectator Mode Theme – Light and ambient, keeping focus on the battle.
  • Fluro Khroma Encounter Theme – Mysterious and unique, signifying rarity.
  • Majestic Khroma Battle Theme – A legendary orchestral track emphasizing power.

2. Sound Effects (SFX) 

A. Battle Sounds

  • Khroma Spawn Sound – When Khroma is brought into battle.
  • Attack SFX (Varied by Type & Strength)
    • Light Attack
    • Heavy Attack
    • Special Attack
    • AoE Attack
    • Critical Hit
    • Missed Attack
  • Defense & Damage SFX
    • Block
    • Dodge
    • Hit Reaction (Light, Medium, Heavy)
  • Metamorph Sound Effect – A powerful transformation sound.
  • Status Effects (Burning, Freezing, Paralyzing, etc.)
  • Fainting Sound (Khroma defeated)

B. UI & Navigation Sounds

  • Menu Button Clicks
  • Menu Transition SFX
  • Matchmaking Found Notification
  • Error/Banned Sound (For restricted actions)
  • Khroma Selection Confirmation
  • Equipping Moves or Items Sound
  • Store Purchase Confirmation Sound

C. Environment & Arena Sounds

  • Crowd Cheers & Reactions (For stadium battles)
  • Ambient Sounds for Different Arenas (Wind, water, volcanic activity, echoes, etc.)
  • Weather Effects (Rain, Thunder, Sandstorm, Blizzard, etc.)

D. kPhone & KhromaDex Sounds

  • KhromaDex Activation Sound
  • Scanning Khroma Sound
  • Notification Ping (For messages and updates)

E. Special Sounds

  • Fluro Khroma Encounter Sound Effect
  • Majestic Khroma Introduction Sound
  • Tournament Win Sound (Special celebration effect)

World & Lore

Long ago, humans and Khroma coexisted in harmony. Khroma, mysterious and powerful beings, were once treated as companions, revered for their strength and wisdom. However, as time passed, the balance between humans and Khroma began to shift. A group of rogue humans discovered the ability to manipulate Khroma, bending their wills to their own desires. This discovery sparked a division among humans.

Some humans saw Khroma as mere tools to be controlled and exploited, believing they could use their powers for personal gain. These rogue humans formed Clan Staghelm, driven by a thirst for dominance and control over the Khroma. They sought to use the creatures to further their own agendas, treating them as instruments to achieve power and glory.

On the other hand, there were those who still believed in the bond between humans and Khroma, valuing their companionship, strength, and individuality. These individuals formed Clan Dyremore, a group that fought to protect the freedom of Khroma, striving to ensure that they were not manipulated or used for conquest.

The divide between the two factions led to a centuries-long war, a war that ravaged the land and left the once peaceful relationship between humans and Khroma in ruins. Now, this war has transcended beyond the battlefield, as the two clans continue their conflict inside grand stadiums. Players, representing their respective clans, wage fierce battles within these arenas, using their Khroma in intense PvP combat to prove their might and honor. The future of the Khroma and the fate of humanity depend on the outcome of this endless struggle.


The Conflict Between Clan Staghelm and Clan Dyremore:


The Arena Battles:

As the war between Clan Staghelm and Clan Dyremore continues, it has shifted from chaotic, destructive skirmishes to organized combat in the arena. The once tumultuous battlefields have been replaced with grand stadiums, where players from both clans face off. Here, the Khroma are not simply weapons of war, but the champions of their clans, battling not just for survival, but for the pride and glory of their people.

Players enter these arenas to showcase their mastery over their Khroma, each battle a microcosm of the greater conflict between the two factions. The stadiums have become the new battlegrounds, where victory or defeat will shape the future of both humanity and Khroma alike.


The Future of the War:

The war continues in the shadows, fought through the players' skill, strategy, and determination in the stadiums. The conflict between Clan Staghelm and Clan Dyremore is far from over, and the fate of the Khroma hangs in the balance. Will the rogue humans of Clan Staghelm continue their conquest, or will the protectors of Clan Dyremore triumph and restore balance to the world? Only time—and the outcome of the next battle—will tell.

