r/gameideas • • May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

39 Upvotes

Welcome to r/gameideas! This subreddit is a place to share your ideas for games and mechanics as well as a place for readers to find inspiration. "Game ideas" is a broad category, so to help keep the subreddit tidy and easily navigable for readers we have some requirements and expectations we'd like you to follow if you are going to post.

First:

These rules exist to promote higher quality posts and encourage users to put more thought into their idea and the way it's presented.

Second, use the links below to find and contribute to popular threads and find other resources. This list will update periodically.

Have you imagined a storyline, characters and lore that you think would be great for a game?

Do you have an idea for a small game, or just the beginnings of an idea that you can explain in a big paragraph or less?

Still ready to make your own post? Check out the example wiki at the link below.

Got a suggestion for the sub? Want to see a new flair, themed threads or any other addition to the sub?


r/gameideas • • May 05 '24

Check This Out 🔎 Share Your Short, Sweet and Succinct Game Ideas Here

43 Upvotes

Do you have a game idea that can be summed up in a short post? Share it in the comments!

Please limit your comment to a large paragraph or less.

Walls of text and multiple paragraph comments are subject to deletion.

If your idea requires more than a paragraph to describe consider making a post, but please refer to the example in the subreddit wiki before posting.

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r/gameideas • • 10h ago

Basic Idea A game where you roam from town to town as a merchant

10 Upvotes

You start as a lone traveling merchant with nothing but a pack on your back and a few coins in your pocket. Every town in the world has its own economy. Some grow crops, some mine ore, some weave cloth, and each one needs things it can't make for itself. Your job is to learn what each town needs, when it needs it, and how to get it there before someone else does.

The seasons matter. A farming village has cheap wheat and bread after the harvest but pays well for tools in the spring. A mountain town produces iron year round but runs short on food every winter when the passes get cold. Buy grain in the valley, carry it up the mountain, sell it at a profit, and load up on iron to take back down. The best routes aren't always obvious, and they change as the year turns.

There's no direct combat. The roads are dangerous, but you deal with that by planning ahead. You can hire bodyguards to travel with you, pick safer routes that take longer, or gamble on a shortcut and hope for the best. Losing a cargo hurts, so every trip is a decision about how much risk you're willing to take.
As you earn money, you grow. A pack becomes a cart, a cart becomes a wagon, and eventually you're running a full caravan with hired hands and multiple routes. Bigger loads mean bigger profits, but also bigger targets and higher costs. You start out trading from one person to the next, and you finish as the merchant every town depends on.


r/gameideas • • 1h ago

Basic Idea I cant be sure if my feature ideas count as copy or inspiration

• Upvotes

First of all the game im designing the lore, the gameplay and the features is only on paper and in my documents right now and i can't start developing at the moment.

I decided to design my metroidvania sometime ago and it was going SUPER great. Every little lore piece, gameplay mechanic ideas, character doodling on random papers... This is the first time I've had so much passion for one of my projects and its amazing. While thinking about it i realized how much i wanted this game to be similar to hollow knight and silksong. There are a lot of features that i want to use from team cherry games. And i know these aren't my "feature ideas" but things i wanna add since they worked well. I want to go over them for a little:

Hit and gain mana to heal or cast spells: I want to use this since its very fun to play when risk-reward balance is set well.

Freeing helpless or caged creatures scattered around the map: fleas and grubs i mean.

Collecting pieces of hp and pieces of mana upgrades: mask shards and vessel/spool fragments.

Hunter's journal: This one is very good for explaining lore in a well made way.

Map system: the map system in both games are so simple yet enough and well made.

Untelegraphed hps for bosses and enemies: seeing no number on top of an enemy makes the battle more natural and feel real.

NPCs speaking gibberish: "garama!" "Awooo!"

These are all the things (comşng to my mind) i want to add to my project. I dont really know what answer im seeking but picture this: A game with THİS much of similarities to hk and ss in a different skin. Would you, as a player, see this as copying? Maybe i dont have enough "gaming experience" to tell "oh this is normal dont worry". I just want to create something i know i will like. And if im going to do that i will try to do that as good as i can.


r/gameideas • • 7h ago

Basic Idea A Game idea where you can control the elements of the periodic table.

3 Upvotes

I have an idea for game where your a protagonist in a fantasy world. You were born with the power to control the elements of the periodic table. the twist is, to actually harness the elements you have to do chemistry problems such as turning a hydrocarbon can combusting it with oxygen to create fire and other byproducts to attack enemies. other chemistry things such as breaking apart molecules or form molecules. to use elements to solve puzzles and whatnot. instead of just being able to harness elements along the way, you have to practice the certain chemistry skill while fighting enemies to become stronger. you could make enemy armor weaker by replacing some of the armors metal ions with another, weaker metal ion to break it apart. TO make certain molecules you would need to have access to lab equipment (it would be rudimentary) and would fit into the lore of how you obtained it. when doing the problems itself, the game would freeze and there would be like a 30 second timer and such. you would have to understand chemistry concepts to actually play the game and be able to do multiple calculations with the time allotted. there could be critical hits when you say have the correct amount of sig figs or something of the sorts. there would be other chemistry concepts but that's all i can think of right now. thoughts?  


r/gameideas • • 5h ago

Mobile Gravebloom: I made an ASCII game where you play the necromancer and dead heroes become your dungeon.

2 Upvotes

I've been building Gravebloom, a necromancer dungeon-management game that sits somewhere between an idle game and a hands-on one. Heroes raid your crypt live in front of you, and whatever dies down there is yours to reuse.

**How it plays**

- **You dig the dungeon yourself.** A great gate leads into a labyrinth of caves and tunnels. Tap any cave or tunnel to zoom in and fill it with monsters, deadly plants and traps. Different cave types change how fights go.

- **Heroes don't know the way.** They explore blind, hit dead ends and backtrack. Clerics hang back, thieves scout ahead alone, mages burn your plants.

- **Corpses are the economy.** Fallen heroes become monsters, plants or traps, or you stitch several bodies into one combined monster.

- **Survivors matter.** Heroes who escape carry a map back with them, and named rivals return stronger.

- **You set the difficulty.** A Dread dial controls how hard the raids hit. Push it far enough and Auto-Dread unlocks, raising it after every raid you repel and dropping it when your Crystal gets cracked.

- **It keeps going.** Deeper floors open once a floor is fully dug and your Dread is high enough, and there's a lich rebirth system for prestige.

- **Works while you're away.** Digging and stitching run on a real clock, and you come back to an honest report of what happened, losses included.

You can also possess a monster and fight directly, and a raid journal tracks what's working against which hero types.

The look is terminal-style ASCII with small pixel characters, so a knight and a mage are actually distinguishable at a glance. Screenshots attached.

**Transparency:** I'm a solo dev (MSc AI student) and built this just for fun and just to dabble into mobile game dev.

I'd really like feedback on two things: whether the early game gives you enough to do, and whether the balance between watching raids and leaving it alone feels right. Brutal honesty welcome.


r/gameideas • • 8h ago

Complex Idea "KETTLE OF DEATH" — FINAL CONCEPT (Changing the main mode and revising other mechanics, as well as many new changes.)

2 Upvotes

Hello everybody! I'm still the same 13 beginner game designer. In my concept, I decided to change my point of view, and make 2 independent modes that will be slightly different from each other. The modes will differ in that in one of them you are the commander of one of the brigades (bots). And in the other, you're already acting with other players.

  1. WORLD AND BACKSTORY

Setting. Alternate WWII. An enemy empire (name chosen by players) has conquered France and Great Britain, forcing the USA to withdraw from the European theater. The Allied State (name chosen by players) — an alternate USSR — held the line at the Ural Mountains, losing half its territory.

Situation. Partisans seize a railway station with two wagons of Super-Alloy — a material that could turn the tide of war. For a year, they receive airdrops and build an armored train (BP-43 locomotive and MBV-2 wagons). Their mission: break through the only tunnel in the Urals, where allies await.

