One of the first questions people ask after hearing someone is making a game is surprisingly simple: „So… what’s it about?”
The honest answer? I can’t tell you. Not because i don’t know. From mechanics perspective – it’s all clear. Can i write a short description for steam page? Easy.
What I do know is the feeling I’m trying to create.
This isn’t a story about saving the world. The world is already lost.
Civilization collapsed centuries ago. Nature reclaimed cities. Strange phenomena became ordinary. People stopped asking why things exist the way they do because, eventually, that simply became reality.
You won’t play a legendary hero destined to save humanity. You’re just an ordinary survivor who stumbles into something much bigger than himself. As the world slowly reveals its past, you’ll realize that every abandoned ruin, every dangerous anomaly and every strange creature has a reason for existing. Nothing is random.
One of my biggest goals is to make gameplay and story support each other. I don’t like mechanics that exist simply because „games usually have them.” If the player discovers a new technology, there should be a reason why it exists. If an area becomes more dangerous, the world should explain why. If something changes, it should feel like a consequence rather than a game rule.
That has probably become the core philosophy behind the project.
Everything should have a reason.
Not necessarily an obvious one—but one that makes sense once you discover it.
Visually, I’m aiming for something that feels closer to a handcrafted dark tabletop diorama than a realistic battlefield. I love stylized games that age gracefully, and I’d rather create a world with its own identity than chase realism for the sake of realism.
Mechanically, I draw inspiration from many games I’ve loved over the years. Some borrow ideas from RPGs, some from survival games, some from strategy games. The goal isn’t to copy them, but to understand what made them memorable and build something that feels coherent when all those ideas meet.
Will it work? Honestly, I have no idea. That’s part of the fun.
For now, I’ve already answered all „Why this” questions:
Why does this system exist?
Why does this place exist?
Why would the player care?
Why this comment?
Why this event and not that?
If I couldn’t answer those questions, the idea wouldn’t belong in the game.
Maybe that’s also the philosophy behind the entire project.
Not „bigger.” Not „more features.” Just better reasons.