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Describe your ideal indie occult game.

SkullTraill

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Let's imagine that some small indie game dev studio (around 10 employees) contacts you and says they will build your ideal game for free. Keeping in mind that this is an indie studio (so no MMORPGs, huge 3D handcrafted open worlds, or highly polished AAA realistic graphics and cutscenes), what kind of game would you ask for?

What type would it be? Combat (Grim Dawn, Noita)? Turn based? Card game (like Hearthstone or Pokemon Go)? Town management (Stardew Valley)? World building?

If combat, would it be 2D, 3D? First person? Third person?

Would there be a story? Or be purely multiplayer? Will there be any co-op elements?

What interesting mechanics would you have? Drawing spells to cast them? Crafting?

Be as detailed as you can. Perhaps an indie studio will come across this thread and bring your idea to life!
 

KjEno186

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As a fan of Telltale games, a "choices matter" story is appealing to me. Cartoon style graphics are fine. Consider how good games like The Wolf Among Us and The Walking Dead look, for example.

The go-to ideas for occult seem to be in the horror genre, but I think a story demonstrating magical practice in a 'real life' situation would be interesting. It doesn't have to involve typical fantasy elements, and it would definitely avoid 'Harry Potter' notions of magic.

Situations arise, and the protagonist can deal with them in the materialist-realist sense or decide to try out rituals with the end goal(s) in mind. The choice of goals could be part of the story progression with branching outcomes based on what the player chooses. The items found in game and people that one meets make a difference as well. As in life, triggering events in the game would make the player deal with what has already been found up to that point, so choices going forward might not turn out for the best. Concepts like luck and synchronicity could surprise the protagonist, but spirit manifestation should be kept to an absolute minimum, perhaps occurring in a very specific set of ritual circumstances that the player wouldn't discover easily.
 

Amadeus

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Can anybody remember these? Ages ago. I was maybe 7 when I first saw these.

Ancients 1: Death Watch, Ancients II: Approaching Evil, these were some games I played on a dos 486 PC. This was 2d, yes you could walk around but all you saw were images, repeating patterns. Then images of doors, windows, characters who spoke a few lines. It created an illusion of moving around. 4-5 sets of images similar walls/textures, next area, different building, door, whatever.
I'd do something similar. Plan number 1.

In ancients:
You had some freedom to walk around in a basic town, there were random fights, even in town. All fights were turn based. Then you had to go into the sewers, basic maze with 3-4 floors. Randomly while walking down there you ran into fights. After going through the final door you got teleported back in town with your loot and experience. Each time the maze completion awarded more xp, new skills, increased damage. There was a basic general store where you could sell the loot, even a casino with 4 sections roulette, 4 colors.

Game began with character creation, 4 of them, I can't remember everything but there were mages, priests, warriors, each came with some abilities. You could do 4 of the same. There were maybe 30-40 different images to choose from. There were items, you could give them shields, swords, staffs, bows, slingshot (?), everything was very basic.

In 2026 I'm sure a team of 10 could make a better version of something similar. Much more advanced.
Create characters, mage/warrior/priest/rogue/??? more/ choose yourself. Some storyline. Add areas, sewers, forests, maybe a castle?, objectives, goals. Keep it 2d, turn based in fights. Instead of repeating the same sewer thing, add more to the story. Allow basic customization. Simple inventory like in the ancients games. Some bigger fights, a mystery to solve. Maybe gather 4 special stones to open the final door, unlock the final area, fights.

An old-school style adventure game. With some freedom to explore the areas.

Thinking of 2026, I can imagine somebody creating the game, then adding something nobody wants in there. "Your characters are tired, watch this ad or use 10 energy gems", "you're out of gems, would you like to buy 100 for 9.99? Hurry up, just 4.99 if you buy them in the next 30 minutes!" :ROFLMAO:
 

Akairyuu

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You know, I've had an idea for a while that I could try and create a VR experience ceremonial magick rituals in Unity, at least how I experience them. I made VR environments before as a Tech Artist. The tricky part would be triggering events when you turn and draw the pentagrams/hexagrams with the handset bit not impossible, and it'd give me some VFX practice
 

futureshop

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There’s a fun puzzle game called “murdle “ you play an occult detective and have to solve a crime. There’s a new puzzle everyday. It’s quite addictive.
 

Kepler

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What type would it be? Combat (Grim Dawn, Noita)? Turn based? Card game (like Hearthstone or Pokemon Go)? Town management (Stardew Valley)? World building?

If combat, would it be 2D, 3D? First person? Third person?

Would there be a story? Or be purely multiplayer? Will there be any co-op elements?

What interesting mechanics would you have? Drawing spells to cast them? Crafting?
The Path 2009 is very close to the premise of a self-investigative occult game by using gameplay to create room for awareness to access an objective understanding of the psychology of oneself. Not by puzzle solving but by self-reflection. Possibly the weakest aspect of modern contemporary occultism that needs the most work which a game like this could help with.

