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Roots & Runes

A homesteading RPG made with Blue Olive on The Shrouded Parchments' code base, coming soon to Steam in Early Access, with an AI-driven Unity workflow.

The game

Roots & Runes is a role-playing game that pairs cozy homesteading with adventure. In Steam's words, you can build, decorate, farm, craft, fish and sell, or explore the world, learn magic and take it home with you. Embratic is the developer and publisher.

Steam lists the game as coming soon, in Early Access, for Windows. It shows no release date, so this page gives none.

An aerial view of a forested basin ringed by tall rock walls. Grass-topped plateaus stand among the trees, joined by wooden rope bridges and plank stairs, and small green shapes sit on two of the bridges.
An aerial view from the game: plateaus among the trees, joined by rope bridges and plank stairs.

What is in the repository

It is a Unity project, on Unity 6000.3 with the Universal Render Pipeline and Cinemachine. It started from the code base of The Shrouded Parchments, the studio's earlier RPG, and My part below says what that code base holds. Its default branch, master, has 1,115 commits, the first from August 2025 and the last from 2026-10-18, counted on 2026-10-27. The branch Blue Olive works on runs ahead of master, so that number undercounts the work.

Counted in the repository, there are 64 scene files under Assets/Scenes, and 185 quest assets. Of the scenes, 18 are test and sandbox scenes, and nine sit in a _JUNK folder that the repository's CLAUDE.md marks as deprecated. Content is authored as ScriptableObject assets in the Unity editor, not in code: quests, items, weapons, abilities, traits, drop tables, building definitions and growth stages. A quest is therefore a plain text file, which is what makes the tooling on the AI workflow page possible.

The systems underneath

The repository's CLAUDE.md describes the patterns the code is built on. Four of them are worth naming.

Three of the four came with the starting code base, from The Shrouded Parchments' import commit of 2023-06-01: the action scheduler, the three-part abilities and the stat formula. The JSON saving came later, in my commits on The Shrouded Parchments, as a JSON version of the older binary saving.

Part of the base is a third-party pack. The inventory, equipment and condition classes come from a pack that the repository vendors read-only, and the game's own code extends it. The repository also keeps a list of coding rules, each one written down after a real bug: start-up order, persistent managers, saving, prefab overrides, navmesh and UI.

What it looks like

A cobbled road leads to a cave mouth full of warm yellow light. Two standing stones with holes in them, a lamp post with a green lantern and a signpost line the road. A character in armour stands at the left edge, and two more characters stand near a small wooden table at the centre.
A road out of a cave mouth, with standing stones and three characters on it.
A player character stands in a grass clearing, with a wide stream of yellow fire spread across the ground beside them. Crescent-shaped slash effects in orange, pale blue and magenta hang in the air, and glowing blue, green, yellow and purple crystals float along the left edge.
Spell effects in a clearing: a stream of fire, crescent slashes and floating crystals.
A village green in daylight. A timber-framed pavilion and a purple house with an orange roof stand beyond a path, with pink and white flowers and shrubs in front. A character in a brown coat walks a small dog on the path at the right edge.
A village green: a timber-framed pavilion, a purple house and a character walking a dog.

The shaders

Two shaders in the project are written for the game, and in the history both are Blue Olive's work.

My part

Blue Olive made the art, the design and the writing. Of the code, I can claim only what the history shows, and it shows three things.

Blue Olive's account holds the other 76% of the C#. I counted all of this with git blame -w on 2026-10-27. It says who committed a line, and nothing more.

The AI workflow

A project with 64 scene files and 185 quests is more than an agent can hold in its context, and a wrong guess about an id or a file name can break a saved game. So I built an AI layer around the game: a verify gate that checks the docs and the content against the code, Claude Code hooks, and quest tools that drive the Unity editor over Unity-MCP. It has its own page.

Stack

  • Unity 6000.3
  • URP
  • Cinemachine
  • C#
  • Python
  • Unity-MCP

Credits

Made with Blue Olive, who did the art, design and writing and authored about 77% of the commits. The starting code base came from The Shrouded Parchments: my code and systems, with a little of Blue Olive's code. Since then, my part is the AI tooling and a few later scripts, mainly the NPC worker and shop code. Embratic is developer and publisher.

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