u/Glibbled

▲ 1 r/INAT

"PORTFOLIO: this is my first project and do not have a portfolio of any kind"

I am a total beginner in game development, so this is a learn-as-we-go project. by the way age does not matter in this as by the time i am currently 12 turning 13 next month my other developers/friends are 13 a idea for the game we are making here is a description for the game.

People's Cry — Game Description

There's a moment, right before the pod seals shut above you, where you could probably still change your mind.

You don't.

People's Cry is a first-person indie horror game about what lives at the bottom of the world — and what it costs to find out.

The Choice

The government calls it an alternative. You call it the only option that isn't a needle in your arm. Condemned prisoners get offered a deal: execution, or descent. You pick descent. Your name is whatever you want it to be, but honestly, from the second that drop pod locks and the drill starts screaming through rock, your name stops meaning much. Down here you're just warmth in the dark. Just weight. Just another body the depths are waiting to swallow.

The Facility

You land on Floor 1 of a government installation that nobody was ever meant to leave. 150 floors. 35 distinct sections. Each one built deeper, stranger, and more indifferent to your survival than the one before it. This place wasn't designed with an exit in mind — it was designed as a punishment. The distinction matters. You'll feel it in everything.

The Suit

They don't send you down with nothing. That would be too honest.

Instead, they bolt you into a heavy industrial mining suit — thick brass-toned armor plating over reinforced joints, the silhouette of something built for the crushing pressure of deep water rather than anything meant to move gracefully. It's dented. Scarred. It's been worn before, which is its own kind of message.

During fitting, your left arm comes off. A surgical team replaces it with a modular mechanical sleeve — interchangeable, adaptable, built to accept different tool attachments depending on what the lower floors throw at you. Your right arm stays flesh and bone under a reinforced glove, with a grappling hook mounted behind the wrist for the moments when your feet aren't enough.

Your first module — the default — is the Drill. A single heavy rotating bit running the full length of your forearm. It opens rock walls. Locked hatches. Anything that stands between you and the next floor. It's not elegant. Neither is anything else down here.

Modules & the Shop

Your arm becomes the most important relationship you'll have on the way down. New modules change everything — how you fight, how you move, how you dig yourself out of situations that have no good answer. You'll swap them out, upgrade them, learn which ones you trust.

At Floor 100, you meet Lumie.

She's an Australian poodle moth, soft-spoken, and somehow cheerful in a way that feels almost offensive given the context. She's made her home in the deep facility — set up shop, stocked her shelves, and seems genuinely unbothered by the fact that everything around her is trying to kill both of you. She sells arm modules, replacement armor, and pressure suits built for the floors where standard equipment starts giving up on you. She's strange and warm and real in a place that has very little of any of those things.

She's one of maybe two friendly faces you'll see the entire way down. Don't take that lightly.

The Glibblers

Floor 50 is where the game changes its answer to the question what are we actually afraid of?

The Glibblers don't belong anywhere on the surface. They're organisms built almost entirely of raw biomass — wet, red, and structured around a single sustained biological imperative: consumption. They absorb what they eat. Grow from it. Scales, claws, talons, hardened hide — all borrowed anatomy from whatever they've consumed, integrated through a process of rapid adaptation that shouldn't be biologically possible and very much is.

Some have been catalogued. Most haven't. What little is documented suggests a hive structure with distinct roles: stationary egg sacs that drop from cave ceilings onto passing prey, larval forms that move in packs through tight spaces, armored soldiers that lock together into living walls, four-legged bulls that don't slow down for reinforced doors. What lives deeper — command-tier variants, things that have never been seen and survived — is mostly speculation.

Whether they were always there, or were made, or escaped something worse — it doesn't change much now. Floors 50 through 150 belong to them. You're the one passing through.

People's Cry is a game about surviving something that wasn't designed to be survived. The floors don't get easier. The things living in them don't get kinder. And the bottom of that facility is a long, long way down.

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u/Glibbled — 13 days ago