Overtime Innovations LLC

Product case study

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Sunken Vault app icon

Original iOS Dungeon Crawler

Sunken Vault

The waters have receded from an ancient vault. Build a four-hero expedition, descend through forgotten chambers, and make every formation, equipment choice, and turn count.

Product StrategyCombat SystemsiOS DevelopmentProcedural DesignApp Store Launch
Sunken Vault tactical battle with a four-hero party
4 heroesTwo-rank tactical formation
10 classesDistinct skills and playstyles
GeneratedBranching dungeon floors
One purchaseUnlock floor 3 and beyond

The product

A dungeon expedition where every system feeds the next decision.

Sunken Vault is a dark fantasy dungeon crawler built around four-hero parties, two-rank formations, and deliberate turn-based combat. Ten classes create different approaches to protection, damage, control, and support, while skill development and equipment let each expedition take on its own identity.

Between battles, players navigate generated floors filled with branching passages, concealed chambers, shrines, merchants, guardians, and strange discoveries. Automatic saving preserves an expedition between sessions, while run history makes completed descents part of the larger record.

The design challenge

Make a deep party RPG readable on a phone.

The product coordinates formation, ten classes, skill loadouts, equipment, enemy weaknesses, turn order, procedural exploration, merchants, secrets, and story choices. Each system needs enough depth to matter without making the player decode the entire game before the first descent.

The central challenge was keeping immediate decisions legible while preserving the feeling of a dangerous expedition. A player should know what can happen on the current turn, understand how a new item changes a hero, and still wonder what waits in the next room.

The approach

Let information arrive at the moment it becomes useful.

01

Formation has consequences

Front and rear ranks protect vulnerable allies, constrain melee access, and make positioning part of party composition.

02

Classes create roles

Ten distinct class kits give each hero a recognizable job while leaving room for skill and equipment choices.

03

Exploration reveals gradually

Generated passages, concealed chambers, and discoveries preserve uncertainty without hiding the controls players need.

04

Comparisons stay concrete

Loot screens show current values, projected values, and special effects together so equipment decisions remain informed.

The expedition loop

Every descent connects preparation, risk, reward, and discovery.

Players assemble a party, enter a generated floor, decide which branches to pursue, and spend limited resources across combat, merchants, shrines, and discoveries. New equipment and skill points change the party before the next guardian tests it.

Automatic saving supports play across multiple sessions. When a run ends, history preserves the completed expedition and the next party can descend with a different class combination, route, and strategy.

A complete game, one unlock

Players can learn the systems before deciding to continue.

FREE ENTRY

Floors 1 and 2

The opening floors introduce party building, combat, exploration, skills, discoveries, and equipment at no cost.

FULL EXPEDITION

One purchase

A single unlock opens floor 3 and beyond for every expedition. There is no subscription.

Product operations

Built as a complete replayable dungeon-crawling system.

  • Product direction, dark fantasy identity, and interface design
  • Turn-based combat, rank positioning, targeting, and enemy behavior
  • Ten hero classes with skills, upgrades, and equipment loadouts
  • Generated floors, branching routes, hidden rooms, shrines, and merchants
  • Weapons, armor, unique loot, discoveries, guardians, and story passages
  • Automatic saving, run history, one-time unlock, and App Store presentation

From product thinking to business execution

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