Stadiums and Courts

Stadiums

All battles take place inside massive Stadiums, where players face off in competitive matches. These grand arenas serve as the battlegrounds for the ongoing conflict between Clan Staghelm and Clan Dyremore.

At launch, the game will feature one stadium, but as the game expands, additional stadiums with unique designs and features will be introduced.


Courts / Fields

At the heart of each stadium lies the Court, the designated battle area where Khroma clash. The design of these courts takes inspiration from real-world sports like tennis and basketball, and they play a critical role in shaping battle outcomes.

Each Court Type has distinct characteristics that can impact Khroma performance, introducing an additional layer of strategy. Courts are randomly selected at the start of a battle, ensuring variety and unpredictability.

At launch, only the Neutral Court will be available, but future updates will introduce additional courts with unique effects.


List of Courts and Effects


More courts will be introduced, each offering unique advantages and disadvantages. Players will need to adapt their strategies based on the randomly selected court, making each battle dynamic and engaging.


  • Neutral Court – No stat increases or decreases. A balanced playing field. (Available at launch)

  • Grass Court 
    Speed Increase
    Defense Decrease
    (Favored by agile Khroma that rely on speed over endurance.)

  • Clay Court 
    Attack Increase
    Speed Decrease
    (Ideal for powerful attackers who can afford slower movement.)

  • Hard Court 
    Special Attack Increase
    Special Defense Decrease
    (Best suited for Khroma that rely on powerful ranged and elemental attacks.)

  • Synthetic / Turf Court
    Defense Increase
    Special Attack Decrease
    (Great for defensive, tank-like Khroma that absorb damage.)

  • Asphalt Court 
    Special Defense Increase
    Attack Decrease
    (Favored by Khroma that counter special attackers but sacrifice physical power.)

    • Wood CourtTBD (Effects to be determined in future updates.)

      • Acrylic CourtTBD (Effects to be determined in future updates.)


      Khroma Battle Court Design

      Overview

      The Khroma Battle Court is the designated combat area where Khroma engage in battles. Unlike traditional rectangular battlefields, the court is circular, providing a more dynamic and open battlefield layout. The design ensures fair movement boundaries for both players and their Khroma while maintaining a structured competitive environment.

      Court Layout

      • The battlefield is a large circular arena with clearly defined zones.
      • Two player zones (one on each side) are designated for player character models. These are static positions where the player avatar stands during the match.
      • The main battle zone is the larger boundary where Khroma are free to move and engage in combat.
      • Khroma cannot leave the battle zone, ensuring fights remain within the designated area.

      Visual Elements & Aesthetics

      • The court will resemble a stylized arena rather than a traditional sports field.

      General

      1. Introduction

      The in-game economy for Khroma: Elite Battle System (EBS) is designed to encourage competitive PvP gameplay while providing both free and premium players with meaningful progression and customization options. The economy consists of two primary currencies:

      2. Currency System

      KCoin (k¢) – Free Currency

      KCash (k$) – Premium Currency

      3. Reward System

      Winning Battles

      Ranking and Tournaments

      Daily and Weekly Challenges

      4. Marketplace and Trading (Optional)

      5. Monetization & Player Engagement

      VIP Membership (K$ Exclusive)

      Limited-Time Offers

      Battle Pass System (Hybrid of KCoin & KCash)

      6. Balancing Free vs. Paid Progression

      kCoin Value

      Keeping KCoin (k¢) valuable while maintaining a balance between free and premium players requires a well-designed reward and spending system. Here’s how you can achieve that:


      1. Limit KCoin Inflation

      If players earn too much KCoin too easily, it will lose value. To prevent inflation:


      2. Maintain a Strong Demand for KCoin

      For KCoin to feel valuable, players must always have meaningful ways to spend it. Here’s how:

      Gameplay-Related Purchases

      Exclusive KCoin Rewards


      3. Tie KCoin to Progression & Prestige

      Ranked Mode & Competitive Tiers

      Leaderboards & Special Rewards


      4. KCash Integration Without Undermining KCoin


      Final Summary

      To keep KCoin valuable, you need:
      Limited Supply – Cap earnings, scale rewards, and prevent excessive grinding.
      High Demand – Ensure players always have something valuable to spend it on.
      Exclusive Uses – Offer items and progression mechanics that cannot be bought with KCash.
      Social & Competitive Value – Tie KCoin to rank, leaderboards, and prestige rewards.

