--- title: "Emperor Dracula: Island of Shadows | Vuelance" description: "An open-world action game in 3D: wake on the drowned coast of Valdros, break the blood seals and end Emperor Dracula's reign." canonical_url: "https://vuelance.com/project/emperor-dracula" meta: "og:description": "An open-world action game in 3D: wake on the drowned coast of Valdros, break the blood seals and end Emperor Dracula's reign." "og:image": "https://vuelance.com/preview/img/projects/emperor-dracula-cover.webp.jpg" "og:image:alt": "Emperor Dracula: Island of Shadows" "og:image:height": "630" "og:image:type": image/jpeg "og:image:width": "1200" "og:title": "Emperor Dracula: Island of Shadows | Vuelance" --- > Index of every page on this site: [llms.txt](https://vuelance.com/llms.txt) # Emperor Dracula: Island of Shadows - [Home](https://vuelance.com/) - [Projects](https://vuelance.com/project) - Emperor Dracula: Island of Shadows **// Game** ## An open-world action game in 3D: wake on the drowned coast of Valdros, break the blood seals and end Emperor Dracula's reign. - Client **Our game studio** - Location **Worldwide** - Platform **Browser, desktop and mobile** [**Play it in your browser**](https://dracula.oddvexel.com) ## // The challenge **An open world in 3D usually means a big download and a gaming PC. This one had to load from a link and stay playable on a phone, with combat that still feels sharp on a touch screen.** **// What we built** ## What we built, piece by piece 1. **01**### An island to explore, with quests, a map and a journal 2. **02**### Combos, parries and dodge rolls in every fight 3. **03**### An opening cinematic before the first step ashore 4. **04**### Graphics and frame-rate settings for phones and laptops **Built with** Three.js, WebGL, glTF and Web Audio. **// The build** ## How we built it This is our studio's first 3D game and first open world. Valdros has villages, graveyards and mountain passes, and side quests pay off in better steel: Brom the smith forges a stronger weapon if you bring him iron ore from Ironpeak. A clock runs on screen, and resting makes time pass. Enemies wind up before they swing, and a well-timed parry leaves them open, so button-mashing does not last long. The difficulty setting changes how enemies behave. On Story they attack one at a time, with longer wind-ups, a wider parry window and more potions. On Brutal they gang up, strike faster and leave a tighter window, with fewer potions to go round. On a phone, the left thumb drags to move, the right side of the screen drags to look, and two fingers pinch to zoom. Frame rate can be capped at 30 to save battery, and settings include a download for offline play. Before the first game the player confirms they are 12 or over, and the terms warn players with photosensitive epilepsy about flashing lights. **// In numbers** ## The project in numbers [**Start a similar project**](https://vuelance.com/contact?start=vr-pilot#enquiry) **3D** ### open world, running in a browser tab **3** difficulty levels, from story to brutal **2** ways to play: keyboard and mouse, or touch **// More projects** ## More work like this [**All projects**](https://vuelance.com/project) - - - ```json {"@context":"https://schema.org","@graph":[{"@id":"https://vuelance.com/#website","@type":"WebSite","description":"Vuelance is an AI-native company with forward deployed engineers. 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