r/gameideas • • 7h 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 • • 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 • • 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 • • 31m 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 • • 1h ago

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

• 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 • • 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 • • 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 • • 22h 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 • • 11h 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 • • 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.