Where empathetic contemplation of the ambience leads to compounding choices resulting in an emotional creation suspended above the rational.
Patience and depth of thinking is rewarded by understanding the abstract play and the result rather than rewarding reflexivity and dogmatic grinding to only understand stats and get instant gratification. It would possibly have players asking others to explain what they got in the end, but any attempt would fail in specifics since it would be designed to be thoroughly understood through the lens of self-awareness.

It would be difficult for those with no experience of and especially aversion to self-reflection.
Even something basic in The Path was satisfying to see gamers lose their minds over in the forums trying to figure out: "AM I SUPPOSE TO PICK THE FLOWERS?!?" as they struggle with their entrenched methods of engagement towards games and try to experience in new way.

Single player seems the best way to go about this.
3D environmental, where choices affect environment to the emotionally of the avatar as extension of the psychological part of the individual.
Could use different methods of world building to fill in a consistent general framework to give different results from various primary narratives.
Secular ethics underlying.
 

Zelator2148

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Can anybody remember these? Ages ago. I was maybe 7 when I first saw these.

Ancients 1: Death Watch, Ancients II: Approaching Evil, these were some games I played on a dos 486 PC. This was 2d, yes you could walk around but all you saw were images, repeating patterns. Then images of doors, windows, characters who spoke a few lines. It created an illusion of moving around. 4-5 sets of images similar walls/textures, next area, different building, door, whatever.
I'd do something similar. Plan number 1.

In ancients:
You had some freedom to walk around in a basic town, there were random fights, even in town. All fights were turn based. Then you had to go into the sewers, basic maze with 3-4 floors. Randomly while walking down there you ran into fights. After going through the final door you got teleported back in town with your loot and experience. Each time the maze completion awarded more xp, new skills, increased damage. There was a basic general store where you could sell the loot, even a casino with 4 sections roulette, 4 colors.

Game began with character creation, 4 of them, I can't remember everything but there were mages, priests, warriors, each came with some abilities. You could do 4 of the same. There were maybe 30-40 different images to choose from. There were items, you could give them shields, swords, staffs, bows, slingshot (?), everything was very basic.

In 2026 I'm sure a team of 10 could make a better version of something similar. Much more advanced.
Create characters, mage/warrior/priest/rogue/??? more/ choose yourself. Some storyline. Add areas, sewers, forests, maybe a castle?, objectives, goals. Keep it 2d, turn based in fights. Instead of repeating the same sewer thing, add more to the story. Allow basic customization. Simple inventory like in the ancients games. Some bigger fights, a mystery to solve. Maybe gather 4 special stones to open the final door, unlock the final area, fights.

An old-school style adventure game. With some freedom to explore the areas.

Thinking of 2026, I can imagine somebody creating the game, then adding something nobody wants in there. "Your characters are tired, watch this ad or use 10 energy gems", "you're out of gems, would you like to buy 100 for 9.99? Hurry up, just 4.99 if you buy them in the next 30 minutes!" :ROFLMAO:
My DOS multi-player gaming experience was limited to the Medievia MUD (multi-user dungeon) with its corridors made of ASCII characters. But then I discovered Everquest (that my wife called "Foreverquest") and never looked back. I wouldn't mind seeing something like Dungeon Runner again; for a couple of RL dollars you could hire a "bling gnome" that followed you around and picked up all the yard-trash loot so it wouldn't clog up your on-board inventory. Then it would bend over, emit a cloud of yellow gas and poop out gold. Those were the days!
 

Frater M.M.

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Some of my favourite "occult/magick" games were Grim Dawn/D2R, Aardwolf MUD, and Halls of Torment. Ideally, I tend to prefer solo games that I can pause and just relax.

Also, I don't think I've ever played a game where it's based on an actual grimoire or some kind of traditional spells/rituals or whatever. I think it would be nice to collect relevant materials to craft a spell/ritual or encounter actual creatures from a grimoire in a game and learn something as well as play.
 

Accipeveldare

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Let's imagine that some small indie game dev studio (around 10 employees) contacts you and says they will build your ideal game for free. Keeping in mind that this is an indie studio (so no MMORPGs, huge 3D handcrafted open worlds, or highly polished AAA realistic graphics and cutscenes), what kind of game would you ask for?

What type would it be? Combat (Grim Dawn, Noita)? Turn based? Card game (like Hearthstone or Pokemon Go)? Town management (Stardew Valley)? World building?

If combat, would it be 2D, 3D? First person? Third person?

Would there be a story? Or be purely multiplayer? Will there be any co-op elements?

What interesting mechanics would you have? Drawing spells to cast them? Crafting?

Be as detailed as you can. Perhaps an indie studio will come across this thread and bring your idea to life!
You could do an Undertale style game with the 2d pixelated graphics and movement and make it based on someones journey of initiation in a secret order. The fights could be spell based and you could add shadow work which improves your stats over time.
 
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