Learn more about ORK Framework’s features.

ORK Framework 3 is an extension for Makinom 2. Learn more about Makinom 2’s features here.

Makinom 2 is included in your ORK 3 installation – ORK’s paid full version comes with Makinom 2 Pro (i.e. including source code.

 Game Development

ORK Framework is a powerful role playing game development tool for the Unity® Game Engine.

You can create all kinds of 2D and 3D RPGs using ORK, like turn-based, active time (ATB), real time (hack’n’slay, action battles) or phase battle RPG.

Use ORK Framework to create your status system, abilities, items, equipment, combatants, cut-scenes, quests, dialogues, HUDs, game logic, AI and all other parts you need in your role playing game.

 Save Time and Effort

Save development time with ORK Framework.

Easily set up new game data like items, combatants or quests in the editor and add them to your scenes using ORK’s components.

Quickly create a prototype of your game and move into full production without writing a single line of code.

Get your game on the road with this intuitive RPG maker!

 Start Your Game

Target different platforms using ORK Framework – officially supported are:

  • Windows
  • iOS and Mac OSX
  • Android

While it also runs on other platforms, they’re currently untested. Try the free test version to see if it’s running on your target platform.

 No scripting

You don’t know how or don’t want to write your own scripts? Don’t let that stop you!

ORK Framework is a complete package, you wont have to touch a single line of code to create your RPG! But you can, if you want.

Each role playing game needs a good battle system – and ORK comes with 4 of them: turn-based, active time, real time and phase battles.

Animate battles and create dialogues and other game mechanics with schematics – a node-based all-purpose tool.

 Fast Prototyping

You’ve got an idea for an RPG stuck in your head?

Test your idea in a prototype and see if it’s working and fun playing. You can quickly create prototypes without much fine-tuning and play around with the status system and game mechanics.

Something’s not working as you want it to? Just change a setting in the editor or how an attacks damage is calculated in the node-based formula editor. ORK is designed for fast changes without having to wait for annoying recompilation of your code.

Easy Development

ORK Framework makes role playing game development simple and efficient.

Build upon your prototype or start from scratch – the multitude of settings and possibilities will help you on your way. Changing the style of your gameplay is often just a matter of turning on a setting.

There is a huge amount of ready to use nodes available in the schematics. Each node performs a task, be it as simple as playing a sound or as complex as moving an object to a position over time or a choice dialogue tree.

Status Values

Role playing games are known for using complex status mechanics. In ORK Framework, you have complete control over the status system.

Status values are the base of everything – HP, MP, ATK … you name it, you set them up how you need them.

Status values are separated in Normal, Consumeable and Experience types.

Attack Attributes

Attack attributes are used to give abilities (like a basic attack or a fire spell) certain attributes. E.g. an explosion spell could be of element fire and damage type explosion – if a target is attacked, the target’s attribute values of the selected attributes will be used to manipulate the damage.

You can create as many attribute types (like elements or damage types) and sub-attributes (like fire, water or explosion, cut) as you need.

Learn more about attributes here.

Defence Attributes

Defence attributes work like attack attributes, but they are used to give a combatant certain attributes. E.g. an enemy could be of race insect and size small – if the player attacks this enemy, the player’s attribute values of the selected attributes will be used to manipulate the damage.

You can create as many attribute types (like size or race) and sub-attributes (like small, big or human, insect) as you need.

Learn more about attributes here.

Status Effects

Status effects can be used for a multitude of things. They can manipulate status values, attack/defence attributes, chances (like hit chance or steal chance), block battle commands and movement.

Status effects can give visual feedback of a combatant’s state (e.g. change a combatant’s animations, spawn prefabs), make special abilities available and other things.


All the different parts of the status system are finally put into use in formulas. They are used for a multitude of things – the damage of an attack, the hit chance of a spell or the running speed of the player are just a few examples.

Formulas are created conveniently in a node based editor, no need to write complex math formulas.


The inventory is a crucial part of every RPG. Where else would you put all your items, money and equipment? ORK Framework allows you to have the inventory either be shared by a group, or individually for each combatant.

Items can be separated into different item types. Useable items (like potions) can change a combatant’s status, use or teach new abilities and other things.

Learn more about items here.


Crafting recipes are the crafting system of ORK Framework. Simply define the ingredients and the outcome of a recipe and the player can happily craft away – you can use whatever item or equipment (and even money) available in your game.

Separating the recipes into different recipe types allows multiple crafting proficiencies like cooking or forging. Additionally, recipes can use formulas to calculate if the creation has been successful – this allows crafting to be dependent on the status of the player.

Learn more about crafting here.


Abilities are what make any RPG interesting – they can be used for a combatant’s base attack, fire spells, passive status boosts and many other things.

The abilities can be separated into different ability types and optionally have different levels, making it possible to level up abilities.

A new ability can be learned through a combatant’s base or class level up – or actively learned using Ability Trees. An ability tree can link learning a new ability to learning costs and requirements, like making Fireball only available if Fire Level 3 has been learned.

Learn more about abilities here.


Schematics are reusable blueprints for what you want to do. They consist of connected nodes that work similar to a flow chart – each node performs a task and decides the next node that’ll be executed.

You can use schematics to animate your battles, show dialogues with NPCs, animate your UI, create cut-scenes or even add whole new game mechanics and other custom systems.

There’s a huge number of nodes for different tasks, and you can add new nodes via scripting.


A combatant is, like the name suggests, an entity that participates in battle … or not, however you like.

Combatants have all the things you define for your status system, learn abilities and develop by earning experience. Your player, your allies and your enemies are combatants, but you could also make a big rock in your scene a combatant and destroy it by using the right ability or item.


