r/gameideas 8h ago

Complex Idea This is a project called the eternal dark its been bugging me for a while

3 Upvotes

I've had this survival game idea stuck in my head for ages and wanted to see what other people think.

Imagine Rust, DayZ, Foxhole, Satisfactory and a bit of Schedule 1 all mixed together.

The focus isn't just survival, it's building an actual civilisation. Players can become farmers, logistics companies, weapons manufacturers, chemists, traders, governments or raiders. Huge factions could build empires with factories, settlements, convoy routes, laws and even taxes. Instead of progressing from "wood spear to assault rifle", you progress from carrying supplies in a backpack to organising six-truck convoys supplying entire player cities.

The part I'm most excited about is the wipe system.

Instead of a normal server wipe, every few months The Eternal Dark begins.

For seven in-game days, the island slowly starts dying.

- Day 1: NPCs become uneasy and raise prices.

- Day 2: Every bird leaves and rich caves collapse.

- Day 3: Animals become aggressive, then start dying for no reason.

- Day 4: Stress constantly rises, even while resting.

- Day 5: Shops close. Forests give you an eye icon showing you're being watched.

- Day 6: Rivers stop flowing, plants rot, and animal skulls mysteriously appear on player vehicles and walls overnight.

- Day 7: The sun never rises. Only a blood-red horizon remains. The wind suddenly dies, everything goes silent... then distant howls begin. Players hear their friends calling from inside the forest even though those friends are standing beside them.

At first there is only one creature.

It sits in a tree.

Watching.

Then it starts multiplying. Every hour or every player it kills creates another one. The first wipe would catch everyone off guard because they'd waste all their rockets, ammunition and supplies thinking it's just a normal wipe. Afterwards, future servers would prepare months in advance for The Eternal Dark, creating a completely different late-game economy.

The idea is that players spend months fighting each other, then suddenly have to decide whether to keep fighting or unite against something far worse.

Would this actually be a game you'd play, or am I just dreaming way too big?

I'd genuinely appreciate any feedback, criticism or ideas.


r/gameideas 1h ago

Complex Idea S-Kerfub and a WWII US Soldier against German domain and strange events

Upvotes

Gender: Warlike, Survival horror FPS, Sci-Fi, Sandbox

*This idea mix elements of Voices Of The Void (VOTV) and Dogs of War: WWII (DoW) *"Kerfub" It is a character based on the Appearance, functions and behaviors of Kerfus (Bellabot) and Kerfur (VotV) *"S-Kerfub" It is based, in appearance, behaviors and characteristics, on Omega Kerfur (VotV),Naturally, I choosesome changes, (For example, I replaced the blue colors of Omega with gray colors

Gameplay / Summary

The player will control a WWII US soldier in first and third person through forests, bunkers, or cities destroyed, explored, or taken by the Germans, The goal is to stop them until the Manhattan Project is ready, will take advantage of abandoned Allied supplies to intercept German communications and battalions,The more you sabotage the Germans, the more dangerous the German offensives against you will be dangerous, Along the way, you'll find a top-secret project, Kerfub, which, if you gather enough materials, can become an S-Kerfub,it will accompany you for the rest of the game

Mechanics

The player will be able to walk, run, jump, crouch, crawl, climb, aim, and shoot, Eliminating enemies with the help of found or captured weapons, Other mechanics include weapon maintenance, maintaining your radio screens and radar, and monitoring the radar to identify enemies, if you remain in one place for too long(Or in a bunker) You will need to calibrate and repair antennas, You will move through locations based on real WWII battlefields and cities. Kerfub will be similar in appearance, function and behave very similarly to Kerfur (VotV), S-Kerfub will have similar behavior, appearance, characteristics and operation of Omega Kerfur (VotV) Some additions to S-Kerfub are: Being able to equip US soldier clothing (Helmet, jacket, boots), being able to wield, aim and fire weapons, carry equipment (First aid kit, ammunition, etc.), you will also be able to develop feelings based on Soldier

Story:

