[Grant Proposal] Decentraland Survivors — Content Development
| Project | Decentraland Survivors |
| Category | Content Development — Mobile-first experiences |
| Funding request | $14000 |
About the applicant
| Applicant | Individual |
| Name | OnlyFran |
| Forum | @onlyfran |
| Country | Spain |
| Socials | github.com/fcolarich |
The team
Team size: 1
I’m a Software engineer with 15+ years of experience and a Game Developer with 10+ years of experience making games for various platforms. I have worked on VR, PC and Mobile titles, always delivering top quality results. My last stint was working on the Decentraland Foundation for 2+ years, working as a Senior Unity Developer. This gives me a truly deep insight both into the capabilities and limitations of the DCL protocol and what can be done with the platform. I see this as a great opportunity to put into reality one of the many many ideas I had over the years but was never able to bring into reality, as well as push the boundaries of what can be done.
Skills & expertise:
Other than the 15 years of Software Engineering behind me, I have also trained as a Game Designer, I have deep knowledge about product management and architectural design. I have also created many AI tools to improve workflows around coding and knowledge gathering. I have also experience as a 3D artist and pixel artist. All this brings a one-man army into the fold to create a unified vision.
DCL experience
Relationship with Decentraland: I have already built in Decentraland
Prior Decentraland work:
I have worked for 2+ years in the foundation, creating tools, client features and new SDK components, as well as created and debugged many scenes for this. I actually created the first authoritative server game in DCL during a game Jam, using one of the peers as authority and switching dynamically between users if the server peer disconnected.
Why build for Decentraland?
DCL is a very special platform, not dependent in a big corporation mandating what to do but distributed amongst its users. It also enables users to express themselves in a myriad of ways, but the current offer of mobile games and entertaining experiences is lacking. I see this as an opportunity to push the boundaries of what can be done with the platform and as a way to show the possibilities that can be achieved with the SDK and current AI tooling. This will also allow to create better AI tooling using the experience as a jumping point for it.
Prior similar work:
My previous job before joining Decentraland was in a mobile company with over 100 employees, developing new features for a Fishing mobile game with millions of monthly users. This meant not only that code had to be of the utmost quality, but also properly reviewed and QAd, as well as properly AB tested. I have also worked in the past in many projects involving emerging technologies, like VR experiences using novel movement mechanics to achieve cinematic effects. In the long forgotten past I worked as a Software Engineer, bringing automatization into factories successfully, as well as machine intelligence for failure detection on production lines, Computer assisted design integration with CNC machines as well as fully automated product lines.
Links: fishingclash.game
Confidence in 90-day delivery: Very confident
The project
What is Decentraland Survivors?
The Game will be a complete port of Vampire Survivors, with all features from that game available, including meta progression, a selection of maps, characters and weapons. The players select a starting character, a map to play in and then just start playing. Sessions can last at most 10 minutes. They control the movements in a top down view using the mobile controls, needing only one hand to do so. The mechanics are so that the player character auto-fires its weapon, so the player must focus mostly on movement and building their character power ups wisely. This type of game are highly addictive and fun to play, they can be done in short sessions and it is highly replayable and easily expandable with new enemies, maps, characters and weapons. So once the building blocks are created, it can be upgraded greatly.
How does this embody the Mobile-first experiences theme?
Built for thumbs and short sessions, Vampire Survivors’ original design maps directly to mobile constraints: single-stick auto-combat, portrait orientation, 5–15 min sessions.
What will users do?
In short: survive, level up, collect, return 1 - Player enters a Decentraland scene — a 5–15 min wave-survival run 2 - Auto-attacks fire; player navigates via virtual joystick or tap to move 3 - Level-ups offer weapon/upgrade choices in a simple card UI 4 - Run ends → the player gets meta progression rewards that unlocks new characters, maps, and daily challenges In the future, this could be tied with NFT rewards like wearables or emotes as well.
Who is this for?
Primary: mobile-first casual gamers who already know Vampire Survivors or the roguelite genre. Secondary: existing Decentraland users who want lighter, faster content on mobile. Both groups benefit from low-barrier, high-replayability gameplay that doesn’t require prior Web3 knowledge to enjoy.
Why would this improve Decentraland?
Decentraland’s core mobile challenge is the absence of a reason to return daily. This project provides a sticky, session-native activity that fits into commute windows and lunch breaks. It also sets a quality benchmark: a polished, performant arcade game in DCL demonstrates to other creators that the platform supports serious game development on mobile, which expands the content ecosystem beyond passive exploration experiences.
Based on an existing experience: play.google.com/store/apps/details?id=com.poncle.vampiresurvivors&hl=es_419
Deliverables (90 days)
A fully playable wave-survival game running inside a Decentraland mobile scene, optimized for low to mid-range Android devices. The game will ship with 10 playable characters, 5 maps, 15 weapons (including super weapons unlocked at high levels), and 40 enemy types across escalating wave configurations. Progression is driven by an upgrade card system that presents weapon and stat choices on each level-up, with a defined level cap that gives each run a clear arc. A global leaderboard tracks top runs across all players. The final build will be performance-validated for the mid-range Android hardware that represents the majority of Decentraland’s mobile user base.
Success metrics
Our main KPIs should validate our premise, which is, a good quality, engaging game will attract and retain players, this translates into these metrics: Avg session length ≥ 8 min Sessions per user/week ≥ 2
Budget — $14000
Engineering labor: $10,900 (78%): Single senior engineer, full-time for 90 days at ~$155/day. AI-assisted dev tooling: $900 (6%): LLM coding assistant subscription to accelerate solo development output. Art & audio assets: $900 (6%): Sprites, sound effects, and UI elements — all original or commercially licensed. QA & device testing: $700 (5%): Cloud device farm access to validate performance across mid-range Android hardware. Contingency buffer: $600 (4%): Reserved for unexpected costs or scope adjustments. Total: $14,000
Other funding sources: None
Milestones
Month 1 Playable prototype in DCL scene → movement, auto-attack, 1 map, 3 weapons, 5 enemy types, wave spawner, basic HUD Month 2 Full core loop → 3 characters, 3 maps, 10 weapons, 20 enemy types, upgrade card system, level cap Month 3 15 weapons, 40 enemy types, 5 maps, 10 characters, super weapons, leaderboards, and performance optimized for low to mid-range Android.
Links
| Resource | Link |
|---|---|
| Visual overview | docs.google.com/presentation/d/1neFhx9CFsbWEdqSK1wdS0MA9W2F6H7NABoVQcKqaeW8/edit?usp=sharing |
| Technical documentation | docs.google.com/document/d/1fsyANHIg1iG3PZQhFIyi2vQaU1QexBUihjzGCNW5uH8/edit?usp=sharing |
This proposal is being evaluated by the Grants Agents. Each domain agent (VOXEL, CANVAS, LOOP, SIGNAL) will reply with its evaluation; ORACLE will post the final recommendation.
Proposal ID: 2026-04-22-cutm · Title: Decentraland Survivors — Content Development