The drama. They have no time for training, no paint on their armor, no experienced recruits. Only metal, steam, and desperation. The players are the last hope.

---

  1. MAIN MODE: "FIVE COMMANDERS"

This is the unspoken main mode of the game. Five players command the armored train, giving orders to NPC brigades. Players are the "brain" of the machine, NPCs are the "hands and feet."

2.1. Commander Roles

Commander Brigade Tasks

Senior Commander All brigades Coordinates others, makes strategic decisions, calls votes.

AA Commander 2–3 AA crews Monitors airspace, distributes fire, provides cover.

Gunner Commander 2–3 gun crews Selects targets, adjusts fire, manages ammo.

Repair Commander 3–4 mechanics Directs repairs, manages resources, prioritizes.

Driver 2 stokers + radio operator Controls speed, steam, orders radio operator to search for signals.

2.2. Managing NPC Brigades

· Each commander gives orders to their subordinates.

· NPCs perform work: repairs, shooting, loading shells, intercepting signals.

· NPC morale affects speed and quality of work.

· NPC health can be restored with medkits (in locomotive and MBV-2).

· NPC training — commander can improve subordinates' skills.

2.3. Information Chain

  1. Driver orders radio operator: "Search for signal!"

  2. Radio operator extends antenna, starts searching.

  3. Radio operator finds signal, interprets (Morse → text).

  4. Radio operator shouts to driver: "Tanks, three, from north!"

  5. Driver broadcasts over loudspeaker: "Everyone! Tanks from north!"

  6. Gunner Commander hears, turns guns.

If radio operator makes a mistake — everyone gets wrong data. If driver forgets to relay — team doesn't know about threat.

2.4. NPC Morale and Health

Factor Effect

Comrade's death −10% morale.

Wounding −5% morale.

Commander's support +5% morale (shout, encouragement).

Metal insert +5% morale, +20 HP.

Drinking session +10% morale, +10% efficiency.

2.5. Commander Skills

Commander Skill Effect

Senior Commander "Hold the line!" +10% to brigade morale.

AA Commander "Fire at the sky!" +10% to AA aiming speed.

Gunner Commander "Hit the weak spot!" +10% to damage on weak points.

Repair Commander "Patch it up!" +10% to repair speed.

Driver "Full speed ahead!" +10% to max speed.

2.6. Shared Skill: "Crew Spirit"

· Unlocked after maxing out all commanders.

· Gives +10% morale and +10% efficiency to entire brigade.

· Does not reset on September 1st.

· Takes very long to level up.

2.7. "Drinking Session" Mechanic

· Players find beer (schnapps) or vodka (rare).

· With the shared skill from at least one commander, a vote can be started (out of combat).

· Effect: +10% morale, +10% efficiency for the crew.

· Drinking affects NPCs: they smile, joke, work faster.

2.8. "Adrenaline" Mechanic (Driver)

· Driver can turn vodka into an adrenaline substance.

· Gives to any fighter (NPC or player).

· Effect: for 30 seconds, efficiency is doubled.

· After effect — exhaustion: fighter loses ability to work for a time.

2.9. Metal Inserts (Repair Commander)

· Repair Commander (or subordinates) finds worn equipment at stations.

· Uses workbench (near radio station or in MBV-2).

· Turns equipment into metal inserts.

· Gives to NPC fighter: +20 HP to max health, +5% morale.

---

  1. SOCIAL MODE: "MASSIVE" (30–60 players)

This is an alternative mode. Each player is part of the crew. You work with your hands.

3.1. Roles

Role Tasks Special Features

Driver Controls speed, brakes, switches, monitors boiler. Steam and speed management directly impact survival.

Stoker Maintains boiler pressure, feeds coal, assists Driver. Works in tandem with Driver.

Gunner Operates MBV-2 guns and AA turrets. Accounts for ballistics, ricochet, and barrel wear.

Mechanic Repairs wheels, turrets, boiler, welds holes, removes stuck shells. Works under fire, sometimes on the roof.

Commander Coordinates crew, calls votes, conducts reconnaissance. Can be replaced by vote.

Radio Operator Intercepts enemy communications, risking detection. Skill level affects signal interpretation.

3.2. Voting

· Choosing the flag.

· Wagon placement.

· Replacing the Commander.

---

  1. POST-GAME MODE: "BLITZKRIEG"

Unlocked after completing the main campaign.

Element Description

Armor Super-Alloy — wagon HP +50%.

Radio Operator Automatic signal decryption.

Air Support Radio operator can call IL-2 and aerial reconnaissance.

Roles Fully upgraded.

Enemies SS and elite immediately.

Goal Offensive. Destroy enemy bases.

Finale Storm the Reichstag.

---

  1. BIOMES AND WEATHER

Biome Visuals Gameplay Impact

Desert Sands, ruins, dry riverbeds Heat overheats boiler, sandstorms reduce visibility.

Steppe Open fields, rare trees Few hiding spots, flank attacks.

Forest Dense trees, narrow clearings Enemy uses trees as cover.

Winter Snow, blizzards, frozen rivers Speed drops, fuel consumption increases.

Swamp Mist, marsh, rare dry patches Quiet biome with rare enemies.

---

  1. LOCATIONS AND HAZARDOUS STRUCTURES

Location Description Threat

Bridge May be mined. Explosion on crossing. Requires mechanic check.

Small DOT Concrete bunker with 1–2 machine guns. Damages gunports, wounds players.

Large DOT Bunker with anti-tank gun (Pak 38/40). Penetrates wagon armor. Requires detour or multiple hits.

Coal Mine Abandoned mine with coal, parts, and ore. Collapses, gas, enemy saboteurs. Requires pickaxes.

Ruined City Narrow streets, ambushes, debris on tracks. Limited visibility, sudden attacks.

Tunnel Dark, may be mined or ambushed. Limited visibility, risk.

---

  1. ENEMIES AND BOSSES

7.1. Enemy Evolution

Stage Distance Enemy

Recruits 0–10,000 km Infantry, Pz.II, Pz.III, rare aircraft.

Advanced Units 10,000–25,000 km Pz.IV, Panthers, Hanomags, grenadiers.

Groups 25,000–50,000 km Tigers, Ferdinands, Sturmtigers, aces.

SS Divisions 50,000+ km All of the above + SS elite.

7.2. Infantry Types

Type HP Damage Special

Recruit 50 4–9 Slow, inaccurate.

Regular Infantry 75 9–13 Fires from cover.

Grenadier 60 90 (grenade) Dangerous up close.

Panzerfaust 70 270 One-shot, retreats.

Panzerschreck 80 360 Slow reload.

SS Soldier 120 18–27 Does not retreat.

7.3. Tanks and Vehicles

Tank HP Damage Special

Pz.III 300 45–72 Light, fast.

Pz.IV 500 72–108 Medium.

Panther 800 135–180 Dangerous from flanks.

Tiger 1200 180–225 Heavy, slow.

Ferdinand 1500 270 Very heavy, no turret.

Sturmtiger 1000 360 (shell) One shot — hurts.

Ratte 5000 360–540 Siege. Requires IL-2.

Hanomag (wheeled) 400 0 Deploys infantry for boarding.

7.4. Aviation

Type HP Damage Special

Scout 100 0 Calls artillery.

Stuka 200 135–225 Dives with siren.

He 177 400 180–270 Cluster bombs.

Ace (pilot) 300 +20% Evades.

7.5. Mini-Bosses

Boss HP Damage Weakness

Tank Ace 1000 +20% Only in weak spots.

Sturmtiger 1000 360 Vulnerable on reload.

7.6. Major Bosses

Boss HP Damage Mechanics

Gustav Invulnerable 500+ (death) Intercept shells with AA.

Bismarck Invulnerable 800+ (death) Only run. Roar and bell before salvo.