The Axis, being more efficient and "united," managed to dominate Africa, Asia, and Europe, USA He carried out Operation Overlord, which only got a few kilometers away from the beaches before being repelled by the Axis. You are the last American soldier alive behind enemy lines,Waiting for the Manhattan Project to get underway,After gathering some equipment, Your radar detected an intermittent signal inside a bunker; upon investigation, you discovered a top-secret project known as Kerfub,You'll turn it on, and it will be happy; you realize it's following you; you decide to let it accompany you; soon, you find some blueprints that seem to show you can make that your new and innocent companion may have a body that will allow her to fight alongside you, You gather rare materials and manage to give him a new body; S-Kerfub will be able to take over a Springfield and take down a tank captain. As the months and battles pass, along with unnatural phenomena,You gradually improve your skill and control of the weapons you find, from just knowing how to use a Garand, to cycling the bolt of an M1903 or a 98k in a secondIn addition to realizing that this also happens with S-Kerfub, you realize that, thanks to their coexistence and companionship, S-Kerfub begins to develop emotions and feelings (fear, anger, joy, tranquility, etc.) While you wait for the atomic bomb, you will see unnatural events, like points on your radar, which, upon closer inspection, you discover are nothing, even though they continue to appear. ,You might find ghosts of American soldiers playing poker, a paratrooper pointing you to an abandoned supply crate, Or a German ghost that will stare at you, or that will point you towards a German patrol, Or towards a German camp or machine gun nest that was destroyed by unnatural causes. In places like Bastogne or the Ardennes, outside your shelter (temporary or not), you might find S-Kerfub admiring the stars, Sitting in the snow, with a peaceful expression.

If you have any questions about the deeper lore, mechanics or other aspects, feel free to ask!!


r/gameideas 4h ago

Complex Idea Tabletop game, could be adapted to online easily, war/risk inspired with quirky twist, criticism would be fine, encouraged, actually

0 Upvotes

Mostly the entire concept and idea is done and kinda polished, but im not gonna turn this into a real thing so i'd rather post it here than have it rot in one of my idea folders

---

TITLE - "THE WAR TO END THEM ALL (board game edition)"

You know war? Like, that one board game? yeah, its that, but with my spin on it

---

BASICS -

5 players max

Red, Yellow, Green, Blue and Pink,

The wolrd map is divided in 5 continents, North america, South america, Africa, Europe and Asia (Sorry oceania your gonna have to share a seat with asia in this one)

They are all divided in countries, they all have roughly the same ammount of countries, so the usa, canada and mexico are gonna have to be split into a million pieces and asia is gonna have to have some gigantic countries to compensate but it's for game balance so i dont care

Put a small colored disc the same collor as yours in your territory to mark it as yours

.

Wonce there is only 1 player remaining that player is declared as the winner everyone else are sore losers

Play on a round table (preferably)

Player turns start clockwise (left to right)

Player to start the game is the player which brought the game to the table(so i start every game of course)

.

Every player starts by choosing a continent and then a country in that continent,

(just know, when i say "territory" or "land" i just mean a country and not anything else)

This is so you cant chose a spot right next to a guy and immediatly start killing each other,

.

After that, each player gets 6 funding tickets

(Funding tickets are small little yellow discs, like checkers pieces with a symbol on top, the symbol resembles those old movie tickets, the ticket is a little curved inwards to give it some better looks, theres one ticket only and its also colored yellow)

Im gonna explaine these in a bit

.

And each player also gets 3 consumable cards, which i'll explaine a while later, we have to get through a lot of stuff still

---

FUNDING TICKETS:

Funding tickets are the base of the game

You can spend funding tickets to buy the things you fight with (soldiers, air units, water units, special cards, etc...) or to buy other things

You get more funding tickets every turn after your first one

.

Funding ticket prices:

1 Soldier unit = 1 ticket

1 Water unit = 2 ticket

1 Air unit = 2 tickets

*Soldiers are army men

Waters are battle ships

Airs are fighter jets*

---

UNITS (and other things that are also important) -

There's a bunch of the little figures,

like 20 soldier figures for each color, so like, 100 total,

And 20 water figures for each color, 20 air figures for each color, yadda yadda*

They have circular bases so they dont fall over or anything

.

