An Adventure RPG inspired by Campfire Cooking in Another World with My Absurd Skill
Dual Jobs • Player-Driven Economy • Cozy Adventure Meets Classic RPG
Project Delicious is an early-stage Adventure RPG that blends traditional fantasy exploration with a grounded, player-influenced economy. Inspired by the cozy-yet-adventurous tone of Campfire Cooking in Another World with My Absurd Skill, the game places equal importance on combat, craft, and commerce.
Players are not just heroes — they are participants in a living world.
At the heart of the game is a Dual Job System:
This defines how you exist in the world.
- Adventurer – Dungeon delving, monster hunting, contracts, and combat-focused progression.
- Merchant – Trading, logistics, supply chains, market manipulation, and economic influence.
Your main job affects:
- NPC interactions
- Quest availability
- Income sources
- How the world responds to you
This defines how you solve problems.
Examples include:
- Warrior
- Cleric
- Summoner
- Mage
- (More planned)
Specialized jobs determine:
- Combat abilities
- Skill trees
- Party synergies
- Playstyle expression
You are never locked into being just a fighter or just a trader — the system is designed to encourage experimentation and identity.
- Exploration-first design
- Player-driven economy
- Meaningful progression without endless grind
- Low-stakes coziness paired with high-stakes danger
- Systemic interactions over scripted solutions
The project is intentionally lightweight and low-level to maintain control and performance.
- Language: C++
- Rendering / Windowing: Raylib
- Build System: Premake
The goal is a clean, understandable codebase that favors clarity and iteration over premature abstraction.
Current focus:
- Engine scaffolding
- Project structure
- Core gameplay architecture
Expect:
- Rapid iteration
- Breaking changes
- Systems evolving or being replaced entirely
This project is being built with long-term vision, not short-term polish.
- Dual job progression system
- Dynamic NPC markets and pricing
- Crafting and cooking systems
- Party-based combat
- World simulation influenced by player actions
- Mod-friendly architecture (long-term goal)
- Campfire Cooking in Another World with My Absurd Skill
- Classic JRPGs
- Sandbox RPG systems
- Cozy fantasy worlds with real consequences
This project is currently a personal passion project, but constructive discussion and feedback are always welcome.
If you:
- Enjoy systems-driven RPGs
- Like economy simulation
- Appreciate low-level engine work
…you'll probably feel at home here.
This project uses a dual-license model designed to balance commercial protection with open creativity.
All game-specific content, including but not limited to:
- The game title and logo
- Story, world, characters, and lore
- Original assets (art, audio, dialogue, designs)
are All Rights Reserved.
This ensures the project may be released commercially as a standalone game without restriction or dilution.
All engine and gameplay framework code is licensed under the MIT License.
This allows others to:
- Create mods for this game
- Fork the codebase
- Use the engine or systems as a foundation for their own games
- Modify and redistribute the code freely
Requirements:
- Attribution must be preserved
- The license text must remain included
No permission is required for commercial or non-commercial use of the code itself.
- ✅ You can sell Campfire Legends as a game
- ✅ Others can mod it freely
- ✅ Developers can build entirely new games on the codebase
- ❌ They cannot reuse your world, story, branding, or assets
This model keeps the engine open while the game remains yours.
Open systems. Personal worlds.