I am developing my first game and would like feedback back on the concept of the game
So, I’ve been working on a game and I’m probably about 25% into making the backend. It’s gonna use Godot and a database. It’s more of a Sim than a fighting game. Below is a write up about what it’s about. Any feedback about if it sounds interesting would be much appreciated. It’s kind of wordy and long, but I think it explains pretty well what the game is about.
The game is a persistent investigative horror simulation heavily inspired by Lovecraftian cosmic horror, noir mystery, and psychological tension.
You play as someone new to a city filled with strange events, disappearances, conflicting rumors, hidden cult activity, and people who know far more than they admit. There are no glowing quest markers or clearly defined story paths. Most discoveries come through observation, conversations, overheard rumors, inconsistencies, old records, and places that simply feel wrong.
The world is persistent and reactive. NPCs remember interactions, develop suspicions, pursue personal goals, spread rumors, hide information, and interpret events through their own beliefs and fears. Different people can witness the same event and walk away with completely different explanations.
The world is not heavily scripted. Instead of relying on fixed sequences and predetermined outcomes, the game is built around underlying systems that allow NPCs and world events to evolve dynamically based on memory, knowledge, pressure, relationships, rumors, and player actions. Investigations can unfold differently depending on who becomes involved, what information spreads, what people believe, and what the player chooses to interfere with.
The project uses AI primarily as a narrative and conversational layer rather than as the source of world logic itself. The underlying simulation, relationships, memory, world state, and hidden systems are governed by consistent backend rules, while AI is used to interpret those systems into natural dialogue, atmosphere, and perception. The goal is to make the world feel reactive and alive without sacrificing consistency or investigative depth.
This is not a combat-focused game. Survival depends more on caution, knowledge, social interaction, investigation, preparation, and understanding how the world behaves than on direct confrontation. Sometimes the smartest thing a player can do is leave something alone. Players investigate rumors, question NPCs, search locations, compare conflicting accounts, collect occult knowledge, and experiment with magic systems while trying to survive long enough to understand what is happening in the city.
The deeper you investigate the city’s hidden reality, the more dangerous things become. Some knowledge is useful. Some knowledge changes how the world responds to you. Some mysteries are better approached carefully, because once certain truths are uncovered, they cannot be ignored.
Death is expected. Your first character probably will not survive long enough to unravel any major mysteries. Part of the experience is learning how the world works, recognizing dangerous patterns, discovering what kinds of risks are real, and understanding that curiosity itself can become a threat.
The goal is to create a world that feels alive, uncertain, and layered — where investigation, interpretation, and human behavior matter just as much as whatever may be hiding underneath the surface.