The ATK and HP of each unit is displayed on the bottom of the circular base as as a number next to a heart for HP, and a number next to a sword for ATK

.

Every territory not owned by a player is neutral

You can dominate it by sending any unit over to it

(water units can only stay on countries with shores so they cant dominate landlocked countries, important to note)

.

ALSO important to note: you can have as many units in 1 single territory as you want, it's fine, so if you want every single one of your units in 1 single country, the choice is yours

.

The more countries you have the more tickets you get per turn:

1 to 8 = 3 funding tickets

9 to 16 = 4 funding tickets

17+ = 5 funding tickets

.

When you have no units over a territory that's yours, remember to put a little disc the same color as the one you chose over it, the disc is a little bigger than a funding ticket but has no symbol, just to mark what's a players territory and whats neutral,

.

Just know that empty captured territory is the same as a neutral territory but just with your color over it so any attack can capture it with 0 casualties, speaking of casualties

---

COMBAT -

Soldier (1HP / 1ATK) can only attack countries they have borders with, so you cant have a soldier jump over a neutral space to attack the enemy behind,

You need the borders to be connected directly to attack

.

Water (2HP / 0 to 3 ATK) can carry up to 3 soldier units and attack whatever place has a shore

Water units can attack other water units to destroy the soldiers inside

Water units can be destroyed if the attack deals enough damage to kill all the soldiers and also hit the ship

Or if the ship is hit while empty

Water units cant defend themselves if left alone with no soldiers on board

.

Air (2HP / 2ATK) act like soldiers but are worth the same as 2 soldiers

Air units can attack double the range of what the soldiers can, basically, they can jump over 1 country to attack the one behind it

.

When 2 players try to dominate territory from each other it works like this:

The attacker has to deal enough damage to destroy every unit defending the territory,

Then, the enemy units in the territory are killed (back to the pickup pile) depending on the damage

But, the defenders deal just as much damage to you as you did to them

Example:

I have 5 soldiers (5HP 5ATK) and i attack a territory with 3 soldiers (3HP 3ATK), the units in the territory are destroyed (deal enough damage), and i also take 3 damage from their defense, meaning i lose 3 soldiers

So in conclusion i have 2 units in the new territory

.

Another example:

I have 1 air unit (2HP 2ATK) and i attack a territory with 3 soldiers (3HP 3 ATK), my air unit dies and 2 of their soldiers die aswell,

But 1 remains alive

.

Also a (bunch of) little situation(s) that i need to explaine real quick,

More examples:

I have 1 air unit (2HP 2ATK) and i attack a territory with 1 soldier (1HP 1 ATK), my enemy can only deal 1 damage instead of the necessary 2,

The soldier dies, of course, and my air unit doesent die,and capture the territory just fine, this is because it has 2 HP, so 1 damage isnt enough to kill it

This is because tracking the damage of each unit and making a mechanic out of it would be both annoying and a nightmare to keep track of

.

BUT (example again),

If i have a water unit carrying 3 soldiers (2HP + 3 HP 3ATK) and i attack a territory with an air unit (2HP 2 ATK) the air unit dies and 2 of my soldiers die,

So now i have a water unit with 1 soldier on top (2HP 1ATK) and the territory for myself,

Now, if, lets say, an air unit attacked again

And i took 2 damage

The soldier would die and the ship would take 1 damage, and the air unit would also take one damage,

My ship and the air unit would both be fine, since they didnt take full damage but the soldier is now dead and my ship is empty

Basically you need to deal full damage to kill things, and soldiers are the weakest of the bunch so clump them together so they can defend themselves

.

And anotha one:

If you attack a territory with the same ammount of units in it, like, you attack with 3 soldiers a territory that also has 3 soldiers, all of them die, and the land is still owned by the player who owned the defending units

So dont make stalemates, they lead to nowhere

.

And anotha notha one:

Order of who takes damage first,

Like, if you have an air unit with a soldier on the same place, the soldier takes damage first,

Order from 1st to last:

Upgraded soldiers > regular soldiers > Tanks > Water > Air

(I'll get to what upgraded soldiers and tanks and whatever are when we talk about upgrade cards)

.

