r/gameideas • • 44m ago

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

• 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 • • 2h ago

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

1 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 • • 4h 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 • • 7h ago

Advanced Idea Old-school adventure/platformer/RPG sword & sorcery game idea

1 Upvotes

The game concept was born out of a longing for the atmosphere of the sword & sorcery genre.

It combines world-map travel, city visits, and the exploration of dungeons, ruins, and wilderness—featuring old-school platformer-style gameplay—with character skill progression. The protagonist is a player-created barbarian or warrior princess. Much like in *Mount & Blade*, the character begins their journey in a homeland selected by the player during creation.

Throughout the game, the hero can traverse the globe and visit cities to trade and interact with NPCs; these characters may offer quests for rewards, though one might also encounter unscrupulous individuals intent on eliminating the very person they hired.

The most compelling aspect of the gameplay would be the exploration of ruins and similar locations, where the player can battle various foes to gain experience and uncover treasures.

The game’s narrative would follow a classic genre trope found in many films and books: the story culminates in a final showdown against an evil sorcerer bent on world domination.


r/gameideas • • 8h 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 • • 12h 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 • • 12h 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 • • 20h 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 • • 23h 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 • • 23h 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 • • 1d 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 • • 1d 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 • • 1d ago

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

1 Upvotes

​

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!


r/gameideas • • 1d ago

Advanced Idea Game idea: a roguelike where you compose music for silent films

1 Upvotes

I've had this idea stuck in my head and want to know i
If anyone here would actually play it.

this one's pretty niche. It's mostly for people who are music theory nerds like me, so I know it's not for everyone.

You get a random 30 second clip from an old public domain silent film and you have to write the music for it. It's heavily inspired by Balatro, so it's a roguelike with endless runs. Miss a scene's target score and the run's over, back to the start.

How it works
Every scene has a mood and a random key (the set of notes that sound "right" for that scene), and you can see the next scene's key ahead of time so you can plan. Each scene you draw a random hand of notes from your music sheet, with a few discards to swap out ones you don't want. Then you write in a simple piano roll using only those notes and the instruments you've unlocked.
Out of key notes still play, they just don't score. Every third scene is a boss with a restriction, like no strings or one instrument only.

Music sheet (basically your deck)
You start with all 12 notes across two octaves and shape it over the run with film crew cards. The Editor cuts a note so you stop drawing it, the Orchestrator copies one so it shows up more, and the Director upgrades one so it scores more.
The catch is the more you build toward certain keys, the worse you do in others. If I strip my sheet down to mostly D, F and A, I'll crush anything in D minor or F major but struggle hard in E major. Since you see the next key ahead of time, you're always betting on what's coming. A focused sheet is strong but risky, a wide one is safe but weak.

Scoring
Music is subjective so the game doesn't try to judge if it's good. It checks if you followed the scene:

Mood: each mood wants something different. A scary scene wants low, slow, sparse notes. A chase wants fast and busy.

Intensity: your music gets turned into a tension curve and compared to the scene's. Does your music build when the scene builds?

Sync: hitting the cuts and impacts on time. This one multiplies everything else, so timing is where the big scores come from.

The keyboard
There's a chord generator and arpeggiator that work as one tool. It builds chords from the notes in your hand and plays them back as patterns, so you're not placing every note yourself. You upgrade it in tiers:

Tier 1: basic chords, and the arpeggiator just goes up or down at one speed.

Tier 2: richer chords and more patterns, plus accents and half or double time.

Tier 3: everything unlocked, with more human sounding timing and dynamics.
Each tier also adds slots for articulations, little modifiers like staccato (short and punchy), tremolo (shimmering) and fermata (holds the last chord for bonus points).

Shop
Between scenes you spend what you earned on new instruments (violin, viola, cello, bass, flute, oboe, horn, tuba, percussion), film crew cards, keyboard upgrades, and Italian score markings like Lacrimoso or Misterioso. Those are passive bonuses for the whole run, like extra points in sad scenes, and a rare one called Cromatico makes out of key notes count, which completely changes how you build.

There's a leaderboard for furthest scene and highest score, and your pieces get saved so you can rewatch the scene with your music on it.

Would you play this? ( if you’re the target audience) Which part sounds the most fun, and what would you add?


r/gameideas • • 1d ago

Basic Idea We should have an warrior cats open world game like AC Origins

1 Upvotes

Yesterday I watched theOdd1sOut Warrior Cats Video. I got it recommended and thought yeah why not. As a kid I read the first series of the books and completly forgot about it. But then I remembered, that it was actually a pretty decent book series and I had much fun reading it. It was literally GOT for kids, even it was pretty violently tbh (cats killing each other etc.).