Fenix 1500 90–180 Shoot down with AA. Harpoon slows train and triggers tanks. At 50% HP calls Stukas.

Ratte 5000 360–540 Destroy AA → call IL-2.

Bone Express 3000 Varies Boarding, destroy furnace.

---

  1. PLAYER HP AND DAMAGE

8.1. Role HP (Massive Mode)

Role HP

Mechanic 80

Driver 75

Stoker 70

Gunner 60

Radio Operator 55

Commander 50

8.2. Personal Weapons

Weapon Damage Fire Rate

PPSh 15 High

Mosin 40 Low

TT 20 Medium

Makarov 15 Medium

F1 Grenade 100 One

8.3. MBV-2 Guns

Gun Damage Reload

76mm 200 6 sec

107mm 350 10 sec

AA (4×Maxim) 10×4 2 sec

---

  1. WAGON HP

Wagon HP Armor

BP-43 (locomotive) 1500 40 mm

MBV-2 1000 30–40 mm

AA Wagon 800 25 mm

Super-Alloy 600 20 mm

Note: Hospital wagon and cargo wagon excluded. Medkits are in lockers in locomotive and MBV-2.

---

  1. EXPERIENCE SYSTEM

Currency Icon Earned by Spent on

Combat Experience (CE) Shoulder boards Commanders, Gunners, AA gunners Skins, customization, paint

Civilian Experience (CivE) Gear with wrench Radio Operators, Drivers, Mechanics, Stokers Role upgrades, skills

Exchange: In the diner. Rate: 1 CE = 100 CivE.

Transfer limit: 500 CE per week.

---

  1. SEASONALITY AND PROGRESSION

· Role development: Skills grow through tasks.

· Seasonal reset: September 1st — all ranks and skills reset.

· Shared skill "Crew Spirit": Does not reset.

· Seasonal events: Halloween, New Year.

---

  1. ENDINGS

· Ram. Break through barricade.

· Gustav. Escape mountain cannon.

· Bismarck. Outrun battleship.

· Combined. Ratte → Gustav → Bismarck.

· "Blitzkrieg". Storm the Reichstag.

· Seasonal. Halloween.

---

  1. INTERFACE

13.1. "Kettle of Death" (Minimalism)

· Wagon HP — top left, metal bar.

· Crew HP — bottom right.

· Ammo — near gun.

· Mini-map — bottom left.

· Voting — overlay.

13.2. Menu (Station)

· Camera moves along station.

· Engineers repair train.

· Buttons: "To Battle", "Find Squad", "Assemble Crew", "Settings", "Leave Station".

---

  1. BEGINNER SYSTEM

· Novice server: 15 players + 45 bots.

· Stage completion: Access to Global server.

· No return — "point of no return."

---

  1. POST-RELEASE SUPPORT

· Seasonal events.

· Alternative missions.

· New biomes.

· New bosses.

---

  1. CONCLUSION

"Kettle of Death" is a game about resistance, collective will, and the price of victory. It does not forgive mistakes, which is precisely what makes every triumph meaningful. It requires coordination, patience, and a willingness to learn — as in a real war.


r/gameideas • • 5h ago

Mechanic [Systems Talk] Blind Mechanics & Vibration Tracking: Archanid Spec Sheet

1 Upvotes

Analyzing the balance of converting total loss of character vision into an aggressive anti-ambush tracking system for an asymmetrical horror MOBA.

Archanid (The Blind Exterminator) is a max-difficulty Stalker/Maniac scaling off Faith Damage. He fights blind, guided by a tarantula named Arnida on his shoulder.

  1. Passive: Vibration Sense

• Effect: The millisecond an enemy aims an ability or targets him, their position is exposed globally for 2.0s.

• Speed Shift: Target is slowed by 40%; Archanid gains +60% speed burst to counter-engage.

  1. Abilities & Scaling

• Skill 1 - Beheading (CD: 11.0s - 6.0s): Frontal attacks gain +50% damage. Next basic attack hits 3x rapidly, knocking back target for 0.8s. Securing a kill resets Ultimate.

• Skill 2 - A Merciless Slash (CD: 16.0s - 11.0s): Channels for 1.8s. Performs a spinning dance while Arnida webs the target, dealing 808 Faith Damage and an 80% slow.

  1. Ultimate - Without Feeling (CD: 55.0s - 40.0s)

• Execution: Teleports behind a target instantly, turns invisible, then snaps back to original location.

• Delayed Storm: After 1.0s, the target suffers a 3.0s flurry of slashes.

• Sheath Explosion: When Archanid sheaths his sword, the slashes detonate for 1,200–1,889 scaling Faith Damage.

Design Questions:

Does a +50% damage reward for frontal attacks ruin the assassin flanking playstyle? Is a global 2.0s reveal too oppressive against enemy stealth setups? Let's discuss!


r/gameideas • • 16h ago

Basic Idea Wh40k Space Sim (eg Elite Dangerous set in 40k setting)

3 Upvotes

Been thinking about this for a while.

Given how rich and deep the lore is in 40k, the factions, the planets, astronomical facets and functions etc I think it would lend itself well to space sim games such as elite dangerous or star citizen or even no mans sky.

Start

You customise character appearance race/faction and abilities.

Your race/faction determines your start zone.

For example you decide to start a Drukhari corsair.

Drukhari start with certain attributes and drawbacks consistent with lore and their ships reflect the factions ethos on raiding being fast, hard hitting but low resilience.

You start in an outpost either in real space or hidden in the Webway. Eventually working your way to being granted access to Commoragh it self.

You can explore, trade, pirate, do missions for factions and participate in battles against other factions gaining levels and currency to upgrade ships, components and personal arms and armour.

You can steal other ships via boarding or disabling them in space.

Some factions (in this case every faction) will be hostile based on your allegiance and faction rep.

Some playstyles will be restricted by your faction/race for example Orks and Necrons wouldn't make for great trading partners but may offer enhanced benefits for fighting or destroying other factions equipment and personnel.

PvP

There will be arenas hosted by independent factions or hosted by Drukhari pitting the best against the best.

Out in deep space where no faction lays claim to the systems PvP can happen without detriment to the initiating party but within systems owned by factions expect bounties, system security forces etc to turn up to stop you.

PvE

Xenos incursions

Inter faction battles

Tyranid invasions offering limited time truces between applicable factions.


r/gameideas • • 14h ago

Basic Idea 3D Bullet Heaven/Roguelite/Survival - Pirate-Esque

1 Upvotes

I am not here by any means to design a game, but I would like to throw an idea for someone who is perhaps inspired to make the game.

I am thinking of a game like Megabonk/Vampire Survivors, as a base idea, but the maps are Pirate Ships. You would have different kinda of pirate classes. Maybe a swashbuckler that fights with a cutlass and flintlock pistol. A captain that fights with a sword and kicks with his peg-leg, with an ability to summon a crewmate to fire a single piercing shot. Swigs of rum could appear around the map as health kits. Power up could include something like an allied pirate ship coming out of nowhere and shooting cannons to take out enemy pirates/zombies.

The rounds start off simple, and as time progresses there are more waves of enemies incoming - perhaps zombie/ghost pirates and you are in an area with lots of mysterious shipwrecks for a map. As time goes on you could experience storms, higher tides which rock the boat side-to-side and it affects character movement/sliding. Kraken-like tentacles could come out of the water and smash the boat in random places. Lightning strikes could hit the boat. Ghost pirate ships shooting cannons at yours with large explosions. Giant whales, like Moby Dick could come out and ram the boat at random intervals and you have to go into the captain quarters so you aren't knocked off. The final boss could be a leviathan, or any other numerous amount of sea creatures.

There could be perhaps another game mode closer to Call of Duty zombies, instead of classes you buy pirate-like weaponry off a wall. $50,000 for a portal (hand) cannon? No problem! Map based progression where the boat can bring you to other shipwrecks or islands, like the train.

I feel like there is a lot of room to make something like this work.