      Business Model

      This business plan outlines the strategy for using Kickstarter to secure initial funding, followed by post-launch monetization through in-game purchases and seasonal updates.


      1. Business Model

      Khroma will follow a Free-to-Play (F2P) model with monetization through:

      • kCash (k$): Premium currency for cosmetics, skins, and VIP perks.
      • Fluro Khroma: Unique appearance-based creatures, purchasable with k$.
      • Customization: Clothing, accessories, and kPhone skins for players.
      • Battle Pass: Seasonal content, exclusive rewards, and limited-time Khroma.
      • Tournaments: Entry fees for player-hosted competitions with custom prizes.

      2. Kickstarter Strategy

      Funding Goal: $50,000- $100,000

      The Kickstarter campaign will fund:

      • Core development (Battle System, Matchmaking, Khroma models, Stadiums).
      • 3D asset creation (Khroma roster, environments, UI art).
      • Server infrastructure for online multiplayer.
      • Marketing and community engagement (advertising, social media, Discord).

      Stretch Goals

      • TBD

      Backer Rewards

      1. $10: Early Backer – Name in credits, exclusive Discord role.
      2. $25: Beta Access – Early game access + exclusive backer-only skin.
      3. $50: Custom Fluro Khroma – Unique battle-ready creature.
      4. $100: Founder’s Pack – Rare Khroma, battle pass for 3 seasons.
      5. $500: Design a Khroma – Work with devs to create a new creature.
      6. $1,000+: VIP Contributor – Lifetime VIP access + custom in-game status.

      3. Target Audience & Market Analysis

      • Competitive Gamers: Players who enjoy Pokémon Showdown, Temtem, and MOBA-style strategy games.
      • Monster Battlers: Fans of Pokémon, Digimon, and Nexomon seeking real-time multiplayer action.
      • Esports Community: Players interested in ranked matches, tournaments, and leaderboards.

      Market Trends:

      • Pokémon Showdown has over 5M monthly players, proving demand for PvP-focused monster battles.
      • MOBA-style and arena-based PvP games dominate Twitch viewership and esports revenue.

      Competitive Edge:

      • Real-time battles (vs. turn-based Pokémon mechanics).
      • Live metamorphing evolution changes combat strategies mid-match.
      • Skill-based gameplay (movement, dodging, and reaction-based attacks).

      4. Development Roadmap (18 Months)

      Phase 1 - Core Development (6 months)

      • Develop real-time battle system with fluid movement and attack mechanics.
      • Implement matchmaking & ranked play.
      • Create base Khroma models & animations (initial roster).

      Phase 2 - Kickstarter & Beta Testing (6 months)

      • Launch Kickstarter campaign & community engagement.
      • Develop first batch of Metamorphed Khroma & Fluro skins.
      • Open closed beta for backers and refine balance based on feedback.

      Phase 3 - Full Launch (6 months)

      • Release Khroma customization & kPhone functionality.
      • Expand tournament features and ranking system.
      • Introduce post-launch content (new Khroma, seasonal events, and cosmetics).

      5. Post-Launch Monetization & Growth Strategy

      • Seasonal Expansions: New Khroma, skins, and arenas every 12-15 weeks.
      • Esports Integration: Official ranked tournaments with prize pools.
      • Partnerships & Sponsorships: Collaborations with streamers, content creators, and gaming brands.
      • Mobile & Console Ports: Expansion to Nintendo Switch, PlayStation, and Xbox after initial PC success.

      6. Financial Projections

      Kickstarter Revenue Estimate

      • Base Funding Goal ($50,000 - $100,000).
      • Average Backer Pledge: $5 → 10,000 backers = $50,000.



      7. Risks & Mitigation Strategies

      1. Development Delays

      • Solution: Modular release plan to ensure core gameplay is ready before additional features.

      2. Server & Scaling Issues

      • Solution: Early stress testing & cloud-based servers for scalability.

      3. Monetization Concerns

      • Solution: No pay-to-win mechanics, only cosmetics and convenience-based purchases.