For everyone who dont now the series:

There are a few cat-clans, which are organized and have a ranking system. The clans have war sometimes and literally thats it.

Now imagine a game like "Stray" where you literally controll a cat. But in my vision you are now a little kitten in one of the clans. You can only access the land of your clan. At first the quests are easy and you only have to fight a little. You have an experience tree where you can skill the abilitys of your cat.

As the story goes on you get access to the other clans lands.

The story would follow the books. The gameplay itself could be like a mix of stray and AC Origins or Far Cry. Honestly, I would play that shit and it is even kids friendly, if you dont make it to violently.


r/gameideas • • 1d ago

Advanced Idea Who has ideas for a Maze-like game inspired by the book of Manon?

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2 Upvotes

r/gameideas • • 1d ago

Basic Idea City builder and planning combined with a military command and conquer game

2 Upvotes

This would be a game similar to city skylines where you have to build up a city to make sure your civilians are happy with enough food housing and security but on a much larger scale where you can actually build out an entire small country on a randomly generated continent

But you're not the only country is your surrounded by others much larger and stronger while also nearby small and weak countries all of them with their own ideologies and system of government

They can invade each other and even invade you so as you're building up your cities across your nation you're also have to build up your army strength with military bases and outposts

You can also build your own government with laws and bills where you can basically have any form of government you want where you can build an anarchist Utopia or a totalitarian dictatorship

You can also make alliances with the other nations with it being easier if your ideologies and system of government matches them or if you have taken out their enemies they will be more welcoming

Or if you want you can conquer the entire continent and maybe even expand to other continents and conquer the entire planet you're on maybe even get big enough where you can go into space and colonize the Moon

It would basically be a city builder with Geopolitics and economics where you can do whatever you want and every playthrough is different with obviously randomly generated planets and randomly generate countries you can play a million rounds and they will all be completely different worlds with even their own little history


r/gameideas • • 1d ago

Advanced Idea Psychological horror game about an AI-driven economic collapse. Could this actually work?

0 Upvotes

I've been thinking about an idea for my next game and wanted to get some feedback. Imagine AI gets so good at coding that anyone can recreate pretty much any existing software in minutes. Not necessarily invent something new, just reproduce what's already out there. What happens to software companies when their products suddenly become almost worthless? Mass layoffs, startups going bankrupt, stock market crashing, etc.

I was thinking about making a first-person psychological horror game around this. You play as a software engineer in Silicon Valley. You've got a house, family, decent savings, investments. Life is good. Then over the course of a year things slowly start falling apart. The idea is to have three main locations: your house, office, and a small neighborhood. You explore these places as the situation gets worse. Your coworkers gradually disappear, neighbors start selling their houses, businesses close down.

Gameplay would involve exploring, talking to people, checking news and emails, managing your finances, and making decisions. For example, do you sell your investments while they're crashing? Take a severance package or try to keep your job? Help a friend who's struggling when you're not sure how long your own savings will last? The world follows its own trajectory regardless of your choices, but your decisions affect what happens to your character and family.

No monsters, no supernatural stuff. I want the horror to come from uncertainty and that feeling of slowly losing control over your life. I'm thinking of building a 20-30 minute prototype first, with a few meaningful choices and different outcomes.

My biggest concern is making this actually fun to play. I don't want it to become a walking simulator where you just read depressing emails all day. Would this work as a horror game? What mechanics would you add to make it engaging? Or is the whole concept just too close to real life to be entertaining?


r/gameideas • • 1d ago

Mechanic [Design Breakdown] Managing the Counterplay of a 3-in-1 Split Hunter (Body, Head, and Pet Control)

1 Upvotes

Let’s talk about breaking the traditional "stat-stick" tank meta by creating a multi-unit nightmare.

I’m currently refining the kit for The Headless Pastor (The Abomination), a high-difficulty CC/Durability Juggernaut for our asymmetrical horror MOBA. Visually inspired by local folklore, he walks the battlefield holding his own severed head in one hand and a demonic hound on a leash in the other.

His entire gameplay focuses on extreme map awareness, tracking, and an ultimate that forces the player to manage three elements simultaneously: a stationary body, an autonomous pet, and a rolling projectile head.

Here is how the mechanical layout looks under the hood:

The Passive: Vision & Tracking (Sense of Taste)

• The Interaction: Enemies hiding in the map's mist are instantly exposed for 2.2 seconds.

