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Ok'Rhams Creation

Introduction After the archbishop of a grand cathedral mysteriously passes away, his successor takes the mantle and exerts his rule with an iron fist. As he twists the doctrine of the god he worships, he and his followers grow twisted and monstrous in their greed and defiance. Now more power hungry than ever, the Archbishops ultimate plan is set in motion. ---------------------------------------------------------------------------------------------------------- Game Summary Pitch You will fight, solve puzzles and explore the cathedral to hopefully get your revenge. ---------------------------------------------------------------------------------------------------------- Player Experience Emergent gameplay and creative player-facing tools/mechanics. Strategic combat with limited ammunition. Tactical thinking and puzzle-solving are key. ---------------------------------------------------------------------------------------------------------- Pillars Exploration Strategy (Puzzle-wise and Combat ---------------------------------------------------------------------------------------------------------- Development Information Platform: Windows PC Engine: Unreal Engine 5.5 Language/Tools: Visual Studio, C++ ---------------------------------------------------------------------------------------------------------- Genre First-Person Shooter (FPS) Puzzle Adventure ---------------------------------------------------------------------------------------------------------- Target Audience male majority 18-35 due to difficult and tone FPS players Dark fantasy and horror lovers PC with controller support ---------------------------------------------------------------------------------------------------------- Culture western ---------------------------------------------------------------------------------------------------------- Gameplay Overview Slow-paced, strategic combat. Unlimited mana with slow regeneration or cooldown-based spellcasting (TBD). Unlock new spells progressively. Low ammunition, pistol is not a crutch. Environmental hazards (gravity magic to throw enemies, traps like spikes or pitfalls). ---------------------------------------------------------------------------------------------------------- Exploration Navigate the corrupted interior of an ancient cathedral.Find secrets, hidden paths, and uncover lore. ---------------------------------------------------------------------------------------------------------- Puzzle Types Breakable doorways Sequence-based (e.g., light torches in order) Hidden buttons and pressure triggers ---------------------------------------------------------------------------------------------------------- Core Mechanics Primary Mechanics Combat: Spells: Fireball, Gravity Magic (force-push to throw enemies) Physical traps: Wrecking balls, trapdoors, spikes, red barrels, etc. Secondary Mechanics Puzzles: Modular sequence puzzle system ( multiple triggers to open a door) Projectile interaction (light torch from afar) Rotating Paintings Spells: Fireball, Gravity Magic, force-push and black hole ---------------------------------------------------------------------------------------------------------- Game Experience Goals Tactical and strategic combat Emphasis on environmental use (traps, magic) to solve encounters Resource management challenges (limited ammo, spellcasting constraints) ---------------------------------------------------------------------------------------------------------- Art Direction Dark, moody visuals inspired by gothic architecture Heavy use of shadows and gritty texture work Visuals to enhance tension and mystery ---------------------------------------------------------------------------------------------------------- Audio Direction Music: Suspenseful rock with ominous undertones Sound Effects: Spells and magic sounds Trap activations and puzzle cues Success/failure feedback sounds Ambiance sounds ---------------------------------------------------------------------------------------------------------- UI/UX Interaction prompts (planned) HUD: Health, Mana UI references will be added in future iterations ---------------------------------------------------------------------------------------------------------- Controls Keyboard (WASD) + Mouse (Optional) Controller support ---------------------------------------------------------------------------------------------------------- Development Timeline Duration: 7 Weeks ---------------------------------------------------------------------------------------------------------- Current state of the game Master ---------------------------------------------------------------------------------------------------------- Meet our team Artists Elmina Lindfors Wegler ┃ Mimi-Lee Eriksson Designers John Geir Andersson ┃Federico Garcia ┃Daniel Atterby ┃ Pontus Björkander Programmers Orkun Arslantürk ┃Milo Zander Frenell ┃Linus Jernström Luva Teike ┃Yasmin Adas Animation and VFX Justin Lustig - Animator ┃Patric Svedberg - Animation / VFX Backup Rebecka Timper - Art director and VfX artist. APM's Anna Andrén - Project manager & Scrum master ┃Gabriel Isabar - Release manager Jakob Gabriel - Release manager ┃Fredrik Buckard – Game producer

Futuregames 8 games· 557 followers· 33 ratings· portfolio 61 View creator →
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★ 5 avg rating
1 ratings
2 comments
Catalog standing Top 91%
#363,566 of 399,858most rated

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