r/gameideas • • 2h ago

Advanced Idea Overlanding game that combines realistic off-roading with camping survival

1 Upvotes

BEYOND THE TRAIL — Open-World Overlanding & Wilderness Survival Simulator
A realistic wilderness sandbox where your vehicle is your home, your equipment is your lifeline, and every expedition is shaped by your decisions.
Core Features:
Open World: Vast, unrestricted wilderness featuring mountains, forests, deserts, rivers, and snow, with endless opportunities for exploration.
Vehicle Customization: Build and tune 4x4 rigs with adjustable suspension, tires, drivetrain upgrades, rooftop tents, and expedition equipment.
Realistic Physics: Terrain deformation, mechanical damage, water crossings, fuel consumption, and vehicle recovery.
Survival & Camping: Explore on foot, establish campsites, cook, sleep, and manage hunger, thirst, fatigue, and temperature.
Hunting & Fishing: Track wildlife, hunt game, fish in rivers and lakes, and prepare your catch for food.
Dynamic Environment: Changing weather, wildlife, and terrain conditions that directly affect your journey.
Multiplayer: Solo, private co-op, or public servers with shared expeditions, convoys, camping, and vehicle recovery.
The Experience:
Build your ultimate overlanding rig and venture deep into an unpredictable wilderness. Navigate remote trails, discover hidden landscapes, hunt and fish for food, and establish campsites wherever you choose. Prepare for changing conditions, maintain your vehicle, and adapt when expeditions don’t go as planned.
Whether you’re tackling a difficult mountain pass with friends or camping alone beside a remote lake, the world is yours to explore.
The road ends. Your adventure begins.


r/gameideas • • 2h ago

Basic Idea Open-World Medieval Fantasy Life Simulator Inspired by RDR2's Freedom — A World Where You Can Create Your Own Life

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1 Upvotes

r/gameideas • • 7h ago

Basic Idea Making a souls like game inside of Roblox, need suggestions

1 Upvotes

Currently working on a Soulslike RPG in Roblox, wanted to share the concept and get some thoughts.

The game takes place in a world where people's souls can be forcibly extracted, usually by powerful people who want to control others. Losing parts of your soul can strip away your free will, essentially making you an obedient servant.

When a soul is separated from someone, the missing fragments end up in a realm called The Remainder. There's an organization there called the Soul Seeker Foundation, whose job is to find these lost fragments and return them to their original owners.

You play as someone who had their soul split into 9 pieces at birth, with 8 of those pieces being scattered throughout the Remainder. You're raised by the Foundation and eventually set out to recover your missing fragments and become whole again.

I'm still really early in development, but I'm trying to put a lot of effort into the lore and world building so it feels like an actual world rather than just a bunch of bosses to fight.

lmk what you think of the concept or if you have suggestions for mechanics or anything youd like to see.


r/gameideas • • 12h ago

Basic Idea A generic fighting game like Mortal Kombat or Tekken but your action figure is your copy of the game.

3 Upvotes

So this is really simple and less of an idea for a game and more of an idea for how to make some money off of games.

Star Citizen made billions off of selling ships as copies of the game and other games in the industry are sure to follow.

But if you want to make a statement about digital licensing and the game and toy industry itself this seems like a really cool way to loop in the fans and collectors all the same.

Make your purchase of the game an action figure. A really finely detailed and over the top extravagant 60 dollar figure with something similar to a QR code.

Basically the game does not get sold on Steam, the Epic Games store or any online retailer. Instead people may order a copy of the game by purchasing an action figure of the character that they get to play.

You go to a local games shop and instead of buying a card you buy a figurine.

Granted this is highly likely to be abused but I thought I’d put it out there.

I think people more and more are wanting a way to purchase games and own their copy of the game. The social clout from having the entire collection of characters on your shelf is way more tangible than just opening the game and showing your roster.

You could lend your character out and so forth and so on.

Lemme know your thoughts on this approach. I fully expect there to be some underlying flaw in this idea. Let me know how to make it work or why it should never be done!


r/gameideas • • 13h ago

Advanced Idea Quiero que revivan un juego que fue underrated pero siento que sería genial y tendría exito

1 Upvotes

Imaginate revivir el juego Our house Wii: Party, fue un juego de mi niñéz y aunque siento cierta alegria al recordarlo, genuinamente creo que seria una buena idea. Para los que no lo conocen es un juego en el que construyes tu casa, y se va construyendo poco a poco. En cada grupo de minijuegos se iba construyendo una zona de la casa, y luego. Como era un juego multijugador, entonces dependiendo de los puestos en que quedaban te entregaban esa parte de la casa bien hecha o muy dañada. Me gustaba el hecho de que era creativo, se podia hacer trampa molestando el juego de los otros, antes de empezar los minijuegos para construir se podian comprar instrumentos que mejoran tu juego, me gustaba que se podia explorar tu casa en 3D y encontrar dinero en lugares inesperados, que a parte, en cada ronda despues de terminar los minijuegos, habian veces en las que se revisavan y aumentaban los precios de las casas y sucedian cosas inesperadas que hacian que aumentara o disminuyera el precio de la casa o tu dinero para comprar cosas . La verdad siento que es dificil describirlo todo acá pero les recomiendo ver un video del gameplay. Se podria actualizar y generar no solo minijuegos competitivos sino cooperativos. Se podrian agregar nuevos minijuegos, actualizar cosas y demás. Hoy en dia no existe un juego asi y te daba la sensacion de progreso todo el tiempo, algo que hoy en dia no existe.


r/gameideas • • 14h ago

Advanced Idea A rogue lite game where you suppress an Alien Cult in a futuristic city by flying a VTOL strike/transport aircraft.