This whole combat thing is simple when you get it but its annoying to explaine

Anyways,

---

TURNS AND HOW THEY WORK AND ALL THAT -

Turns are your time frame to do things

Basically, while its your turn, you can do many things, who would have guessed?

.

Some of them end it immediatly and some of them you can do multiple of before choosing to end your turn,

Moving units around your territories does not end your turn and you can do it to however many territories as you want

.

You can move them the same way you attack, soldiers move 1 country at a time, air moves 1 or 2, water can go to any other water one,

you get it

.

Youre allowed to split the units of one territory to multiple others,

focus a bunch of units to a single territory,

Push most of your units to the borders,

Etc...

.

You can also attack multiple territories in one turn the same way, just beware of not stretching yourself thin and attacking a hundred diferent territories in one turn and losing horribly,

Attacks immediatly happen after your turn ends

.

But, your turns on the other hand can end immediatly if you, uh

do things that immediatly end your turn? Sorry i dont really have good examples for this

.

But thats boring, lets talk about the cool part of this game

---

THE WHOLE CARD THING I DIDNT EXPLAINE YET BUT KEEP HINTING TOWARDS LIKE IM TRYING TO GASLIGHT YOU -

They exist to avoid this game turning into "war but with a shiny coat of paint"

And also help making combat and strategising more engaging and unpredictable

.

Basically, there are 2 card piles on the board,

Upgrade cards

And

Consumable cards

---

UPGRADE CARDS -

They are the main way to win, you can draw 1 Upgrade card every time its your turn,

.

If you want it, spend however many tickets the card says you need to pay to buy it, and buy it

.

Upgrades apply immediatly after you buy them unless the card specifically says there is a delay

.

After any upgrade card is bought do a simple shuffle of all the cards,

By simple i mean cut the bottom half to the top, cut them and mix both halfs, simple shit so this game doesent turn into a DnD campaign taking 30 minutes for each player to pass their turn

BUT,

If you didnt like the upgrade card you can only put it back on top of the pile and let it go away, and you cant shuffle the deck so the next player will get the same card that you didnt buy

The only way to change what card you got is to wait for your next turn, in which, if no one bought that card and it's still on top, you get the one under it, and either buy it or put it back and pass on

.

Basically, If you:

Like it:

Buy it, shuffle.

.

Didnt like it:

Put it back, wait for next turn, get the one under, and on and on

.

Also important rule:

If you buy an upgrade you have to show it to everyone else and place it face up on your side of the table so you and everyone else can track what you have, and not have to memorise every card and their effects like a binding of isaac playthrough

But if you just put it back you can stay silent about what it is

---

CARD DESIGN -

The back side of the cards have a blurred military armory / garage as the background with the word "UPGRADE" witten in uppercase horizontaly and that one hardcore military font every piece of media from the 2000s used, there is some dropshadow on the letters to add depth

the letters are rust orange with a rugged metal coloration and texturing,

The outline of the cards are a darker shade of rust orange like a rusted tuna can,

.

The front of the cards have the same outline, the background is a darker silver color, can be just a tuna can's upside but slightly darker

Looking at them vertically,

On the very top is the name of the upgrade (something like "AUTO-CANNONS" or "BIGGER RIFLES", something that), the text is in a more readable font (like capslock arial or something) but has a lighter silver coloring, to contrast the darker metal background and also a black outline, and dropshadows

.

Under it is a big image picture covering roughly 1/3 of the card, the image displays whatever the card is upgrading (battle ships, soldiers, etc...) the image is just a picture of that thing, hyper realistic and all, if you want some personality on it maybe have literal pictures of the stuff, or put yourself on costumes and make silly jokes with the context of the card,

like the bigger rifles for example, have yourself in a generic vietnam era uniform with a gigantic fucking rifle in your hands,

you know, to make it funnier and less serious, but if you dont feel like doing all that for a game you can just use google images i guess

The outline of the image is black,

There is drop shadow on the image

.

