nanware logo

The Watcher

The Watcher began as a terrain study and grew into a calm first-person sandbox about wandering a mountain valley, meeting a stone golem, and solving a simple, ritual-like quest. It borrows the spirit of classic World of Warcraft’s quest flow, and rebuilds those ideas as a compact prototype focused on interaction, clarity, and the feel of being there.

the watcher image

Behind the Project


The seed idea was straightforward: use Unity’s Terrain tools to sculpt a valley surrounded by mountains and make it feel alive enough to invite exploration. From there, the design leaned into:

Somewhere the player meets a stone golem who assigns a sipmle quest: find three gems and place them on their matching pillars scattered around the map. That required a generic system to handle:

the watcher image

Under the hood, object interaction is dispatched by target type:

There’s also support for scripted zone events so entering certain areas can trigger actions, nudges, or light world responses to help pace the walk.

the watcher image

What to Expect


This is a peaceful prototype; no combat, no enemies, just a valley, a quest, and the satisfaction of putting pieces where they belong.

In this small experience, you’ll find:

the watcher image

A Few Known Limitations


the watcher image the watcher image

Why It Exists


This project is a study in terrain craft and interactive systems. The goal wasn’t to ship a finished RPG, but to build a reusable quest framework (dialog → objectives → rewards), a reliable targeting model (raycasts → actions), and a playable stage that turns a landscape into a gentle game.

Along the way, The Watcher became a reminder of why sandbox prototypes matter: they let you ask specific questions such as:

…and answer them in code you can reuse.

the watcher image the watcher image


You can try a playable version here (though not fully optimized for WebGL): Unity Play logo