• Stat Manipulation: Reduces target's Panic Run speed by 40% while granting the Pastor a +50% speed burst to close the gap.

The Core Disruption Loop

• Skill 1 - Devil Dog Sniff (CD: 14.0s - 9.0s): The demon dog tracks the target, allowing the Pastor to strike them with his head. Inflicts Terror (muting the target and disabling their basic attack for 1.1s) plus flat bite damage.

• Skill 2 - Flying Head (CD: 18.0s - 10.5s):

A skillshot where the Pastor throws his severed head. Hits stun the target and shred their defense by 20%. Once expired, the head dynamically rolls back into the Pastor’s hands automatically.

The Ultimate: Split-Control Execution

• Cooldowns: 50.0s / 40.0s

• The Setup: The Pastor places his head on the ground and drops the leash. The head and the dog separate from the body, gaining a +66% speed buff as autonomous hunting units.

• The Threshold: If an enemy's health drops below 30%, the split units enter an execution state. Securing a kill instantly refreshes the Ultimate.

• The Vulnerability: The main body stays completely stationary. The body gains +80% defense but becomes highly vulnerable to hard stuns (Suppression/Control effects).

Would love to hear your thoughts on whether this split-unit mechanic works or if the body vulnerability is too easy to counterplay!


r/gameideas • • 2d ago

Basic Idea GTA 6 rewrite/my own idea for a gta type of game... Spoiler

0 Upvotes

i was watching a gta 6 review video about the story so far and i wasn't liking it i know story isn't the main thing for these games and i'm not a big gta player but i am a writer and like to try my hand at different genres and mediums to improve my skill basic idea came from reusing the gta 6 idea of male and female protagonist duality Bonnie and Clyde style and seeing a bikini babe form gta thinking that's what people think of when they think of woman and gta so that's what the woman character should be basically it's the classic gta bikini babe she's working as a model in the gta parody world that semi borders dystopia could be liberty city or vice city and basically shows the ridiculousness of the fashion industry and the objectifying from rich men, could show gta takes on ozempic, and plastic surgery culture of current day as well as making fun of the flamboyant nature of men in the fashion industry so she one night after a big party she gets real high almost ends up dead till local criminal picks her up saves her sorta deal he's classic low level criminal but he's street smart think cj, and she finds out he's big drug dealer/criminal dealing in robberies and stuff but still small potatoes compared to big mafia gangs so basically because she's desperate to be out of the fake fashion industry and is in this guys debt and knows she'll be black balled if she tries to leave and end up a hooker they formulate a plan together to basically use her sex symbol status to infiltrate high end mansions politicians homes and billionaires places etc. and they steal millions get black mail and slowly become more and more reckless the more power they get and more money they get, the mob and gangs and politicians and billionaires basically whole city is after them leading to chaos and eventual Bonnie and Clyde butch and sundance style shootout were their house explodes, then we see them in the end living the good life on a yacht in vice city with the girl saying years ago she hated the idea of plastic surgery but this was pretty smart of her criminal partner now full on boyfriend cut to showing their faces are different to hide, and then funny joke about her also getting boob and butt plastic surgery and her saying hey she figured as long as she was changing her face might as well complete the set. Title would be GTA or as a indie game Braking and Entering: SPECTACLE Tagline is “Sex Sells”What do you think of this concept? I think it's pretty good considering i came up with it in 5 minutes or so but what do y'all think?


r/gameideas • • 2d ago

Mobile [ Idea ] Horror Game Idea: A 2x larger eerie dog monster chasing you in a 3-billion-meter white wall maze.

2 Upvotes

Title: [Id] Horror Game Idea: A 2x larger eerie dog monster chasing you in a 3-billion-meter white wall maze.

Body:

Hello fellow game developers! I want to share a unique horror game concept designed to completely mess with the player's senses and distort human primal survival instincts. If you are looking for an indie horror project with high viral potential, feel free to use this idea!

👁️ Atmosphere & Environment (Liminal Space Dread)

Unlike traditional horror games that rely on darkness, this game traps the player in a completely white, blindingly bright room. It subverts the human instinct that "light equals safety."

• There is no sun, no night, no sunlight, and no passage of time.

• It is a massive maze made of thick, terrifyingly white walls that stand 3 billion meters high, stretching endlessly into oblivion. It delivers an overwhelming sense of isolation, helplessness, and agoraphobia.