On the middle to bottom of the card is where the text stays, the text is white, it explaines the upgrade, upsides, drawbacks, mechanics, etc... the text is in a more readable font, with dropshadows aswell

On the bottom right is where the price tag is, it's a little military dogtag with the price written on the same font as the backside text with the symbol of the funding tickets to it's side,

The number looks like it was pressed into place like someone took a hammer and smashed the dogtag's metal to show the number,

The symbol of the funding tickets is to it's side, the funding tickets differentiate depending on price, like, 1 only has one funding ticket on the symbol, 2 has 2 tickets one on top of eachother, 3 has 3, 4 has 4, you get it, the symbol has no dropshadow so it looks like it's a sticker on the dogtag and not layered on top

But the dogtag itself has a dropshadow with the background,

.

I like dropshadows!

Do you like dropshadows?

I hope you like dropshadows.

---

CARDS I CAME UP WITH (but you can make some of your own):

"Lower Standards"

The picture shows a soldier holding a clipboard with a confused face, the clipboard has a super buff guy drawn on it while there is a skinny grandpa in the background in uniform smiling at him

"All soldier units now permanently cost only half a funding ticket (2 soldiers = 1 ticket) But, all soldiers now only have half their health (2 soldiers = 1 HP)"

Price = 2 funding tickets

.

"NCNS "No-Crew-Necessary-Systems" "

The picture is a drone picture showing a battle ship with a bunch of people on top, all the people are darkened out and have red X's on top of them

"All water units can now automatically defend themselves from threats with no crew necessary! Dealing 2 damage to any attacker, But! 1 or 2 soldiers on top will not increase it's damage, only tank hits for the ship, only 3 soldiers on board will deal that extra 1 damage" (The base damage is now 2 instead of 0, simple but explaining it the silly way is cooler)

Price = 3 funding tickets

.

"Tank Crews"

The picture shows a soldier looking scared besides a tank that doesent even fit the frame

"You can now convert soldiers into tanks! 3 soldiers standing in one territory can be converted into 1 tank for the price of 2 funding tickets, the tank has the same statistics as the 3 soldiers (3HP 3ATK) but cannot be split or killed in parts like regular soldier, to kill a tank an attacker / defender will have to deal the full 3HP at wonce before it dies! Tanks can be carried by water units for maximum destruction!"

Price: 3 funding tickets

.

"Paratrooper Conversions"

The picture shows a jet plane parked next to bigger airship to it's side

"You can now convert air units into Paratrooper droppers for 1 extra funding ticket! Paratrooper droppers have the stats of: 2HP 0ATK, they can carry up to 3 soldiers on their back and drop them in territories they attack, if the attack is successfull the soldiers are dropped down on the captured territory"

Price = 2 funding tickets

.

"Advanced training drills"

The picture shows a soldier holding one of those 1 man band instrument thingamajibs doing a pose looking concernead at a drill instructor, the instructor is cheering and clapping

"Get those lousy soldiers to train even harder for any type of situation! Soldiers now have the stats of 1HP 2ATK, soldiers now cost 2 funding tickets"

Price = 2 funding tickets

.

You can make as many of these as you want, make them as silly or overpowered as you want, making more concepts would be nice, post them in the comments or something

---

CONSUMABLE CARDS -

Consumable cards are diferent from upgrade ones because they can only be used wonce before vanishing back into the bottom of the pile

.

Each player gets 3 consumable cards at the start of the game (as said before) and can use as many as they want in their turn

Either blow the three cards immediatly or wait for a good oportunity to use em

.

To get new consumable cards you need to use/throwaway (You can throw away only 1 consumable card per turn) all of the consumable cards in your hand

AND

Throw away 2 funding tickets

By doing that you only get 2 new cards from this, not 3 like in the start, this is so you cant just cycle a billion consumable cards and insta win, If you keep cycling them youre loosing money AND firepower, so dont do that

And you can also get 1 card with 1 ticket, if, idk, you wanna gable just a little bit of extra power in your next attack

.

Also, you dont show these to the other players,

if you want to you can, i dont know why you'd do that but it's not necessary, preferably, dont do that tough

.

