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Everlen

Pitch Deck 2026 · Goblin Studios

Português English ↓ Download for offline

35 slides · click or use the arrow keys to navigate

Everlen

Hunt a sentient world and escort
the last seed of humanity

Dominate a hostile world with
system, strategy and precision

A roguelite TPS
cooperative survival

Where survival is driven
by a greater mission

survive a world
that is adapting to survive you.
Goblin Studios
//00Road map

What has on this deck

01Goblin Studioswho we are
02Portfoliowhat we have already delivered
03What is Everlenthe pitch in a paragraph
04Teasercinematics and gameplay
05Gameplaythe loop of an expedition
06Narrativethe vocabulary of the world
07World, creatures and audioconcept and production
08Market and publicTAM, wishlist and references
09Founderswho is behind
10The complete teamthe goblin clan
11Ideal Publisherthe partner we are looking for
12Roadmapdevelopment overview
13Questionsthe conversation begins
+World, creatures and audioconcept in detail
+Key featureseight pillars
+Positioningwhere do we come in
+Our journeyfrom 2017 to now
+Detailed roadmapphase by phase
Goblin Studios
//02Goblin Studios

Goblin Studios

We feed on creative freedom and pursue artistic excellence.
That's what keeps us sharp, united, and a truly unstoppable Goblins Clan.

Goblin Studios exists to create intellectual properties capable of transforming entertainment into meaningful experiences. We believe games are one of the most powerful ways to connect people, spark emotions, and provoke reflections that last long after the player turns off the screen.

//01The game

What is
Everlen

Build, adapt, fail. Rise again, where survival meets roguelike.

In Everlen the player is thrown into an apocalyptic space opera universe where morality lives in the gray area. Gameplay focuses on intense combat-style encounters with hostile creatures bullet hell, inspired by Returnal, Dune and Helldivers 2.

Cooperative Survival TPS

Procedural terrain

Craft and resource management

Everlen
Cinematic teaser Gameplay teaser
//02Teaser

See the game

Opens on YouTube · requires internet

//03Gameplay

The loop of an expedition

Descend, extract, survive. The cycle of every expedition.

01 · FIND Locate the Blood Hives and other resources spread across a procedurally generated map.

02 · EXTRACT Face hordes of creatures in bullet hell combat to extract the Genetic Ciphers.

03 · SURVIVE Withstand Volghran's atmosphere, complete the extraction and defeat the Guardian to open the next map.

//03Gameplay

Knowledge is power

What you bring back decides how you get down next time.

04 · MANUFACTURING Use the saved resources to assemble the build of the next expedition.

05 · DISCOVER Unearth the secrets of the past that led humanity to extinction.

06 · DELIVER Escort the cargo Drakkar to the core of Volghran and complete the Everlen Project.

the expedition may fail, the mission may not.
// EXTRASupplementary material

Information
additional

Features, competitive positioning, world and creatures, journey and phase-by-phase development.

//04Key features

Key pillars by Everlen

Click on any card to open the detail.

01

Gameplay

Cooperative combat

Nobody gets out alive alone.
02

Gameplay

Procedural survival

The map is never the same twice.
03

Gameplay

Craft and upgrade

It's your build, it's your fault too.
04

Gameplay

Layered narrative

The story is buried in the map.
05

Pillar

Combat that responds

Precision before the show.
06

Pillar

Immersive world

Volghran is a character, not a setting.
07

Pillar

Replayability

Losing is part of progress.
08

Pillar

Build customization

Sixty pieces, one squadron.
//05 · Narrative

Narrative

Hunt a sentient world and escort the last seed of humanity

Objective

As the last soldier standing, Everlen is given a desperate mission: to pierce the defenses of a hive-mind planet and deliver a very unusual payload to its core. This cloning program, which will become known as Project Everlen, is the last chance to guarantee humanity's survival.

Everlen

The result of a long-abandoned human cloning project, he exists to complete a single mission: recovering the genetic seed of our extinct humanity.

Volghran

A moon ravaged by an ancient war between humans and the now-extinct Volghrin. Under Urza's influence, it became an environment that reorganizes itself with every expedition.

