Kamakura Game Works
← All projectsU6EE · IN DEVELOPMENT

The same world.
More ways to play.

It began with first-person Ultima VI. The project now also explores isometric, top down and Ultima VI oblique views, three visual profiles and quality-of-life improvements, working to preserve the original world, story, progression and rules through Nuvie.

Local alpha 0.1.1Alpha 0.2 in preparation
First person

First person

Isometric camera

Isometric

Top view

Top down

Ultima VI oblique camera

Oblique · Ultima VI

Compare the four cameras ↓
43shared Classic body types
13Classic trees and plants
91residents with Renewed artwork
3visual profiles in the same game
FOUR CAMERAS. YOUR CHOICE.

Choose how you see Britannia.

First person, isometric, top down and oblique are separate camera options. Compare their framing below. Change cameras in the menu or cycle through them with the remappable F7 shortcut.

First person

First person

At eye level

See through the character’s eyes, with perspective and walls around you.

First-person perspective in the Renewed profile. Skara Brae presentation scene.
Isometric camera

Isometric

Elevated diagonal view

Look diagonally across the scene, seeing floors and two sides of buildings. This camera uses orthographic projection.

Diagonal framing over the same Skara Brae area. Characters use presentation positions.
Top view

Top down

Straight overhead

Look straight down at the map, without tilt. Floors take prominence and vertical wall faces are barely visible.

Fully overhead camera with roofs hidden to reveal the interiors.
Ultima VI oblique camera

Oblique · Ultima VI

Aligned floors, visible walls

A tilted view that keeps floors nearly aligned with the screen while revealing part of the walls, bringing the framing closer to the original.

Elevated view with nearly screen-aligned floors and visible wall faces. Capture from an original-engine test session.

Camera is independent of the Classic, Classic+ and Renewed visual profiles, as well as grid or free movement. These are development captures; the oblique view and wall occlusion still need refinement.

Artwork in development. Each preview is enlarged independently; these are not relative world sizes. Direction previews do not imply completed attack, damage or resting animations. Classic reuses the same artwork for everyone with the same native body type.

OriginalFirst person
Open full art sheet ↗
YOUR VIEW OF BRITANNIA

Three looks. One journey.

The local alpha switches profiles through the menu or the remappable F6 shortcut. Movement and roof details can also be set independently.

01

Classic

Grid by default

Original-inspired pixel art and shared native body types, adapted to an upright view.

Classic profile
Classic profileThe same location and framing in the Classic profile. Presentation scene with test positions.
02

Classic+

Free movement by default

The same Classic art foundation, with free movement and exterior architectural details.

Classic+ profile
Classic+ profileThe same location and framing in the Classic+ profile. Presentation scene with test positions.
03

Renewed pixel art

Free movement by default

Higher-definition pixel art, portrait-guided residents and modern materials that keep the native terrain contours.

Renewed profile
Renewed profileThe same location and framing in the Renewed profile. Presentation scene with test positions.
THE ORIGINAL SHAPES MATTER

Another look. The familiar landscape.

Paths and banks now use the shapes of the native tiles to blend grass, earth and bank materials. Trees retain visible trunks and branches in Classic. Compare the same camera position below.

Renewed dirt path following the native transition shapes
Same camera position in Classic
ClassicRenewed
The path still follows the original. Fixed inspection-camera captures of the same area. Native tile shapes guide the modern grass, earth and bank transitions.
Renewed riverbank with grass and a narrow earthen edge
Same camera position in Classic
ClassicRenewed
Banks, not a beach around every river. Fixed inspection-camera captures of the same area. Native tile shapes guide the modern grass, earth and bank transitions.

Inspection captures from the reviewed area. Other biomes, shore types, roofs and materials still need refinement.

PROGRESS IN ADAPTING THE ORIGINAL

More than a change of camera.

These systems have already been exercised within the local alpha. Each integration has a limited verified scope; this is not a complete-campaign claim. Explore the examples in each block and click to enlarge.

Camera

Four independent camera options

Switch in the menu or with F7. Rotate and zoom the overhead view.

First person

First person

Isometric camera

Isometric

Top view

Top down

Ultima VI oblique camera

Oblique · Ultima VI

Vegetation

Optional crossed planes

Compare fixed crossed surfaces with the previous plant presentation.

Crossed-plane vegetation
Crossed-plane vegetationExample of the crossed-surface option applied to Renewed vegetation. Presentation scene.
See 1 more visual example
An independent vegetation option
An independent vegetation optionThe menu includes crossed planes, camera selection and visual profiles.
World

Explore Britannia

Surface and underground areas, maps, doors and level transitions are connected to the original engine. The whole campaign still needs validation.

Map and travel frame
Map and travel frameLocal map of the castle and its surroundings in the travel interface.
See 2 more visual examples
Ultima VI oblique camera
Oblique · Ultima VIElevated view with nearly screen-aligned floors and visible wall faces. Capture from an original-engine test session.
Underground ladder
Underground ladderEarlier alpha capture in an underground area reached through the original engine.
Conversations

Portraits and keywords

Topic-based conversations include original portraits and highlighted keywords. The interface supports English and PT-BR; original dialogue remains in English.

Dialogue portrait and keyword
Dialogue portrait and keywordConversation with Dupre: the original reply highlights quest and retains his portrait.
See 1 more visual example
Portuguese dialogue interface
Portuguese dialogue interfacePT-BR layout preview. Interface translation is separate from the original campaign text.
Inventory

A visual backpack

Item icons, equipment and drag-and-drop for equipping, storing and transferring items. Nested bags and larger inventories remain in development.