There are multiple types of consumable cards that are all used in diferent ways,

.

Instant use cards, really simple, you can use them any time and they disappear after you use em

Trap cards, that are placed face down at any moment and either immediatly activate or you choose when to activate them

.

You can make more types if you want to

---

CARD DESIGN -

Consumable cards look a lot like upgrade cards with slight variantions,

.

On the back side the card has a blurred military bunker with a bunch of stuff on the shelves as the background with the words "CONSUMABLES" written on the same font with the same ruggedness but in blue color, with dropshadows aswell

The outline of the cards is also a rusty blue

.

The front has the same blue outline, the background can be the same as the upgrade card one

The front is exactly the same as the upgrade card

.

But the dogtag price tag on the bottom right is replaced by what type of consumable card it is, this text is displayed in one of those little army name patches, the name patch is black with the text changing color depending on the type of the card

Trap cards have red text,

Instant use cards have blue text,

---

SOME CARDS I CAME UP WITH:

[Trap card]

(Place this card face down on your side of the table at any moment)

"ITS A BOMB!"

The picture is a apple pie inside those little alluminum basketes, the pie is cut in fouths, one fourth is missing revealing a cartony TNT pack inside it, the TNT is slightly dirty with the pie filling, the camera is in a 45° angle showing the filling and the TNT coming out of it

"Choose any player on the board to be trapped, the next time they buy any unit that isnt a soldier, its gonna come with a little surprize! You can choose when to detonate the explosive, it instantly destroys the trapped unit no matter how much HP it has, and deals 3 damage to all units on the same country as where the explosion went off"

.

[Trap card]

"Landmines"

The picture shows a bunch of landmines in a big open field, the land mines are black and have red buttons on top, the camera is really close to the ground and aiming almost perpendicular to the floor to show as many of the mines as possible

"Choose one of your contries to be filled with landmines, if any player attacks that country this card automatically activates dealing 2 damage to all attacking units except for air units"

.

[Instant use]

"Radio Jammer"

The image shows a soldier with a 90s radio up to their ear making a confused face while messing with the nobs on the bottom

"Use this card at any time to stop all units inside a country from communicating with eachother for 1 turn, they cannot be moved and all damage they would deal is halfed, and, if any other units move to that country while they are under the effects of this card, they will attack them, no matter whose units they are, be it the enemies own or anyone elses"

.

[Instant use]

"2x rations"

The picture shows a soldier eating a full blown feast smiling cartony style

"Use this card on any countries with soldiers in it, those soldiers will now, permanently, untill they die, have double the HP they used to have"

.

[Instant use]

"Mercenaries"

The picture shows a bunch of people in black, swat like uniform standing besides eachother looking serious or angry, like that one thragg and viltrumites panel, they are all doing a salute

"Who needs "legal soldiers" when some joe schmoes off of the dark web are willing to do anything for a couple bucks! to use this card throw away 1 funding ticket and get 3 soldiers in any country of your's, instantly!"

.

You can make as many of these as you want, and as silly and stupid as possible

---

STORY -

It's an alternate reality somewhere between WW1 to WW2 where every world leader was dropped on their heads as a baby to even consider these silly upgrade proposals as strategic efforts

That's it, thats the lore

.

aight, that's it, use it for something or dont, it's alright


r/gameideas 8h ago

Basic Idea Self spinning prize money game where everyone is a winner

0 Upvotes

An gaming app where we put x amount of dollars in the middle.

Two opponents facing each other where pushing an button 3 times faster than your opponent wins you the game.

In the lobby: a red button is shown when a new game is ready.

Commercialized game lobby where half the advert sales goes to fund the opponent. People watch ads while the barometer reach its full. And the other half goes up for the next round.

The game idea:

X amount of dollars in the middle. 1 person "holding" these x amount trying to win it facing an opponent. When the barometer hits 1 dollar from people watching ads in game lobby an red button shows for the fastest clicker to face the "holder".

Winner goes through to the next round while the loser keeps 1 dollar.