Urza

A hive-mind entity pulsing beneath Volghran's crust. Once worshiped by the Volghrin, she was the cause of humanity's extinction.

Drakkar

Forged from the fusion of human technology and Volghrian xenotechnobiotics, this charge carries the last spark of hope for human rebirth.

//06World and audio

World, creatures and audio

Urza, Everlen, Drakkar, Khasit, Gungnir, the Volghran interface, and the SFX library: full concept, production, and visual and sound reference, kept in the supplementary materials so it doesn't slow down the pitch right now.

Urza
//06World

Urza

THE HIVE MIND UNDER THE CRUST

Worshipped by the Volghrin before devouring them, Urza is what makes Volghran reorganize itself with every expedition. The temple is where worship became infestation.

//06Character

Everlen

THE LAST SOLDIER STANDING

A clone of an abandoned human program, assembled for a single mission. He is not a hero: he is the last resort of a species that has already lost.

Final modelComplete rig 2 of 3 protagonists
Everlen, render 01
Everlen, render 02
Everlen, render 03
Everlen, render 04
Everlen, render 05
Everlen, render 06
Everlen, render 07
Everlen, render 08
Everlen, render 09

Modeling, rig and final turntable  ·  Unreal Engine 5

//06Cargo

Drakkar

HUMAN + XENOTECNOBIOTIC TECHNOLOGY

The charge the player escorts to the core. She walks, shoots and needs to be defended: half companion, half walking target.

Drakkar, render 01
Drakkar, render 02
Drakkar, render 03
Drakkar, render 04
Drakkar, render 05
Drakkar, render 06
Drakkar, render 07
Drakkar, render 08
Drakkar, render 09

Modeling, rig and final turntable  ·  Unreal Engine 5

//06Enemies

Khasit

FIRST CREATURE IN PRODUCTION

Khasit was the first of the eleven enemies to complete the entire cycle: concept, model, rig, animation, sound, and gameplay implementation. He's the quality benchmark for the other ten.

11Predicted enemies
3Already in gameplay
5Bosses
Khasit, render 01
Khasit, render 02
Khasit, render 03
Khasit, render 04
Khasit, render 05
Khasit, render 06
Khasit, render 07
Khasit, render 08
Khasit, render 09
Khasit, yield 10
Khasit, render 11
Khasit, render 12

From skeleton to final movement · Khasit's animation rig and tests

//06Arsenal

Gungnir

The player's weapon. Modular by design: the same body accepts the ammunition and skills that come from the craft, and this is what makes the build appear on the screen and not just on the sheet.

Gungnir, detail 01
Gungnir, detail 02
Gungnir, detail 03
Gungnir, detail 04
Gungnir, detail 05
Gungnir, detail 06
Gungnir, detail 07
Gungnir, detail 08
Gungnir, detail 09

In-house modeling, texturing and implementation · Unreal Engine 5

//07Interface

HUD & UI

Interface designed in-house, from the icon system to the main menu. In a game where ammunition, resources and temperature decide the expedition, the screen needs to tell the player's status without him stopping shooting.

Delivered

Combat HUD, map, inventory and main menu, all in their own spritesheet.

HUDMapInventory MenuInputs

Menu navigation, in-engine

Combat HUD Spritesheet
Inventory Spritesheet
Map spritesheet
Main menu spritesheet
Skill icon concept 01
Skill icon concept 02
Skill icon concept 03
Skill icon concept 04
Skill icon concept 05
Skill icon concept 06
Skill icon concept 07
Skill icon concept 08
Skill icon concept 09
Skill icon concept 10

Concepts of skill and item icons

//07Audio

Listen to the SFX

Samples of the library created for Everlen, from scratch and in-house. Play right here, without leaving the deck.

Weapon Skills

Flamethrower · loop
--:--
Freezing · shooting
--:--
Molotov · throw
--:--
Machine gun · burst
--:--

Drakkar

Activation
--:--
Idle · ambience
--:--
Position signaling
--:--
Step in the sand
--:--

Player actions

Jetpack ignition
--:--
Jetpack loop
--:--
Jump
--:--
Landing
--:--

Khasit

Spawn · grunt
--:--
Spawn movement
--:--
Intimidation · grunt
--:--
Intimidation · movement
--:--

Original Everlen audio · 48 kHz · plays offline, without internet

all of this is recorded by us.
//08Market

Market and
target audience

TAM, total addressable market: experienced gamers who like challenge, in action shooter, replayability, co-op or survival.

