Bardo: The Golden Age
In development
A 3D isometric open-world co-op adventure for two to four players — and a prequel to Lost City of Bardo, set in the Golden Age, before three monsters were driven into the maze beneath Bardo.
About the game
The maze was already there
Bardo: The Golden Age is a 3D isometric open-world adventure built for co-operative play. It is a prequel to Lost City of Bardo, set generations before it, when the maze beneath the castle was just an old, empty labyrinth — and the kingdom above it still had a monster problem.
The world is open and continuous rather than cut into levels. You travel it from a fixed isometric view: walled towns and tiled streets, cliffs and river valleys, castles, harbours and ruins, with hostile ground between them.
This game is a work in progress. Everything shown on this page is captured from the current development build, and the look, systems and content are all still changing.
Co-op
Two to four players, one world
Play together online, or on a single machine with everyone sharing one camera.
Players
Two to four
The world is built around a small party rather than a solo hero — enough players to split up a task, few enough that everyone matters.
Online
Play from anywhere
Join a shared world over the network and explore it together, each player free to move on their own.
Local
One screen, one camera
Everyone on the same machine plays in a single shared view — no split screen, so the party stays together on the map.
Under the hood
How the world is built
Built in Unity 6 on the Universal Render Pipeline, with Unity's own Netcode for GameObjects handling the network layer.
Terrain
Blocks and tiles, streamed
The landscape is a block-and-tile system that streams in around the players, so the world can keep going without loading screens between regions.
Shaders
Custom URP materials
Water, grass and foliage are dressed with shaders written for the project in Unity's Universal Render Pipeline, rather than off-the-shelf assets.
Networking
Owner-authoritative movement
Built on Unity's Netcode for GameObjects. Each player drives their own character directly, so movement stays responsive rather than waiting on the network.
Camera
One camera, shared
In local co-op, a single director camera frames whichever players are moving, instead of splitting the screen between them.
Hosting
No dedicated server needed
One player's machine hosts the session and the others join it directly — there's no separate server to stand up to play together.
Studio
Made in-house
Design, art, world building and code are all done in-house at Greenlite Technologies.
Screenshots
From the current build
Work in progress — none of this is final.
Coming February 2027
Follow the build
The game is still in development. If you want to hear when it is playable, or you are writing about it, get in touch.
