Original size 1454x2046

Tids of Despier: game concept

PROTECT STATUS: not protected
Longread translated automatically
Finalist of the competition

Whatever the nature of the crisis, its consequences are inevitable because it is impossible to return at the time that preceded it. Nevertheless, efforts to overcome difficulties are always justified, as they are a natural and integral part of the crisis process.

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Objective of the project

The game is a practical experiment to identify a niche audience for an internally contradictory game process: an accessible, almost casual cor-gamle, combined with the reverse development of the character. The contradiction underlying the game process reflects the meaning and aesthetic features of the selected setup.

There’s a cold and wet climate on the coast. The commodity parameter is increased by movement under rain or deep water, as well as interaction with villagers, and affects the character ' s characteristics and the preservation of resources in its inventory. You can dry out a fire, but you’re gonna have to collect materials for it. The effect of damp is irreversible, accumulated over time, and the smoking of the tube is reduced for a short time.

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Original size 3942x2217

Cheese and well-being of the hero

Insanity

Every collision with villagers and other horrors diminishes it. A complete sanity loss leads to the death of a character. The player can restore the character’s mind by using a smoking tube.

Sustainability

Spends on running and moving in deep water, recovers over time. The smoking of a tube temporarily reduces the maximum amount of endurance.
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When the damp is over 30%, the hero’s stamina recovers slower, and his mind decreases faster. The parameter of damp is over 50%, leading to periodic coughing, which can attract the attention of enemies. The maximum amount of dry tobacco is halved. If damp is more than 80%, the speed of movement decreases and the mind begins to fall. The maximum amount of dry tobacco has been reduced to one tube.

The more soaked the hero, the less dry space left in the bag. If things get wet, you can’t start a fire or light a pipe.

Trailer

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Game cycle

Original size 1920x1080

The player moves through the village and its surrounding areas, collecting materials for the fires and using objects for hidden passage or active interaction with villagers: infected. During the passage, the player constantly monitors the damp, stamina, and mental state, balancing them regularly with the use of a bonfire or a smoking tube. An open confrontation with the infected can result in the rescue of a key character.

Some of the villagers are no longer themselves. If they see you, run, hide, or… try to heal them. They’re still people… for now.

Original size 3500x1773

When faced with an infected person, a couple’s animation is lost, where a hero and an infected person grab each other. The player then activates QTE, which successfully injects the patient with a syringe.

Original size 1280x720

In the N game, key characters that can be saved, but the amount of vaccine always corresponds to N-3. Either there’s not enough resources to save everyone, or saving one character rules out saving the other.

Game world

At the stage of proof of the viability of the project, the game world consists of three locations with the potential to expand:

  • Coastal village: wooden houses, partially flooded terrain, forest cannon. The player has an area of ~18,000 m².
  • Abandoned camp: a labyrinth of fenced tents, accessible to the player an area ~1080m2.
  • Tooth forest: open routed cross-country landcape, accessible to the player ~100,000 m².

Original size 3942x2217

Localizations include active areas: bushes that can be hidden, slow down flooded areas, and places partially or completely protected from rain.

Story

At the end of the 19th century, a number of white spots remained on the map of the coast of New England, some with unusual fog. You’re a ship’s priest assigned to go on a boat to the shore to resupply fresh water. However, you had no idea how this seemingly routine landing would end. The fog — covered village is like a cursed village: its inhabitants go mad, and houses are rotten from continuous damp to the bone. You’re alone, and the boat’s too big to run alone with. The masts of the ship you’ve left can barely be seen in the distance. Will you be able to reveal the secret of this place and restore the village to its former form? Or at least find a way to get out of this damn corner?

Structure of the passage

Each area available to a player has one entry/exit point. As part of the game session, the player is free to move between zones, hidden or actively interacting with the infected. In each of the zones, the player collects the resources necessary for heating at points located in designated locations, in effect, creates and maintains a network of fires that slow down the effects of damp and restore the character ' s characteristics and equipment. In order to fully study the nature of fog, it is necessary to visit all accessible areas, each of which adds information to the player ' s ship ' s log. The death of the character leads to the loss of the location of the resources and changes in the routes of the infected.

Interactor

Tids of Despier: game concept
Project created at 21.10.2025