Sales recorded only in 2025, only on the Steam store

US$ 2.6 billionCooperative
US$727.4 millionshooter
US$ 285 millionRoguelike
US$ 237 millionSurvival
Steam

LAUNCH PLATFORM

//08Organic traction

The wishlist has already found
its audience

STEAMWORKS · TRAFFIC AND WISHLIST
DATA ACCUMULATED UNTIL AUG 13, 2026

Everlen Traffic Metrics in Steamworks
Everlen Wishlist Actions on Steamworks: 1,067 open wishlists
IMPRESSIONS 29.824
VISITS 19.839
CURRENT WISHLIST 1.067

1,132 additions since the page was launched

$0

INVESTED IN PROMOTION SO FAR · 100% ORGANIC

//08Market

Our audience already
play these titles

EVERLEN TARGET PRICE

$19.99 ~ 24.99

Atomic Picnic
Price
$19.99
Copies sold
23.3 thousand
Current revenue
US$323 thousand
Deep Rock Galactic
Price
$29.99
Copies sold
11.5 million
Current revenue
US$138 million
Helldivers 2
Price
$39.99
Copies sold
12.5 million
Current revenue
US$428 million
Returnal
Price
$59.99
Copies sold
298.8 thousand
Current revenue
US$12.5 million
Risk of Rain 2
Price
$24.99
Copies sold
9.6 million
Current revenue
US$125.8 million

Data obtained exclusively from the Steam store · source: Gamalytic

//09Competitive Positioning

Reliable combat x customization

Reliable TPS combat Roguelike customization
Helldivers 2
Everlen
Returnal
Hyper Light Breaker
Gunfire Reborn
Atomic Picnic
Risk of Rain 2
Hades

Roguelike tends to trade precision for chaos, and shooters tend to trade variety for consistency. Everlen refuses to change: the combat responds like TPS and the build changes with each descent.

//09Competitive Positioning

Rewarding progression x survival

Rewarding progression Survival mechanics
Helldivers 2
Risk of Rain 2
Everlen
Gunfire Reborn
Hades
Hyper Light Breaker
Atomic Picnic
Returnal

Among comparable titles, death either returns everything or nothing. Here, a lost expedition still comes back with resources, and it's the pressure of Volghran's atmosphere that decides how much.

//09Competitive Positioning

Deep lore x multiplayer synergy

Focus on deep lore Focus on multiplayer synergy
Hades
Returnal
Everlen
Hyper Light Breaker
Gunfire Reborn
Risk of Rain 2
Helldivers 2
Atomic Picnic

Co-op tends to give up story, and dense narrative tends to give up squads. Everlen is the space opera you play as a four-player squad.

no one is above and to the right of us.
//10Roadmap

Roadmap development

  1. July 2023Conception

    Project conception and V1 of Everlen's GDD.

  2. October 2025Playable demo

    First playable demo completed. GDD, Art Bible and Narrative Bible closed.

  3. we are hereApril 2026 · 6 monthsVertical slice

    A complete and polished gameplay excerpt, at the ultimate quality target: various enemy types, UI menus, the first fully dressed map, initial balancing and the first audio tracks.

  4. 6 monthsPre-alpha

    Content expansion: maps 2 and 3, new enemy units, upgrade systems, inventory and progression. The main and secondary narratives advance along with functional crafting, inventory and saves.

  5. 6 monthsAlpha

    All maps, enemies and player abilities present. Complete gameplay balancing and extensive internal testing.

  6. 4 monthsBeta

    Focus on performance, optimization and QA. Final adjustments upon return from testing. Lore and supplementary narrative material ready. Visual polish and official teaser.

  7. 2 monthsLaunch

    Build gold finished. Console port and final testing begins. Community engagement and pre-launch campaign fully enabled.