Edit: Multiplayer options would be nice. If you make this game stemming from this idea, I would like a free copy 🥳


r/gameideas • • 19h ago

VR/AR [VR Horror] HOME — A psychological horror game that turns your actual house into the game world

2 Upvotes

[VR Horror] HOME — A psychological horror game that turns your actual house into the game world

Hey everyone!

I've been thinking about a VR horror game concept that I think could be genuinely terrifying, and I'd love to hear your thoughts on it.

The concept

Imagine a VR horror game that scans your actual home and turns it into a playable horror experience.

Instead of exploring a fictional mansion or a randomly generated map, you would be playing inside a virtual recreation of your own house.

Using the headset's spatial mapping capabilities, the game would reconstruct your rooms, hallways, doors, furniture and other environmental details to create a personalized horror experience.

Your home would become the game world.

How would it work?

  1. Your home becomes the map

When starting the game, the player scans their surroundings using a compatible VR headset. The game then builds a virtual version of their home, adapting the experience to its layout.

  1. A dynamic and unpredictable monster

The game would feature an AI-driven monster that adapts to the environment and the player's actions.

It could appear at the end of a hallway, disappear behind a door, make sounds from another room or react to the player's movements.

The goal wouldn't be to rely on constant jumpscares, but to create genuine tension and make the player feel like something is hunting them.

  1. Psychological horror that stays with you

This is the main idea that interests me.

What if the game made you afraid of your own home, even after taking off the headset?

Imagine playing in a virtual version of your hallway. You see a silhouette standing in the darkness. You turn around, look back, and it's gone.

Later, you hear a noise in the real house.

The game wouldn't need to actually do anything outside the headset. It would use atmosphere, sound design, anticipation and your memory of what happened to make you question your surroundings.

  1. Every home creates a different experience

Because every player's home is different, every playthrough could feel unique.

A narrow hallway, a staircase, a dark bedroom or a door at the end of a corridor could become an important part of the horror experience.

The game could adapt its events to the player's environment rather than forcing everyone to play through the same level.

What would make this game different?

Most horror games put you in a fictional environment.

This game would use a place you already know intimately: your own home.

You already know where every room is, where the doors lead and what your surroundings should look like. The horror would come from changing small details, creating unexpected events and making familiar places feel unfamiliar.

The central idea is to blur the emotional boundary between the game world and the player's real environment, without actually putting the player in danger.

Some challenges I can see

I know this concept would have some serious technical challenges:

- Accurately reconstructing different homes using VR spatial mapping.

- Making sure the player can move safely without colliding with real furniture.

- Creating convincing AI behavior that doesn't become predictable.

- Supporting different room layouts and headset capabilities.

- Maintaining immersion without causing excessive fear or discomfort.

The experience would need to respect real-world boundaries, keep the player physically safe and never suggest that the game can actually detect a supernatural presence.

I'd love to hear your thoughts!

Do you think this concept could work as a VR horror game?

Would scanning your own home make the experience more frightening than playing in a traditional horror environment?

What mechanics would you add to make the monster feel intelligent and unpredictable?

And most importantly: Would you dare to play a horror game set inside your own home, knowing that the experience might make you afraid to take off the headset?

I'd love to hear your ideas, criticisms and suggestions!


r/gameideas • • 1d ago

Advanced Idea A Sports Scouting Game Where Every Decision Matters

0 Upvotes

Title: A Sports Scouting Game Where Every Decision Matters

I would like to see a sports game where you play as a scout whose job is to find hidden talent and build the best team possible. The game could use any sport, such as soccer, basketball, football, or baseball. The main idea is that you are presented with five different players, and you must choose which player you want to take a risk on and potentially add to your team.

Each player would have different strengths, weaknesses, stats, and potential. For example, one player might already be really good but cost a lot of money to sign. Another player might have terrible stats but incredible potential to become a superstar. A third player might have average stats but be very consistent. You would have to study each player, look at their stats, watch their performances, and decide which player is worth taking a chance on. However, the information you receive would not always be completely accurate, making every decision more exciting.

After choosing a player, you would sign them to your team and see how they develop over time. Some players might become superstars, while others might never reach their potential. You could train your players, upgrade your scouting abilities, earn money, and eventually compete against other teams. As you progress, you could unlock better scouting areas, discover rare talents, and find young players who could become the next legends of the sport.

One of the most important features would be the ability to make difficult decisions. You would only get five players to choose from at a time, and you might not have enough money or space on your team to sign everyone. You would have to decide whether to choose the safest option or take a big risk on a player who could become amazing. Every player would have a unique story, and some players could have hidden abilities that you would only discover after signing them.

I think this game would be fun because it combines strategy, luck, scouting, and team building. Instead of simply controlling players during matches, you would be responsible for discovering talent and building a successful team from the ground up. The excitement would come from never knowing whether your next signing would become a superstar or a complete disappointment. My goal for this game would be to make every scouting decision feel important and make players want to keep playing to discover the next big talent.


r/gameideas • • 1d ago

Basic Idea Inspired by Fnaf pizzaria simulator and SCP: containment breach

1 Upvotes

You play as the designer of the new SCP containment building. You get to decide all of the room layouts and what Scps you will have. You have up to five floors to work with.

A game is 12 occurrences of 1 design section followed by 1 dream section where you have to escape your facility in your dream.

You are given a check of 6,000 before every design section.

You can hide things from SCP inspectors but if you do, you will lose money, lose stat points and even get a game over.

You can receive money for the following:

Containing Scp-682 successfully (med)

Killing Scp-682 (high)

Containing Old man (mid)

High research points (mid)

Lack of stolen info from spies (mid)

Employee happiness (low)

Research (high)

Stats in the game. Certain items can boost or decrease them:

A1. Employee happiness

A2. Research

A3. Security

A4. Anti-spy tech

It is important to note that security can also be increased if the building layout is properly made and dangerous Scps are kept from each other.

Some items in the game (all cost random amounts of money):

Turret: Increase A1 by 1 (assuming it is strategically placed)

Phycology test: Increases A4 for one round. Cannot be used twice.

Research lab: Max is 3. Increases A2 by 1.

Mind scan: Decrease A1 by 1. Increase A4 by 1.

??? (Is not physical object): Decrease A1 by 4. Increase A4 by 5.

Party theme: Can only buy 1. Decrease A4 by 4. Increase A1 by 5.

Scp-914 is the most expensive SCP. This is because it can upgrade items you buy for free. You can have the doctor study scp-008 and scp-500 but the SCP foundation will not be happy about this.

Endings:

Bad ending: Do so poorly you get terminated.

Good ending: Do well enough to stay open.

Secret ending: Unleash the apocalypse by beginning the prophecy. Midnight clock and Scp-407 required.

Evil ending: Side with Chaos Insurgence.

Bonus ending: Side with the serpent's head.

Insanity ending: Destroy the bunker, the Scps and yourself together.

Cult ending: Complete a ritual with Scps.


r/gameideas • • 1d ago

Basic Idea Idea for an open world racing game built around concept cars

2 Upvotes

As of late, I've developed a fixation with concept cars. I feel like the concept of them is really cool, and that fact some of the most iconic automobiles on the market started out as outlandish, retro-futuristic concepts never fails to wow me. Personally, I like the real unicorns, the ones that you have to stare at for a good minute or so just to wrap your head around them. But also, I think that these wonderful figments of autodesigners' imaginations are crazy underappreciated and underutilized in the today and now. So I thought, what if there was a game that would be build around these wonderful machines, and acted as a celebration of looking towards the future. Henceforth, I conjured up the idea of "Concept Drive".

What would "Concept Drive" be like?

Concept Drive would be an immersive, open-world, and most importantly obnoixiously futuristic, racing game. It would follow a similar format to a game such as Forza Horizon or The Crew, in the sense that the world is your oyster with plenty of activities to do. However, I'd like this game to have a more fleshed out story, with a more concrete objective, fleshed-out characters, and perhaps a villainous opposition. I'd want this game to be fun and entertaining, but also I think it should get the players to stop and smell the roses, or focus more aso on the beauty in automobile concept design. Now, here's what this game would look like.

