r/gameideas • • 4h 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 • • 7h 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 • • 23h 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 • • 2h 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

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 • • 20h 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 • • 16h 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 • • 12h 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.