Visual backpack and equipment
Visual backpack and equipmentInventory with original items, equipment slots and backpack, opened in the test session.
See 2 more visual examples
Dragging items
Dragging itemsEarlier capture from the inventory drag-and-drop test.
Visual party selection
Visual party selectionDupre selected in the party window; portraits and equipment are accessible in the interface.
Party

Lead a companion

1 selects the solo Avatar, 2–8 select party members and 0 returns to party mode. The original engine keeps authority over party rules.

Direct control of Dupre
Direct control of DupreThe lower indicator identifies Dupre as the controlled character in solo mode, confirmed by the original engine.
See 1 more visual example
Visual party selection
Visual party selectionDupre selected in the party window; portraits and equipment are accessible in the interface.
Objects

Use, pick up and move

Doors, containers, lights, keys and directional tools have an initial set of original interactions connected to the first-person controls.

Opening a chest
Opening a chestChest opened through Use, with the original game search result.
See 7 more visual examples
Chest before interaction
Chest before interactionThe same chest closed before the original interaction.
Choosing where to move
Choosing where to moveM opens the nearby destination choice for the selected object.
Picking up an object
Picking up an objectInventory after picking up the original chest item in the test session.
Lit light source
Lit light sourceOriginal light source before the Use interaction.
Extinguishing a light source
Extinguishing a light sourceThe same light source extinguished through Use, with the native state change confirmed.
Key and world target
Key and world targetEarlier alpha capture: result of using a key on a world target.
Tool direction
Tool directionEarlier alpha capture: choosing a direction when using an inventory tool.
Magic

An expanding original spellbook

The spellbook connects a growing set of original spells, including Light, Heal, Douse, Ignite, Telekinesis, Help and Locate, with native costs and outcomes.

Spellbook and costs
Spellbook and costsSpellbook opened in the test session, with spell selection and caster information.
See 7 more visual examples
Light
LightEarlier capture of illumination after casting Light through the original engine.
Heal
HealRecorded example of Heal on an original target.
Ignite
IgniteEarlier capture: fire source lit by the original Ignite spell.
Douse
DouseEarlier capture: fire source extinguished by the original Douse spell.
Telekinesis
TelekinesisDestination selection for moving an object with Telekinesis.
Help
HelpResult of returning to the castle through Help in an isolated original-engine test.
Locate
LocateLocate response with coordinates supplied by the original game.
Controls

Grid or free movement

Movement and interactions can be remapped. Visual profiles, movement style and exterior roof details are adjustable presentation options.

Remap movement and interactions
Remap movement and interactionsCurrent controls window with remappable movement, Use and other actions.
See 2 more visual examples
Profiles, camera and free movement
Profiles, camera and free movementIndependent presentation and movement options without starting another game.
Grid movement selected
Grid movement selectedThe same menu with Grid selected; the manual save button remains available.
Saved games

Manual and transition saves

Manual saving remains available. Automatic saving is limited to dungeon transitions, portals and normal exit, when the original engine permits it.

Manual save confirmed
Manual save confirmedThe lower message confirms Nuvie saved the test copy. Automatic transition saves retain their own rules.
See 1 more visual example
Grid movement selected
Grid movement selectedThe same menu with Grid selected; the manual save button remains available.
WHERE DEVELOPMENT STANDS

An alpha with a long road ahead.

Integrated within a verified scope
  • Three visual profiles and optional grid movement
  • 43 shared Classic bodies and the initial vegetation set
  • Topic dialogue, visual inventory and party control
  • A growing selection of original spells
Ultima VI oblique camera
Oblique · Ultima VIElevated view with nearly screen-aligned floors and visible wall faces. Capture from an original-engine test session.
See 3 more visual examples
Fighter, Swashbuckler, Avatar and Lord British
Fighter, Swashbuckler, Avatar and Lord BritishComparison of the original bodies with four revised Classic adaptations and their poses.
Visual backpack and equipment
Visual backpack and equipmentInventory with original items, equipment slots and backpack, opened in the test session.
Spellbook and costs
Spellbook and costsSpellbook opened in the test session, with spell selection and caster information.
In development
  • The remaining spells, creatures and object families
  • Combat, damage, rest and equipment-dependent artwork
  • Nested containers and larger inventories
  • More terrain, architecture and biome refinements
Spellbook and costs
Spellbook and costsSpellbook opened in the test session, with spell selection and caster information.
See 3 more visual examples
Fighter, Swashbuckler, Avatar and Lord British
Fighter, Swashbuckler, Avatar and Lord BritishComparison of the original bodies with four revised Classic adaptations and their poses.
Visual backpack and equipment
Visual backpack and equipmentInventory with original items, equipment slots and backpack, opened in the test session.
Banks following the original terrain
Banks following the original terrainExample of adapted banks following the native tile contours.
Still being validated
  • Long exploration routes and world-wide performance
  • Memory use in extended sessions
  • Schedules, travel and less common state combinations
  • Complete campaign progression
Map and travel frame
Map and travel frameLocal map of the castle and its surroundings in the travel interface.
See 2 more visual examples
Underground ladder
Underground ladderEarlier alpha capture in an underground area reached through the original engine.
Ultima VI oblique camera
Oblique · Ultima VIElevated view with nearly screen-aligned floors and visible wall faces. Capture from an original-engine test session.

Local alpha. Work in progress.

The project currently runs in the development environment using the original game data and configured tools. No public download or portable package is available. This is an independent, unofficial fan project; the complete campaign and global performance are not yet validated.

Ultima VI and its elements belong to their respective rights holders.
FOLLOW THE JOURNEY

One person.
Many stories to tell.

Behind the scenes, discoveries and updates from a solo studio. From the first idea to the next world to explore.