US$ 100 THOUSAND ALREADY INVESTED BY THE STUDIO

MISSING DEVELOPMENT TIME: 18 MONTHS

//10Detailed roadmap
  1. Conception
  2. Vertical slice
  3. Pre-alpha
  4. Alpha and beta
  5. Launch
ConceptionJul 2023 · Mar 2024
PrototypeMar 2024 · Apr 2025

Art, SFX and animation

  • Art Bible
  • Teaser 1

Game design and narrative

  • Game Design Document
  • Game Overview Storyboard
  • Construction of world lore

Planning

  • All player skills
  • All ammunition
  • All anomalies
  • All consumables

Art, SFX and animation

  • Player HUD
  • 2/3 protagonists: Everlen and Captain
  • 2/10 3D models of human technology: Gungnir, the player's weapon, and Drakkar
  • 1/11 Enemy 3D models with variations: Khasit

Game design and narrative

  • 1/4 level design maps: Map 1
  • 10/100 secondary narratives

Engineering and tech art

  • Procedural Environment System
  • Basic NPC behavior
  • Basic combat mechanics
  • Game loop base
  • Basic multiplayer support
//10Detailed roadmap
  1. Conception
  2. Vertical slice
  3. Pre-alpha
  4. Alpha and beta
  5. Launch
Vertical slice6 months · ongoing

Art, SFX and animation

  • Visual target
  • 5/11 3D enemy models with variations: Kloaker, Kouatl, Xorn and the boss Krick
  • UI Menus Interface
  • 1/4 music, ambience and SFX: Map 1
  • 1/4 set dressing: Map 1

Game design and narrative

  • Difficulty balancing
  • 1/4 main narrative: Map 1
  • 30/100 secondary narratives

Engineering and tech art

  • Narrative system
  • Polishing AI behavior
  • Polishing player mechanics
  • 3/11 NPCs implemented in gameplay: Khasit, Kloaker and the boss Krick
  • Player crafting system
  • 15/60 craftable skills and ammunition
This is where investment comes in.
//10Detailed roadmap
  1. Conception
  2. Vertical slice
  3. Pre-alpha
  4. Alpha and beta
  5. Launch
Pre-alpha8 months

Art, SFX and animation

  • 10/11 3D enemy models with variations: bosses Otyugh and Darkmantle, Basilisk, Ankheg and Roper
  • Skill and item icons in the UI
  • 3/4 music, ambiance and SFX: maps 2 and 3
  • 3/4 set dressing: maps 2 and 3

Game design and narrative

  • Balance the crafting system
  • 3/4 level design maps: maps 2 and 3
  • 3/4 main narrative: maps 2 and 3
  • 70/100 secondary narrative, in lore texts

Engineering and tech art

  • 8/11 NPCs implemented in gameplay: bosses Otyugh, Kouatl, Xorn, Ankheg and Roper
  • Inventory System
  • Player upgrade system
  • 45/60 craftable skills and ammunition
  • Hosting and save system
  • Implementation of UI menus
//10Detailed roadmap
  1. Conception
  2. Vertical slice
  3. Pre-alpha
  4. Alpha and beta
  5. Launch
Alpha6 months
Beta4 months

Art, SFX and animation

  • 11/11 3D enemy models with variations: Urza
  • 4/4 music, ambience and SFX: Map 4
  • 4/4 set dressing: Map 4

Game design and narrative

  • 4/4 level design maps: Map 4
  • 4/4 main narrative: Map 4
  • 100/100 secondary narrative, in lore texts
  • Balance all skills and ammunition
  • Balance all NPCs

Engineering and tech art

  • 11/11 NPCs implemented in gameplay
  • QA fixes
  • 60/60 craftable skills and ammunition

Art, SFX and animation

  • Teaser
  • Visual polish of all maps

Game design and narrative

  • Balance difficulty
  • Polish the game feel
  • Teaser
  • lore e-book

Engineering and tech art

  • Performance and optimization
  • QA fixes
//10Detailed roadmap
  1. Conception
  2. Vertical slice
  3. Pre-alpha
  4. Alpha and beta
  5. Launch
Launch2 months
DLC or expansion6 months

Art, SFX and animation

  • Community feed

Game design

  • Community management
  • Ongoing content for the community

Engineering and tech art

  • Build gold
  • Console port and final testing

Art, SFX and animation

  • Creatures 8 and 9 and boss 5
  • Ambience, music and SFX of secret map 5
  • Secret map 5 set dressing

Game design and narrative

  • Secret map level design 5
  • Planning new craftable skills
  • The entire narrative of Map 5

Engineering and tech art

  • Map 5 NPCs
  • New craftable skills
//11Partnership

The ideal publisher

Marketing and positioning with global reach

Where we didn't reach: press, platforms and markets outside Brazil.