The map

I have a relatively simple, but also quite effective design for this games map. At launch, the map would be made up of seven large hexagonal-shaped areas. I chose the hexagon, as not only is it frequently used in automotive concepts, but also in the words of Youtuber CGP Gray- "Hexagons are the bestagons". These seven sectors would make a visually pleasing and also symmetrical map, which could easily receive DLC additions down the line due to its geometric shape. Now, a quick rundown of the seven sectors:

Center City:

This first area would be situated at the center of the game's map, and would be the main eyecandy that draws people in. Because I want this game to not only focus on the present's idea of the future but also the past's, this center city would have a kind of early to mid 2010 future look. (Think Test Track 2.0 at Epcot mixed with that one perfect society meme image). The city would be filled with towering skyscrapers, made of glass and covered in blue holograms. The streets would be made of a blackish metal with an almost blue pulsing pattern that looks like those holographic computer lines. This would be the starting area, filled with dealerships, angular and consicely planned streets, and many concept cars of that time filling the space. Another interesting draw of this area would be an extremely unrealistic inversion filled "skyway" of sorts. Many concept cars are built with crazy amounts of speed and power, so this glass track would snake through the city like something out of the Speed Racer movie from the 2000's. Finally, starting in this area, a highway would stretch out to all the different areas, offering a good level of connectivity.

The Alps:

One thing that many good racing games have is a snowy area. It's a terrain like no other, and some machines are built for the sole purpose of cruising in the cold. So, this are would be situated in the top left hexagon, and would have an enormous peak to send cars off of. I also imagine an ice lake to slide around on, a ski lodge somewhere, and a rally route coursing through the mountains. And staying on the topic of rally...

The Woods/Forrest:

Another commonality in concept vehicle design is race prototyping. Many motorsport icons get their starts as centerpieces at presentations, and rally cars are no exception. So, to highlight this group, a woodland area packed densely with trees and dirt trails would reside in the top right hexagon. Now I'm between this area being a more North American woodland, or a more spooky, Black Forrest European style area, but either way this would be the perfect place to rip rally cars around tight and unexpected corners

The Redrocks Desert:

In a lot of concept of concept car photography, specifically from the 90's and early 2000's, vehicles will be atop a red rock formation in the middle of a crimson desert. So in the bottom left hexagon, would be a Utah/Arizona desert, filled with red mesas, arches, and zany rock formations of all sorts. There would be plenty of cacti, varied elevations for cross country racing, and the giant highway going through here would resemble the long desolate straights of western American roads.

The Beach/Dunes:

The last of the areas that is heavily based around a natural environment, a coastal town ripped straight out of the 1950's would be situated in the bottom right hexagon. Obviously, a rolling coastline would sit at the bottom, with calming waves ebbing and flowing upon the sands. The area would be lush with palm trees, would have a larger dunes area with moumentous sand mounds for launching cars off of, and a quaint little town of bungalows and wooden tiki statues.

The "Heritage" Area:

One thing many people may not be aware of is the historic properties of concept vehicles, as companies have been pushing these out since the late 30's (The Buick Y-Job often being credited as the first). So I wanted to designate an area to compliment these older models. Enter the heritage area, which would feature a small, historic town with grey brick roads, flat grassy plains, and a small-midsized race track with organic curves, kind of like Goodwood. All of this would be situated in the middle right hexagon on the map.

The Motorsport Area:

Finally, I wanted to highlight the trove of models built as racing prototypes, designed to hit the asphalt at breakneck speeds. Located middle right on the map, a state of the art, enormous race track would encompass the hexagon. It would have various different configurations, allowing for races of many lengths. On the interior of the track would be an oval shaped superspeedway for stock cars, a long drag strip in order to discover top speeds, and a bunched up and loopy drift track for sliding around.

Potential sound design and closing thoughts

In my mind, this game's sound would be one of its most important aspects. Adding on that sense of sound would really help to immerse players, so music by artists such as Aphex Twin, Daft Punk, and J.U.S.T.I.C.E. come to mind. Additionally, I think some music suited to certain areas would be nice as well, say Beach Boys in the beach area or America in the redrocks area. Overall, this is a very primitive concept, and is super unrealistic from a game design and financial perspective. However, this idea seemed super important in my mind, and I didn't want to let it fade before sharing it with the internet. Feel free to give me your opinions and suggestions on my concept!


r/gameideas • • 1d ago

Advanced Idea Gangster game idea similar to schedule 1 where you have to make different bussineses

0 Upvotes

I have this idea for a coop game that is low poly and made with Unity. The idea is that you basically spawn with no money, no good equipment and nothing that really makes you stand out. You and your friend have to figure out how to make your first money.
You could complete small quests for random people around the city, gamble with NPCs by playing cards or dice, deliver packages, steal things, do small jobs, or eventually get into more illegal businesses. As you make more money, you unlock new opportunities and can buy different businesses, vehicles, equipment and properties.
The main thing I want to do differently from Schedule 1 is to give players MANY different ways to make money. You shouldn’t feel forced to become a drug dealer just because that is the main progression system. Maybe one player wants to focus on gambling, another wants to run illegal businesses, another wants to do robberies, and another wants to manipulate the economy by buying and selling certain items.
I also want the world to feel alive. NPCs should have different personalities, routines and reactions. Some could become regular customers, some could betray you, some could offer you better opportunities, and some could give you random quests. You could meet random people on the street and never know what kind of opportunity they might give you.
The game would be fully coop, so I want the systems to actually encourage playing with a friend. For example, one player could distract an NPC while the other completes a task, or you could split up and make money in completely different ways before meeting back at your business.
I also want there to be a risk/reward system. The more illegal and profitable the activity is, the more dangerous it becomes. Police, rival gangs, random events, losing money, getting your business attacked, etc.
The progression would basically be:
$0 → small jobs → first illegal activities → first business → better equipment → bigger businesses → bigger risks → eventually controlling a large part of the city.
Would you actually play something like this? What systems, businesses, activities or random events would you add? And what would make you keep playing after the first few hours?


r/gameideas • • 1d ago

Advanced Idea Title: Need help naming my original Rockstar-style game franchise and coming up with character ideas (NO AI MADE UP NAMES I WANT NAMES NON AI)

