Arbiter is an action game about transformation, with a focus on combat using melee attacks, dodges, parries, items, and special abilities. Hunt down the demonic spirits that threaten humanity by using their own powers against them.
Unique transformation system that constantly changes how you play.
Fast paced, challenging combat that rewards you for mastery and perseverance.
A huge roster of enemies and bosses that constantly test your skills.
Tons of techniques, upgrades, and abilities to enhance your moveset.
Explore levels corrupted by spiritual energy, filled with encounters, characters, puzzles, and secrets.
A mysterious story about humanity’s survival against spirits, with compelling characters on both sides.
Ethers and Umbras. Two races in an eternal war with no regard for humankind. Ashe is the next soul in line to inherit the title of Arbiter. With his companions, Dove and Raven, he travels a corrupted land in search for the spirits that pose threat. He may find, however, that the world isn’t quite as black and white as it seems…
I’m currently running a Kickstarter to help fund Arbiter’s development! I’m funding a lot of it through personal savings, so the goal of the Kickstarter is to help alleviate some of those funds and bring on additional artists to help make the game as good as possible.
Depending on how funding goes, it may also lead to things like console ports and other improvements too! If you’re interested, you can visit the campaign page here.
Ahoy! I’m Jordan! I’m a 22 year-old generalist and the sole developer for Arbiter. I’m currently living in Ontario, Canada. I’ve been making games for around seven years now, the most recent of which was Rooster Teeth’s RWBY: Grimm Eclipse, based on the animated series RWBY.
I originally made Grimm Eclipse as a fan-game for fun in 2014, and after releasing it was contacted by Rooster Teeth to help turn it into an official title. I worked with them as a designer, animator, visual effects artist, and programmer, and pretty much animated and did effects for every character/enemy in the game.
I learned a ton during my experiences with Rooster Teeth, and when we wrapped up work on Grimm Eclipse I decided to pursue my own project. I’m experienced with pretty much all aspects of game development, the most important of which I think is managing scope. I’m keeping Arbiter as a fairly small 5~ hour game so I can continue to work on it myself, with hopes of finishing in late 2018/early 2019.