Production consultancy and critical return

Someone who has already launched this type of game, looking at our plan.

QA and porting support

Test coverage and the path to console without distracting the team from the game.

Investment requested
to complete development

US$235,000

Already invested by the studio  US$ 100 thousand
Total development value  US$335 thousand
//12The clan

The founders

We thrive on creative freedom and pursue artistic excellence.
It's what keeps us sharp, united and in a Goblin clan that doesn't stop.

Tony Cruz Game Director · Level Design · Tech Art

10 years of professional experience developing and directing game projects in Unreal Engine.

ID · 01Online
Chris Silva Art Director · Main 3D Artist

10 years of experience as an artist and 4 years in art direction.

ID · 02Online
Victor Tanaka Main 3D Rigger & Animator

8 years of experience in audiovisual and film production.

ID · 03Online
Matheus Sakaguti Marketing · Concept Art · Graphic Design

Marketing director, concept artist and graphic designer, with 8 years of experience.

ID · 04Online
Rafael Ongaro Business Administration

Responsible for Goblin's financial and legal operations over the last 4 years.

ID · 05Online
//12The clan

Team current

Internal team Remote team 44 hours per week
Tony Cruz Game Director · Game Design · Level Design
Tech Art · Senior Unreal Developer
Chris Silva Art Director · Main 3D Artist
Guilherme Diniz Narrative director
Victor Tanaka Main 3D Rigger & Animator
Matheus Sakaguti Marketing Manager · Concept Artist
Graphic Designer
Susana Moura UI & UX Designer
Victor Aiello Full Unreal Developer
Thiago Aguileira Concept Artist
Hugo Pizzo Full 3D Artist
Rafael Miziara Full 3D Artist
Rafael Ongaro Business Administration
André Luiz Full Unreal Developer
Cavi Montenegro Sound director
//13Portfolio

We have already delivered before

Everlen is not the first project to come out of here. The studio has been supporting itself for four years by serving indie, AA and AAA projects.

And it is this operation that sustains own IP

Everlen
The Hero's Call
Deathbound
Raised in Oblivion
Cassiodora
Golden Tides
Bedroom Brawl
VR Goblin Battle Arena
VR Moto Tour
Archviz
//14Journey

Our journey

  • 2017

    Foundation of Goblin Head, a 17-person think tank exploring game development.

  • 2021

    Chris and Tony turn the initiative into Goblin School, physical school dedicated to training developers.

  • 2022

    Start of services outsourcing, serving indie, AA and AAA projects.

  • 2023

    Strategic turn: the school is paused to focus on outsourcing and the development of its own IP: The Hero's Call and Everlen.

  • 2024

    Selected for incubation in Harena, the innovation center of the largest cancer treatment hospital in Latin America, the beginning of our scientific research.

  • 2025

    Conclusion of playable demo from Everlen.

  • 2026

    Raising investment for Everlen and total dedication of the studio to a single project.

INITIATIVES AND REACH

Project documentary

Behind the scenes of Everlen's development journey, published openly.

The Hero's Call

Our gamification initiative applied to real impact, within the hospital.

Devlogs

Continuous updates on development, systems and creative decisions on our YouTube.

Project documentary · opens on YouTube

//15Conversation

Questions and
answers

Do you have questions for us?

What kind of projects are you pursuing now?

What is the typical budget range for the projects in your portfolio?

Open channel Everlen · Pitch Deck 2026 19 / 37

// End of transmission

Thanks!

If you want to know more about what we are building, just call. It would be a pleasure to show you the rest.

Goblin Studios · Barretos, Brazil Reply within 48h Everlen Project · 2026
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