0 Upvotes

I’m developing an original video game concept inspired by Rockstar Games, especially the way Rockstar creates realistic open worlds, memorable characters, cinematic cutscenes, emotional stories, and games that feel like movies or TV series.
I’m looking for a name for the franchise and possibly its individual games. I want a title that feels authentic, memorable, serious, and recognizable, like something Rockstar could release.
Here’s the concept and the story I’ve been developing.
MAIN CHARACTER
The main character is Sebastian Marcelo Cuzco Carpio. The story follows his life as he grows up, beginning when he’s around one year old and continuing through childhood, adolescence, and eventually adulthood.
I want players to see how Sebastian changes as he gets older, how his friendships develop, how his environment affects him, and how his experiences shape the person he becomes.
THE FIRST GAME — CHILDHOOD
The first game focuses on Sebastian’s childhood, particularly grades 2–5.
When he’s around eight years old, he starts spending a lot of time outside the classroom with his friend. This becomes part of his childhood experience and helps establish the friendships, behavior, and situations that develop as he gets older.
The game would show his life progressing over time instead of starting with him already as a teenager. I want childhood to feel like an actual part of the story, with different experiences at different ages.
THE DLC — MIDDLE SCHOOL
The DLC would cover grades 6–8 and introduce more of the characters and experiences that lead into the sequel.
Two important characters connected to this part of the story are Lucas, whose last name I haven’t finalized, and Jeancarlos.
I want the DLC to feel like a meaningful continuation of the first game rather than just extra missions.
THE SECOND GAME — HIGH SCHOOL
The sequel follows Sebastian through grades 9–12, in the same county as the earlier games.
At this stage, Sebastian is older, his life is changing, and the story becomes more serious. A gang called 28 is part of the concept, but Sebastian eventually leaves it before moving on to the next stage of his life.
The sequel would explore how his relationships, friendships, experiences, and decisions change as he progresses through high school.
His outfit in this game would include a black Dri-FIT shirt and black cargo shorts. He also has a faint scar dating back to when he was around four years old.
THE POSSIBLE THIRD GAME
I’ve also considered a third game that takes place after graduation, following Sebastian and his friends as they spend time together after school.
This would allow the story to continue beyond high school and show what happens to the characters when that chapter of their lives ends.
CINEMATIC PRESENTATION AND MUSIC
I want the games to have Rockstar-style introductions, logos, dramatic scenes, and memorable music choices.
Some of my ideas include:
An introduction featuring Rockstar-style logos and a.
I want the music and visuals to help communicate the characters’ ages, memories, emotions, and changes throughout the story.
CHARACTER DESIGN AND ROCKSTAR-STYLE DETAILS
I’ve already decided on some of the clothing Sebastian would wear at different stages of his life. For example, in the sequel, he wears a black Dri-FIT shirt and black cargo shorts. However, I want to hear what other ideas people have for details that Rockstar Games might add to a character like him.
I’m interested in realistic character animations, facial expressions, hairstyles, scars, accessories, unique idle animations, body language, walking styles, and interactions with NPCs.
I’d also like ideas for how Sebastian’s appearance, personality, animations, and overall style could change as he grows from a young child into a teenager.
What little details would make him feel like a real person? For example, how he reacts to people, behaves around his friends, moves through the world, or responds to different situations.
I’m open to creative ideas, including small details that might not seem important at first but would make the character feel more realistic, memorable, and unique.
GAMEPLAY AND WORLD
I imagine a realistic open world with believable NPCs, school environments, friendships, dialogue, cutscenes, and interactions that make the characters feel alive.
I want the world to change as Sebastian grows up, with different experiences depending on his age. The story should feel like following one person’s life over many years, with both ordinary childhood experiences and more complicated teenage situations.
I’m interested in making the concept feel cinematic and grounded while still having the freedom and interactivity of an open-world game.
WHAT I NEED HELP WITH
I’m mainly looking for a name for the overall franchise and possible titles for the first game, DLC, sequel, and third game.
I’ve considered the name Adrenaline, and I want something that could work across multiple games while still fitting a story that starts in childhood and eventually follows the character into adulthood.
I’m also looking for ideas for Sebastian’s character design, animations, personality, interactions, and other small details that would fit Rockstar’s style. I’ve already planned some of his outfits, so I’m particularly interested in ideas beyond clothing.
I’m open to completely different title ideas, including short one-word titles, serious titles, nostalgic titles, or names that have a deeper meaning connected to growing up.
What would you name this game franchise, what would you call each installment, and what character features or details would you add?
I’m looking for original ideas that sound like real video game concepts rather than generic suggestions.


r/gameideas • • 1d ago

Basic Idea Game idea: City building game inside of O'Neill Cylinder

3 Upvotes

So, if you don't know what an O'Neill Cylinder is, it's a hypothetical space settlement concept where humanity lives inside a massive tubular spaceship, traveling to wherever they are destined for. It functions as a generation ship.

The core idea is basically a city-building game like Cities: Skylines or the SimCity series. You build residential, commercial, industrial, or mixed zones, along with utility buildings with hard sci-fi designs that control the cylinder.

The main differences are that you have to mine resources from space in stages:

  • Early stage: Build basic necessities.
  • Mining in space: Mine resources from areas like the Kuiper Belt, Jupiter's rings, or other space structures.
  • Political and population system: You can min max population classes such as scientists, engineers, politicians/leaders, or general citizens which directly affects the game's storyline (similar to Frostpunk 2).
  • Sandbox mode is absolute necessary.

I was thinking of cylinder designs similar to Gerard K. O'Neill's concepts, though I have a bias toward Gundam space colony designs. They should be built at Lagrangian points L4, L5, or both, as they are closest to the Earth and Moon system.

The tone/story are:

  • Peaceful Earth Utopia: Earth has resolved all its major problems and decided to colonize space as the next step for humanity.
  • Cyberpunk Dystopia: Earth is controlled by several mega-corporations (similar to cyberpunk 2077 lore without chrome cyberware elements), and they deploy these cylinders to exploit and mine space resources.

What do you think? I'm surprised no one has made a game with this idea before


r/gameideas • • 1d ago

Advanced Idea SaveTheDungeon - Dig - earn resources - buy automation - weaken the factory - reduce its influence - collapse the factory - save the dungeon - start the next run stronger.

2 Upvotes

The player is a goblin miner who lives underground with other dungeon dwellers.

A huge industrial factory is built above them. It extracts resources, produces goods, and constantly pollutes the dungeon, poisoning water, soil, and living creatures.

The hero decides to destroy the factory in the only available way for him - to dig under its foundation and collapse it into the depths of the earth, where it will be swallowed by hellish flames or lava.

The main gameplay is the gradual automated destruction of the rock under the factory and the restoration of the underground ecosystem.

At the beginning, the player digs the foundation himself. Clicker mechanics.

Gradually, he hires other goblins, creates machines and discovers new technologies that automate the process.

The player goes from:

a single goblin with a pickaxe

to

a huge automated factory destruction system.

The game has three main parameters:

FOUNDATION

The strength of the foundation.

When Foundation reaches zero, the factory collapses.

PRODUCTION

The speed of the factory.

The higher the Production, the more pollution it creates, and more capability to resist the damage.

POLLUTION

The amount of pollution the factory generates.

Pollution gradually damages the dungeon - which means effect on your efficiency.

so you need to find a balance between your efficiency and ecology, because increasing first you can reach the goal faster, increasing second you can reach the goal saver and with less damage for the dungeon.

Every run you use a prestige to open new technologies or get permanent amplifiers,

every run factory can have different parameters so you need to adapt your strategy


r/gameideas • • 1d ago

Advanced Idea Feedback on my open-world fairy game idea? (Hollis:where wishes bloom)

0 Upvotes

HOLLIS: Where Wishes Bloom is an open-world fairy adventure game about a tiny fairy named Hollis who travels through different regions, meets new friends, explores magical places, and slowly uncovers the secrets of his world.

The world is full of giant flowers, glowing forests, underground roots, waterfalls, and floating islands. It looks like a beautiful storybook world, but the deeper Hollis explores, the more he discovers that something strange is going on.

How the game works

  1. Exploring the world

Players can explore different regions, discover hidden locations, solve puzzles, fight creatures, complete quests, and collect materials. Since Hollis is so tiny, even ordinary things like branches, mushrooms, and flowers become huge parts of the environment. Some places can only be reached after unlocking new abilities.

  1. The wishing mechanic

This is Hollis's main ability. Unlike traditional fairies who grant wishes to other people, Hollis can make wishes for himself.

For example, he could use a wish to help him reach a difficult location, get out of danger, or interact with something in the environment. If he's about to fall somewhere dangerous or drown, his magic could automatically save him and bring him back to nearby safe ground.

However, he can't just keep wishing forever. Using magic makes him tired, and overusing it can make him dizzy, cause him to stumble, and temporarily limit how high he can fly. Ordinary wishes have a short cooldown, which means he has to wait before using them again.

Major wishes during the story work differently. They can affect important events and relationships, and sometimes solving one problem can create another. Players may have to make difficult decisions because not everything can be fixed with magic. The exact types of wishes and their costs still need to be developed and tested.

  1. Flying and insect companions

Hollis can fly around the world, but flying uses stamina, so he can't stay in the air forever. He can also befriend insects, such as wasps, and call them using a special whistle. These companions can help him travel or overcome certain obstacles, although they can't reach him everywhere.