      Conclusion

      Khroma is designed to be a competitive monster battle arena. By leveraging Kickstarter funding, we will ensure a strong launch, backed by a passionate player community. Our long-term monetization strategy and seasonal expansions will establish Khroma as a top-tier PvP experience in the gaming industry.

      With a Kickstarter goal of $250K-$500K, we aim to bring this innovative, real-time combat game to life, delivering high-quality gameplay, esports potential, and a thriving online community.

      Development Roadmap

      This roadmap serves as a structured plan for the development team. The battle system is the top priority, as it is the core of the game. Development will follow a structured phased approach, ensuring that each component is built, tested, and refined before moving to the next.

      Note: Time frames are subject to change.


      Phase 1: Core Battle System (Top Priority - 6 Months)

      Goal: Develop a fully functional, real-time battle system with core mechanics, movement, and attacks.

      1. Combat Engine Development (Month 1-2)

      • Implement real-time action-based combat with fluid movement.
      • Develop lock-on system for targeted attacks.
      • Implement stamina mechanics (dodging, stamina depletion, and regeneration).
      • Basic health and damage system (HP reduction on hit).
      • Develop hitbox & collision detection for attacks.
      • Integrate Khroma swapping (switching between active and backup Khroma).

      2. Khroma Move & Skill Tree System (Month 3-4)

      • Design and integrate the 4-move limit system for battles.
      • Develop Khroma skill trees based on level progression.
      • Implement AoE attacks for metamorphed Khroma.
      • Balance Physical vs. Special attacks and their impact.
      • Add type effectiveness multipliers (damage calculation based on type chart).

      3. Metamorph System Implementation (Month 5)

      • Implement Metamorph transformations mid-battle.
      • Design stat boosts and visual changes for Metamorph Khroma.
      • Implement level-based requirements for Metamorphing.
      • Balance Metamorph Khroma vs. Base Khroma for fair battles.

      4. Matchmaking System & Spectator Mode (Month 6)

      • Develop ranked and casual matchmaking based on Khroma level and player rank.
      • Implement spectator mode (allowing non-players to watch live battles).
      • Add real-time battle replays for review.

      Phase 2: Game Infrastructure & Player Systems (6 Months)

      Goal: Develop player progression, economy, and customization features.

      1. Player Progression & Ranking (Month 7-8)

      • Implement leveling system for Khroma (XP gain from battles).
      • Develop ranked leaderboard & seasonal ranking system.
      • Add battle rewards (KCoin & XP bonuses) based on performance.

      2. DNA Degradation System (Month 9)

      • Implement Khroma fatigue mechanics (DNA degradation).
      • Develop cooldown mechanics after 5 consecutive battles.
      • Balance DNA restoration timers or item-based recovery.

      3. kPhone & KhromaDex System (Month 10-11)

      • Develop kPhone functionality for Khroma selection.
      • Implement KhromaDex (encyclopedia of all discovered Khroma).
      • Add Fluro & Majestic Khroma mechanics (visual-only for Fluro, stat buffs for Majestic).

      4. Cosmetic & Customization Systems (Month 12)

      • Develop character customization (outfits, accessories).
      • Implement Khroma skin system (custom appearances via kCash purchases).
      • Add storefront & currency transactions (kCash purchasing system).

      Phase 3: Expansions & Endgame Content (Ongoing Post-Launch)

      Goal: Enhance gameplay with new content and features.

      1. Expanding Khroma Roster & Types (Post-Launch Updates)

      • Introduce new Khroma species (Base, Special, Ultra tiers).
      • Release Expansion Type Khroma (Toxic, Divine, Warrior, Alloy).
      • Balance and integrate new type matchups into battles.

      2. Tournament & Event System (Post-Launch Updates)

      • Develop official tournament system (staff-run competitions).
      • Implement player-hosted tournaments with custom rules.
      • Add seasonal events featuring exclusive Majestic Khroma rewards.

      3. Advanced Battle Features (Post-Launch Updates)

      • Introduce team battle mode (2v2 or multi-player battles).
      • Implement Khroma tag-team mechanics (dual battles).
      • Add dynamic battlefield environments (weather effects, hazards).