u/Every_Lychee8564

▲ 2 r/INAT

Cost of Continuance is recruiting revshare collaborators for a PC-first systems game built around persistent consequences, altered world states, and player decisions that carry forward.

The game tracks prior player action across later content. Damage, trust, access, routes, environments, quest states, and available outcomes can change based on what happened earlier. We are looking for collaborators who can work within that kind of production structure across design, art, writing, implementation, testing, audio, and documentation.

Current project state:

Team of 15 collaborators across development, art, writing, production, and composition

Developed under Irrevia Studios

Project reference:
https://irreviastudios.com

Current roles we are open to:

3D Modelers

Level Designers

Narrative Writers

Environment Artists

Animators

Unity Developers

Technical Artists

UI / UX Designers

QA Testers

Production support

Documentation support

Other game-development roles may also apply if there is a clear fit with current production needs.

Priority gaps right now include modelers, level designers, and writers.

Modelers can contribute game-ready assets such as props, structures, environmental pieces, machines, creatures, or character-related models.

Level designers can contribute spaces built around traversal, encounter flow, quest routing, readable layouts, and decision points that affect later state.

Writers can contribute scenes, dialogue, quest states, VN-style sections, and consequence-aware story material that remains coherent after the player has changed the world state.

For other roles, the useful application is direct: what you do, what part of the pipeline you can support, and what level of weekly availability is realistic.

Compensation:

This is revshare only.

There is no salary or contract pay attached to this post. Revshare terms will be discussed clearly before onboarding. Revenue is not guaranteed.

To apply, send a DM with:

Your role

What you can contribute

Weekly availability

Portfolio or samples, if available

Prior game or interactive work, if available

Any constraints that may affect fit or availability

A portfolio is preferred, but not required. If you do not have one, send a short description of what you can make, what you have worked on before, and any small example you can share, such as a screenshot, test piece, document, asset, prototype, or playable sample.

u/Every_Lychee8564 — 13 days ago

so im building a setting where the world doesnt punish curiosity right away. it records it, absorbs it, and starts changing around repeated intrusion.

starting condition is pretty simple.

a human expedition comes from a universe thats already failing. by the time the characters arrive somewhere new, exploration isnt cleanly separate from survival anymore. they enter an older universe that looks stable at first: breathable medium, structures still standing, systems still responding, no obvious life in the first region.

the problem is intact doesnt mean safe.

this universe has been shaped by previous civilisations that treated anything unfamiliar as a resource problem. if something thought, suffered, resisted, or produced energy, someone tried to make it usable. the surviving world is full of systems that still function bc they were built to keep functioning after the people who understood them were gone.

main rule im testing:

the world gives the player room before it gives them consequences.

early actions might look productive. enter sealed places. use old mechanisms. exploit a route. push deeper after a warning. nothing necessarily collapses at once.

then the world starts responding.

a route might close bc the place adapts to repeated use.

a region might get harder to cross bc prior actions changed its local conditions.

a resource might disappear bc the player treated it as renewable when it wasnt.

a machine might stay useful but only after it changes the surrounding state.

a damaged path might still exist but now it carries a diferent cost.

the intent isnt instant punishment. i want the setting to feel like a place where cause and effect are delayed, layered, and sometimes only legible after the player has already built habits inside it.

philosophical centre is restraint.

the protagonist isnt supposed to fully understand the world before touching it. thats part of the danger. the setting keeps asking whether understanding something gives anyone permission to keep intervening in it.

im trying to keep the world readable without over explaining it. the player should be able to infer:

  1. something changed
  2. the change came from prior action
  3. the run is still alive
  4. continuing is possible but the future is narrower now

worldbuilding question:

does this kind of delayed consequence setting read as fair if the warnings are environmental rather than fully explicit?

for eg would you accept warning signs like altered wildlife behaviour, sealed routes being reinforced, local machines becoming less cooperative, or ordinary traversal getting subtly more hostile?

im also curious where the line is between:

“the world is responding to what i did”

and

“the author is hiding rules from me”

mainly looking for whether the world logic is legible from the description.

reddit.com
u/Every_Lychee8564 — 14 days ago