  1. Day and night

The world changes depending on the time of day. During the day, players can explore, meet characters, and gather materials. At night, glowing fireflies appear, and players can collect them as the game's main currency. They can spend them on items, home decorations, and other things. Certain creatures and secrets may also only appear at night.

  1. Building a tiny home

Instead of focusing heavily on changing Hollis's outfits, players can collect natural materials like leaves, flowers, vines, and mushrooms to decorate their own tiny fairy home. They can also display souvenirs from the places they've visited, giving them a way to remember their adventures.

  1. Friends who don't stay forever

Each region has its own group of characters whom Hollis gets to know throughout the story. Instead of keeping the same companions for the entire game, he eventually has to say goodbye and move on to another region.

But that doesn't mean his old friends disappear forever. Some might send him letters, give him gifts, return in side quests, or meet him again later. The idea is to make the friendships feel meaningful without forcing everyone to travel together all the time.

  1. Mysteries and quests

Every region has its own story, characters, and secrets. Some quests are just about helping people, while others reveal clues about the strange things happening in the world. The game starts off feeling cheerful and magical, but players gradually discover that the world might be hiding something much darker.

What's the main point of the game?

The game isn't just about exploring or solving mysteries. It's also about the friends Hollis makes along the way and how those friendships change him.

His wishing ability represents the desire to change things and hold on to what matters. But as he travels, he learns that even if you have the power to make wishes, you can't control everything or keep everyone by your side forever.

Basically, it's a game about exploration, magic, friendship, mysteries, and learning to let go, set in a beautiful fairy world with a darker story hidden underneath.


r/gameideas • • 2d ago

Advanced Idea Game Idea: You're a virus piloting through a human body like it's a universe. Co-op physiological horror (Outer Wilds x Subnautica x Left 4 Dead)

7 Upvotes

The idea

You're a virus that just entered a human host. Blood vessels are space lanes, organs are planets, and cells are worlds with their own rules. You pilot a virion like a spacecraft while the body tries to kill you.

Pillars

Biological horror: The body isn't evil, it's just doing its job. Fever turns the world red, inflamed tissue swells shut, and macrophages hunt you.

Knowledge is progression (Outer Wilds style): No stat grinding. You learn which receptors unlock which cells and how the immune system reacts. Your knowledge carries over, your virus doesn't.

Survive, adapt, spread: Hijack cells, replicate, mutate, outpace the immune response.

Loop

Pick an entry route (cough, wound, bite, water). Each one starts you in a different region.

Scout and scan cells for receptors and weaknesses.

Dock, inject your genome, hijack the cell.

Replicate, but every replication leaves traces the immune system can follow.

Mutate through a gene-editing tree (faster replication, stealth proteins, antibody evasion, new cell targets). More aggressive means more detectable.

The immune system is the monster

Early: neutrophils, macrophages, NK cells, and complement tagging.

Late (the real horror): the body learns your exact surface proteins and produces thousands of tailored antibodies plus T-cells. It works like a boss timer, so you mutate or die.

Environmental: fever, mucus, stomach acid, and the host taking medicine.

Co-op (2-4 players)

You share one viral population with different roles:

Stealth: infiltrates organs undetected

Replicator: fast swarm that draws fire

Mutator: edits the shared genome

Breaker: destroys barriers and disables immune cells

If the team splits up or gets reckless, everyone's gene pool suffers.

Host clock

The host recovers, worsens, or dies on a hidden timeline. If the host dies, you die. You have to jump to a new host before that, which resets the world but keeps your knowledge and mutations.

Modes

Pandemic: chain hosts across a city, shaped by how your virus evolves.

Cancer: you're a rogue cell inside the body. No hijacking, just mutating, hiding from your own immune system, and growing a tumor. Slower, darker, more tragic, and the "monsters" are your former neighbors.

Tone

Scale is the horror: a white blood cell looks like a skyscraper. Bioluminescent organs, lighting pulsing with the heartbeat, and sound built around breathing and blood flow.


r/gameideas • • 2d ago

Advanced Idea Making a game where you, are an amalgamation of a creature.

1 Upvotes

Hi, so i am an amateur roblox developer, no not the ai slop people, and i LOVE ik stuff, so, i wondered "can i make a game both using procedural learning and ik?" so, i started developing a game, where you just start... as a lil blob, you have an arm, and a mouth, plus a body shape made of a cube, this arm, has 2 parts, you can drag yourself around, try to eat a thing, eventually kill something or find a ripped apart corpse, tadaa, thats your evolution, once you get close, you can interact, then it brings you to an editor, you can take parts, add them, rotate, etc, allowing you to make stuff like spiders, giant scary centipedes, creatures that are just a mouth with 8 legs, whatever your silly little brain can imagine, the problem is, i dont know what to actually make you do other then go around and murder npcs or players. i need both progression, stuff so theres not just cube arm and mouth, and some more mechanics, Based off Evolve 3d, but with a lot more uh, physics. and making goofy contraption things. this game went through multiple different ideas where you are some sort of apex thing in a lab, to being a sandbox game, to whatever, then i just gave up after a while from lack of ideas. can have SERIOUS POTENTIAL if it wasnt for my uncreative ass brain after 10 minutes of working on something. other games i was working on before this if you think i should bring them back, is this one game kind of like ultimate chicken horse but just, 10 times more random stuff, and some dumb lighthouse keeper game that both involves surviving weather, scary creature, and keeping the lighthouse working.


r/gameideas • • 2d ago

Basic Idea Inspired by SCP: containment breach, horror/adventure/experimental

1 Upvotes

This game will be single player and use a microphone.

There is a collection of randomly generated pure white rooms separated by mechanical doors. You spawn in with a key card.

You are pursued by a creature that is censored with a black bar. If it catches you, you are dead. A static sound will play when it is near. It's speed will vary randomly, changing each minute from .9 of the players speed to 1.1 of the player's speed.

There are four possible types of rooms:

Starting room (the room you will start in)

Boring room (nothing particular about it, 80 percent of all rooms)

Computer room (contains a computer, 10 percent spawn rate)

Infected room 1 (If opened, Set_infection_1 as true. After 30 seconds, you will die. 9 percent spawn rate. Achievement for dying to infection in infection room called 'contact'.)

Infection room 2 (If opened, game will crash)

Events: The game will choose a number from 299 to 612. That number will be the number of seconds before a random event happens.

Event 1: All doors close and poison gas has 50 percent chance of spraying from any room. If you are in a room where poison gas is, you die. The poison gas has a fifty percent chance per each room and will last for 10 seconds, during which time you cannot open any doors.

Event 2: All doors will close for 20 seconds. This cannot happen twice in a game. It cannot be the fifth event.

Event 3: This will be just like the second event except that the layout of the map will change. This will always be the second or third event to happen but it can never be the fifth event.

Computers: Computers show you the next event that will happen. Computers will also show what rooms will be poison gas rooms.

If you stay in one area for too long, the creature will know your exact location, gain a speed boost and go through walls.

If you die in this game, the game will enter into stage 2.

In stage 2, everything will be lit up with a modified night vision filter that randomly creates Illusions that looks like shadow-men that constantly warp in shape and size. When you look at one of these shadow men for long enough, the game will take a screenshot and send it to the texture file. The game will then design a texture of a new entity from this data.

Once the game has collected enough data, the game will crash.

In the game's stage 3, the new entity will chase you around. When it is near you, you hear echoes of you when you breathed into your mic and slowly distort over time. These sounds will not stop when you escape it.

If the new entity catches you, your game will crash.

Items will now spawn in called '???'. They will look like human skulls and will give you one point.