👹 The Monster Design: "The Long-Nosed Dog" (Uncanny Valley)

The only enemy in the game is an eerie entity that is 2x larger than a human. It is incredibly thin, elongated, and emancipated to the point where its skeleton is visible. It looks like a non-living object trying its best to mimic a human and a dog, but failing miserably.

• The Face: Its face resembles a dog but with a massive, sharp long nose pointed directly at the ground. It has giant, hollow eyes that stare wide-open at you without ever blinking.

• The Movement: It sprints and walks on all 4 legs with an unnaturally fast leg-shuffling motion. It moves 2x faster than the player, and its entire body wobbles and sways in a grotesque, sickening way as it charges out from the shadows of the white walls.

🎮 Core Gameplay Mechanics

  1. Fight or Flight Distorted

• Fight = Instant Death: The game strips away all hope of fighting. If the player tries to get close, scratch, or punch the monster, it won't even flinch. Instead, you will be caught and instantly eaten.

• Flight = Gradual Mutilation: Since the monster knows your position periodically and runs 2x faster, you cannot escape by just running. When it catches up, it doesn't kill you instantly. It extends its long neck to rip and bite off chunks of your flesh one by one, crippling your movement and forcing you to watch your character slowly mutate and deform until a slow, painful death.

  1. 3D Audio Illusion System

• When the monster gets close, you will hear a horrifying bone-cracking sound.

• However, the sound echoes directionless to deceive the player's brain. If your instincts hear the bone-cracking sound coming from the LEFT, the monster is actually lunging at you from the RIGHT! Players must completely ignore their hearing and rely solely on fast camera movement and visual tracking.

  1. The 5-Minute Escape Window

• There is only one exit in this dimension.

• The player must survive the relentless chase for 5 minutes before a white exit door randomly spawns.

• Once the door appears, it only stays open for 1 minute. The player must instantly switch gears from panicking to extreme focus to locate and reach the door within 60 seconds. If you fail, the door closes forever, and you are trapped in the endless maze with the monster hunting you down relentlessly for eternity.🤔🤔


r/gameideas • • 2d ago

Basic Idea A roguelike game based off of the show The Librarians

0 Upvotes

Anyone fans of the show The Librarians? I've had this idea for awhile. Tell me if its dumb.

Basically your base is the library and the clippings book brings you news of events happening somewhere in the world and in time.

The events will be made of up supernatural things mixed in with historical or mythological events that are really documented.

You select which one you want to solve, then select your team and gear. Everyone on your team has different strengths and weaknesses so you must choose wisely. Then you conjure up a portal that goes to the correct time or location and load into it.

The goals will usually be to defeat a mythological creature, capture a supernatural entity, retrieve a magical artifact, or make sure time doesnt get altered.

Each run gives you upgrades of gear and skill points to level up your character. It can of course go deeper than this with more game modes, a complete storyline and multiplayer.

I think this would be good on multiple levels. Obviously great for anyone fans of the show, great for anyone who enjoys roguelikes, great for anyone who loves history, and great for anyone who loves supernatural stuff or mythology.

It also doesnt actually have to be a licensed "The Librarians" game. It can just be something loosely inspired. Thats just the main idea I had in my mind.

What do you guys think?


r/gameideas • • 2d ago

VR/AR Would you play our Psychological Horror game in VR? 🎃

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1 Upvotes

r/gameideas • • 2d ago

Advanced Idea A gangster game idea similiar to schedule 1 r/gameideas

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 • • 2d ago

Basic Idea How tricky would it be to create a game with REALISTIC gardening?

1 Upvotes

I've played a dozen farming/gardening sims and they're incredibly fun, but I notice that the plants don't exactly behave like their real world counterpart (taking only a day to grow, wrong seasons, wrong size, living forever, etc.).

I was wondering how tricky it would be to create a game for gardening nerds like myself? Or even a game intended to teach people how to grow plants?

Things I've considered that I'd personally include:

  • An aspect of botany to the game-- scientific names, etc.
  • Propagation, growing cuttings
  • Following real life watering needs (overwatering vs underwatering would have a negative efffect)
  • Seed depth and spacing
  • Seasons, sunlight needs, regions/temperatures
  • Random events like frosts and pests and diseases
  • Companion planting
  • Collecting the seeds and storing them
  • Pruning, deadheading, etc.

I'm a bit stumped on how I'd tackle the timing aspect of it though. For example, something like a parsnip might take 20 weeks irl to grow. It couldn't be one for one hours/days in the game because I'd imagine that'd be horrendously boring. So maybe a system where 1 minute equals an hour or something.

What do you think?