When the barrometer hits 2 dollars someone else faces the holder. Loser keeps 2 dollars while holder faces the 3 dollar opponent. If the opponent wins he gets to be holder while loser keeps the 3 dollars. Then this new holder faces the 4 dollar opponent

This until the x amount in the middle is won by someone.


r/gameideas 23h ago

Basic Idea Sardines multiplayer game where you are actual sardines

0 Upvotes

A video game version of the classic "reverse hide & seek" kids game, but every character is an actual sardine running/flopping around comically. One sardine starts by hiding and the others searching, if you find the person hiding you hide with them. Proximity chat would be a feature that makes it so the sardines in hiding must stay quiet to avoid getting found out.

Last person to find the sardines piled up loses, then could have some sort of minigame where the last sardine gets a weapon and the sardines that were hidden get a few seconds to scatter before being hunted and killed, last sardine in this mode standing wins. Could have it so the order you found the first hidden sardine in determines how much of a head start you get from the hunter in the second round.

Could add other mechanics to make it "sillier" like the sardines having slippery movement mechanics making it harder to navigate levels, but in general think a "Sardines" take on prop hunt, meccha chameleon, etc.

The spaces can be designed in such a way that the first few sardines fit well, but then as people find and hide it gets comically overrun and very obvious where the spot is just like in real life sardines.

Could see friend groups playing this and trying really hard to stay quiet in the proximity chat and not laughing while one person remains, etc.

Would people play this game? Seem like it could be a good source of quick group fun


r/gameideas 16h ago

Basic Idea Do you think it's just another Starbound clone or an original idea?

0 Upvotes

A story driven survival game set in space. You start on a starter planet and need to repair your damaged ship while exploring other planets to find resources, research stuff (like in Subnautica), and discover new technologies.

The main difference is oxygen management. Every planet has different conditions, and for more dangerous planets with better loot, you need better suits and equipment. Your main base is your ship, which you expand and upgrade as you progress.

The story is more like Raft, where you explore different locations, find clues, and uncover the story behind what happened, but with a different direction because there is a final goal and a final boss. Mining is not the main focus, and there are few or no bosses. Progression comes from crafting, discovering new technologies, upgrading your ship, and exploring further into space.

The game focuses on the big universe. Each planet you visit can have hidden secrets, unique environments, and new discoveries that help you understand the world and progress further. Instead of just becoming stronger through combat, your progress comes from knowledge, exploration, better equipment, and turning your damaged ship into a powerful space base.

I wanted to make that game and searched games like it and understood that it's just like Starbound and not original but what do you think?


r/gameideas 14h ago

Advanced Idea Alchemic Shift, a blend of Teardown, Noita and more.

0 Upvotes

Core Gameplay Loop & Mechanics

  • 3D Reactive Voxel Engine: A fully interactive open world inspired by Noita and Teardown, where every 3D block (voxel) reacts dynamically to elements—acid burns, fluids flow, gases ignite, and thermal reactions transfer naturally.
  • Exponential Scale-Shifting: Players can instantly shrink down to a microscopic "atomic" scale. The engine uses nested spatial grids and level-of-detail rendering to transform your immediate surroundings into a vast, detailed micro-dungeon without overloading performance.
  • On-the-Fly Chemistry & Time Dilation: When shrunken, time slows down relative to the macro world. This "bullet-time" effect gives you a brief, high-stakes window to analyze an environment or enemy, synthesize custom chemical reactions on the fly, and execute tactical plays before a strict timer forces you back to full size.
  • Anatomical Boss Battles: Combat features massive bosses where you shrink down to venture inside their bodies. You navigate organ systems to target specific anatomical weaknesses, using targeted chemical reactions (like freezing a heart chamber or dissolving armor from the inside) to alter their phase patterns and deal heavy damage.
  • Open-World Exploration & Progression: Exploration is driven by tracking down hidden treasure maps across a seamless open world to uncover rare elemental compounds, chemical catalysts, and specialized gear to expand your alchemy repertoire.

Just a heads up, I’m not a game developer myself, so I won't be building this! I’m sharing this idea publicly in hopes that it inspires someone out there. If any devs or studios like the concept, feel free to steal it, adapt it, or make it your own project!