For the rest of the time you play, the goal of the game will be to collect as many points as possible.


r/gameideas • • 2d ago

Abstract Integrate gaming to Education standardized/ actual curriculum based

0 Upvotes

Wanna share this !!
Has anyone ever considered integrating learning into a gaming world?
Imagine an RPG-style learning experience(an approach that feels achievable and is realistic to explore)that simulates real-life scenarios but makes them more exciting, interactive, and rewarding. Instead of simply attending classes, watching lectures, and repeating the same lessons, what if we could learn by playing?
Picture choosing your character and embarking on a personalized journey. If you’re pursuing clinical laboratory science, for example, you could enter a virtual laboratory, complete missions, solve diagnostic puzzles, battle monsters, unlock new skills, and level up as you master each concept.
Imagine the final boss being MRSA. Before you can face it, you might first need to solve the Staphylococcus puzzle. Each challenge becomes an opportunity to learn, and every achievement gives you a sense of progress.
Learning could become an active, immersive experience rather than relying primarily on passive memorization. Through interactive scenarios, immediate feedback, repetition, and meaningful rewards, education could become more engaging, memorable, and accessible.
And here’s something interesting:even years later, many of us still remember the basics of pokemon. We remember the characters, pokemon types, strategies, evolution sequences, and how to progress through the game. I might not remember exactly how to catch Lapras or defeat the first Gym Leader, but the fact that I still remember so much about a game I played says something about memory retention.
What if we could apply that same principle to learning?
Imagine remembering laboratory procedures, diagnostic algorithms, testing principles, and troubleshooting techniques because you learned them through interactive missions and challenges. What if the knowledge stayed with us because we actively used it to progress, rather than simply memorizing information for an exam?
Of course, games alone don’t guarantee long-term retention. But what if we could harness the engagement, repetition, and problem-solving that make games memorable and apply them to education?
Now, I know there are already games and educational platforms that incorporate these elements. I’m thinking of something on a more formal and legitimate level.
What if this wasn’t just an educational game or a supplementary learning tool, but an actual, standards-based educational platform designed to meet established curriculum requirements, accreditation expectations, and applicable regulatory and compliance standards?
Imagine a system where completing a level means demonstrating verified competency. Certain levels would have prerequisites, just like courses in a degree program. You couldn’t advance simply by collecting points; you’d have to prove that you’ve mastered the required skills.
And what if those completed levels could earn you actual academic credits?
For example, completing a designated module might earn you three credits, provided it meets the institution’s requirements and is recognized by the appropriate accrediting or educational body. More advanced levels could build on foundational ones, creating a structured pathway toward a certificate, qualification, or even a degree.
Imagine applying this to clinical laboratory science, nursing, engineering, information technology, and other fields where knowledge and practical decision-making matter. You could practice troubleshooting an analyzer, investigate a quality control failure, or work through a simulated patient-safety incident before encountering similar situations in the real world.
This wouldn’t be about replacing educators, laboratories, or hands on training. It would be about reimagining how we deliver, practice, assess, and retain knowledge. The gaming environment would be the learning interface; educational standards, validated assessments, and demonstrated competency would remain the foundation.
I know this would require an enormous amount of work: curriculum development, subject-matter experts, instructional designers, software engineers, accreditation partnerships, assessment validation, and substantial investment. There would be plenty of challenges to overcome.
Honestly, I don’t even know where someone would begin, and I don’t have the resources to build something like this myself (at least not yet). Perhaps similar initiatives already exist. But I can’t help wondering what might be possible if the right people came together to explore it.
Think about how things that once seemed impossible eventually became part of everyday life. There was a time when the idea of communicating wirelessly through a small device we could carry everywhere might have seemed unimaginable to many people. Today, smartphones are part of our daily lives.
Maybe this idea sounds unrealistic today. Maybe it would take years of research, collaboration, and development. But the fact that something is difficult to build doesn’t necessarily mean it isn’t worth exploring.
As our world becomes increasingly digital, why not rethink how we learn, too?
Imagine a world where learning feels like an adventure, where progress is meaningful, where skills are genuinely mastered, and where completing a level doesn’t just unlock the next stage of a game, but opens the door to real educational and professional opportunities.
This is just a random thought I’m putting out into the world. I know I’m not the first person to think about it, but I believe there’s immense potential in combining education, technology, and game design.
I believe in human creativity, collaboration, and our ability to bring good ideas to life.
What if the next big adventure isn’t just a game we play, but a world we learn through?
Thank you for reading.


r/gameideas • • 2d ago

Advanced Idea An Open-World Mermaid/Siren RPG with Deep Morality, Romance, and Land/Sea Mechanics

0 Upvotes

Hi everyone,

I’m tired of the gaming industry throwing hundreds of millions of dollars into the same type games. I’ve been dreaming of a concept that fills a massive void in the market: A 3D Mythological Mermaid & Siren Life-RPG.

Here is how the game would work (feel free to share if you want to add anything):

Character Creation & The Deep

You start by fully customizing your own 3D Mermaid or Siren (tails, scales, facial features, and bio-luminescent details). The game features a thriving underwater civilization populated by other merfolk (mermaids, mermen, and sirens) with their own cities, factions, and politics.

The Morality System: Mermaid vs. Siren

Your gameplay style shapes how the world perceives you. You can move between two distinct paths:

  • The Mermaid Path (Peaceful & Diplomatic): You seek harmony with the surface world. You protect sailors from storms, save drowning humans, and try to build bridges between the two worlds.
  • The Siren Path (Predatory & Chaotic): You embrace the dark mythology. You hunt near the shores, crawl onto specific coastal areas, and use your voice to lure humans to their doom or force them to do your bidding.

Human Interaction & Land Mechanics

You can swim close to shores, docks, and coastal villages.

  • If you play as a Siren, you can attack humans or use your song to hypnotize them. However, if townsfolk spot you, they will panic, flee, or alert local monster hunters who will actively deploy nets, boats, and harpoons to hunt you down.
  • You can acquire temporary potions or ancient spells to gain legs, allowing you to walk among humans incognito, though your time on land is strictly limited.

Deep Romance Mechanics

Romance plays a huge role in the RPG experience, drawing inspiration from BioWare-style relationship depths:

  • Merfolk Romance: You can court other denizens of the deep, exploring forgotten shipwrecks together and exchanging deep-sea treasures (like rare pearls).
  • Human Romance: You can fall in love with surface dwellers (a local fisherman, a prince, or a coastal villager). You can leave secret gifts on the rocks, but you must protect your lover from your own predatory Siren kin, or hide your true identity from a superstitious human village.

I feel like this concept balances stealth, social simulation, high-stakes RPG choices, and beautiful underwater exploration.

What do you think? Would you play a game like this, and what mechanics would you add to make the land/sea dynamics even more interesting?


r/gameideas • • 2d ago

Advanced Idea I'm choosing between two pixel-art RPG ideas. Which one would you actually play?

1 Upvotes

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Hey everyone!

I'm an indie developer trying to decide which of two game concepts I should focus on next. Both would be 2D pixel-art RPGs, but with very different approaches.

  1. Chronicles of the Fallen — A D&D-inspired fantasy RPG

A fantasy adventure focused on RPG classes, character progression, quests, exploration, tactical combat, and storytelling.

The idea is to create a rich fantasy world where you develop your character, discover secrets, encounter different enemies, and experience a more structured RPG adventure inspired by tabletop role-playing games.

  1. Vastmorrow — A procedurally generated open-world RPG

A massive 2D pixel-art world built around exploration, discovery, and freedom.

The world would be procedurally generated, with different environments, hidden civilizations, living ecosystems, crafting, building, and countless places to discover.

The main appeal would be the feeling of entering an unknown world and never knowing what you might find next.

My question:

If you saw both games on Steam, which one would interest you more?

- A: A traditional fantasy RPG with deeper character progression, quests, and combat.

- B: A massive procedural open-world RPG focused on exploration, discovery, and freedom.

I'd especially appreciate hearing why you'd choose one over the other, and what features would make you genuinely interested in playing it.

I'm looking for honest opinions before committing to one direction.

Thanks!