Each combatant is member of a class. The class decides what equipment the combatant can wear, gives bonuses to the combatant’s status and can add new abilities.

The class itself can optionally be leveled up (called class levels), including it’s own status development. Classes can be changed during the game using abilities, items or using schematics.

Learn more about classes here.


Factions decide if a combatant is an ally or an enemy to the player or to each other. You can set up different factions and the sympathy they have for the other factions.

Combatants can change their faction during the game, and the sympathy between the factions can also be manipulated – either using schematics or automatically (e.g. when a member of a faction is killed by a member of a different faction).

Learn more about factions here.

Battle System

ORK Framework comes with 4 different battle systems: turn-based, active time (ATB), real time and phase battles.

You aren’t limited to use only one of the systems in your game – you can select the type of a battle for each battle individually and even change the system while being in battle! Additionally, all 4 battle systems can use battle grids for tactical battles!

Learn more about battle systems here.

Turn Based Battles

The classic – each combatant chooses a battle action (like an attack or using an item) at the start of a turn and they are performed afterwards, one action at a time.

To spice things up, you can optionally enable active command to perform actions right after they’ve been selected. And if you want more action, you can use dynamic combat and the actions will perform simultaneously, or use multi-turns to create a turn based system like in Final Fantasy X.

Learn morea bout turn based battles here.

Active Time Battles

Active time battles are similar to the turn based ones. Instead of choosing the actions every turn, a combatant can select and perform an action if his timebar is filled enough.

Each action can be set up to either use the whole timebar, or only a part of it – resulting in being able to use multiple actions at a time. Additionally, dynamic combat is also available.

Learn more about active time battles here.

Real Time Battles

Real time battles aren’t bound to turns or timebar – every combatant can select and perform an action whenever and wherever. As the name suggests, everything happens in real time.

Use real time battles when you want to create hack’n’slay, action battles or first-person shooter like games.

Learn more about real time battles here.

Phase Battles

Phase battles are similar to turn based battles – but in these battles every participating faction performs their actions in their own phase.

After one faction finished their phase, the next faction will get their turn. The order in which faction members perform their actions is completely free. Also supports active command and dynamic combat.

Learn more about phase battles here.

Battle AI

Computer controlled combatants use a node based AI system to decide their battle actions. The AI will check for conditions and use actions if the conditions are valid.

You can use this to e.g. attack the combatant with the highest HP, or use a fire based attack on a combatant that is weak to fire. There are many different checks available, including distances, orientations (e.g. only attack when in the back of the enemy) and checking every aspect of the status system (e.g. ally with low HP).

Learn more about the battle AI here.


Equipment is devided into weapons and armors, and also separated by item types. Both can influence the wearers status, but weapons can also change the base attack and animations of the wearer.

This way you can have different attacks and animations for different weapons (like sword and spear). Equipment can optionally have different levels, making it possible to level up equipment, and make abilities available to the wearer (e.g. a fire sword allows using a fire spell while equipped).

Learn more about equipment here.

Equipment Parts

Weapons and armors are equipped on equipment parts. You can define as many equipment parts as you need, like left hand, right hand, head, etc.

Each equipment can occupy or block different equipment parts – e.g. a 2-handed sword can occupy both left hand and right hand parts. Additionally, the equipment can be set to occupy a single or multiple parts at once, so you could equip a dagger in each hand.

Displaying Equipment

You can display the current equipment of a combatant in the game by using equipment viewers.

Just place them on your combatant’s prefab where the equipment should be displayed (like a helmet on the head of the combatant), set the equipment part that should be monitored and select the game state it will be displayed (like only in battles). ORK Framework will automatically spawn the equipment’s prefab on the combatant in a scene.


The menu system allows you to easily put together your game menus. Browse your inventory, use abilities, manage your group or display information like the status of your player or the progress of a quest.

You can set up multiple menu screens and connect them by overview screens to a complete menu system – or leave them on their own and open every screen with their own input key.


You’re loaded with loot from your battles or want to buy a shiny new sword? Set up shops for your game!

Shops not only allow you to buy and sell things in your game, you can also have limited quantities of items and remember what the player sold to the shop. Additionally, you can sell abilities to be learned by your player in shops.

Learn more about shops here.


The HUD system allows displaying a wide range of information.

Beside the mandatory combatant HUDs (displaying status information of the player group, allies and enemies), you can show information on available interactions or tooltips when moving the mouse over menu items or scene objects.

The navigation HUD displays nearby combatants, interactions and other navigation information in a navigation bar – you can even set navigation markers and find the way across multiple scenes (e.g. for quest markers).

Scene Setup

ORK Framework comes with all components and tools you need to get your game content into your scenes and bring them to live.

Item collectors can be used to drop single items into a scene, or place an item box, which can be refilled using schematics or used as a storage box across multiple scenes. Music Players control the background music and allow fading between tracks. Machine components bring your schematics into a scene – dialogues, quests or a cutscenes. Shop Interactions will bring joyful shopping sprees.

World Building

A game world usually consists of multiple scenes – ORK Framework offers components to connect those scenes and let the player know where he is in the world.

Spawn Points and Scene Changers are used to connect your different scenes to a single game world. Areas tell the player where he is currently located, you can separate areas into different area types.

Scanning all your scenes for those scene connections in the ORK editor allows the Navigation HUD to display the way to a marker accross multiple scenes.

Save Games

ORK Framework handles saving and loading the game for you.

Save games can either be saved actively by the player selecting a save game file, or by using Auto Save Slots to automatically save the progress. The save game system can be expanded to save custom data (e.g. from 3rd party products) along the save data by adding Custom Save Data.