2 Upvotes

In this game the player flies a VTOL (vertical take off and landing) aircraft around a scifi city as part of a dystopian law enforcement agency. An Alien cult has taken root in parts of the city and it is the player's job to support the local law enforcement in cracking down on it. If you are familiar with Warhammer 40K think Adeptus Arbites and Genestealer Cults, however to avoid legal issues we will not use Games Workshop branded factions. 

The game play will be similar to Sim Copter where ransom mission prompts will appear on the map. The player must fly their VTOL aircraft to the mission location and carry out what ever the task is. Completed missions will give the player requisition points with which to upgrade their aircraft or buy a new one. There will be bonus objectives to some missions that will give the player more points but require extra effort. Each mission will have a time limit and failure to complete it in the given time will result in the Alien Cult growing stronger. 

Unlike Sim Copter the player progresses in a mini campaign similar to a rouge lite. A campaign will start with the player flying a low level VTOL doing low level  missions. The Alien Cult will grow over time, but grow faster the more missions the player fails. As the cult grows the difficulty of their missions will increase and hopefully the player will have upgraded their VTOL fleet to react to the increasing difficulty. If the cult grows too powerful they will start sabotaging/destroying parts of the city. 

The final Tier 4 mission will take place in a state of open rebellion by the cult. Its members will be flying VTOL's and using MANPAD's (man portable antiair defense). The density of the cult's defenses will be determined by how strong the cult was when the Tier 4 mission finally triggers. Below are some of the mission types. The tier level corresponds to how late in the campaign these missions start showing up:

Tier 1

Clean Graffiti - Some one has painted cult / gang signs on part of the city. Get a maintenance crew  to the site or use a fire hose to clean it off.

Bonus - Catch the vandal before they escape

Medevac civilian - A civilian has been wounded and needs to be flown to a treatment center. Several local treatment centers are available.

Bonus - Some civilians will be infected cult members if the player takes a "civilian" who is really a cult member to the Central Police Lab instead of the local treatment center and it turns out to be a cult member there will be a bonus. Taking civilians there will result in normal mission success but no bonus.

Deploy Maintenance Crew - A piece of machinery has malfunctioned in a hard to reach area of the city. Pick up a maintenance worker and get them to the repair site.

Tier 2

Catch Ground Robbers - A recent heist has taken place and the criminals are running to an underground entrance. Deploy police in their way or capture them using onboard weapons.

Bonus - Capturing Cultists and dragging them to the central police station will result in a reward. The same mechanics 

Catch VTOL - Criminals are flying a stolen VTOL, force them to land and capture them. 

Bonus - a bonus will be given if the player forces the VTOL down without damaging it.

Rescue Stranded civilians - A civilian VTOL has crashed in a difficult location pick them up and take them to safety.

Put out fire - A building has caught fire and the player must bring a water cannon to extinguish the hot spots.

Bonus - Some fires are started by arsonists, catch the fleeing arsonist for a bonus.

Pipeline failure - A major resource pipeline has shut down. Scan the nodes of the pipeline to find failure points and drop maintenance workers on them to get the pipeline working again.

Tier 3

Cult HQ Strike - A cult headquarters has been identified. Load special Strike Team officers at local police stations and deploy them around the perimeter of the headquarters. Then support the assault with direct fire.

Bonus - The time between the first strike team officer landing and the last one will determine bonus. If it is too long some cultists may escape

Air Support Officer Down - A police patrol was ambushed by the cult drive off the cult members and take any injured officers to medical treatment.

Bonus - capturing cultists and keeping officer casualties will both give a bonus.

Train Hijacking - The cult is using several VTOL aircraft to hijack a train on the way to the city. Drive off or destroy the VTOL's and land officers on the train to recapture it.

Bonus - Recapture the Train before it gets to its destination ware houses.

Capture Cult leader - A suspected cult leader is traveling in the open. Identify and capture them. The player must have a scanner on board their VTOL. The mission will be an area search where there is one "civilian" that will show up as cult infected. After they are identified the cult leader will run for the nearest underground entrance. The player must capture them before then.

Tier 4

Power Station Assault - The cult has grown bold enough to attack major infrastructure elements like the power station. This will be a combination Fire Fighting, Cult HQ strike, and Air Support Officer down.

Governor's Mansion Hostage Situation- The cult is making a play for the Govenor's ball several people are injured and the cult is escaping with some high profile hostages. These hostages have access codes to vital infrastructure and can not be allowed to be interrogated by the cult.  This will be a combination Medevac civilian, Catch Ground robbers, and Rescue Stranded Civilians.    

Stop Sabotage - Bombs have been placed at several critical locations of the water treatment plant. Identify the bombs with a scanner and drop maintenance workers in to defuse them. The player and maintenance workers will come under attack by cultist ground and VTOL units. There will be several sabotage points that the player must scan. If bombs are detected the player must drop a maintenance worker on it like the  Deploy Maintenance Crew. However there will be cultists shooting back and the player must cover the Maintenance crew until the bomb is defused. Deploying police will help with this.


r/gameideas • • 16h ago

Advanced Idea This is my individual card game, it doesn't use tcg, currency or whatever but rather - - - turns

1 Upvotes

This card game I have an idea is about a card game, but every card is truly unique(maybe). This game doesn't use currency, tcg like or trading but rather uses a seemingly special way of playing, and that is using turns.

Players take 3 cards at start, place 2 cards at maximum and obtain 1 card every round. The cards are depending on the turns you go. For example, if you have a card that needs turn 8 to unlock, you have to go through 7 turns to use that card next turn.

Not onyl that, the game introduces 7 types of attacks. Fire, frost, electric, poison are elememtal attacks which provides different effects. Then, we have normal dmg from normal attacks, explosion dmg from explosives or relevant and tru dmg which only a small portion had them.

This card game also introduces different unique effects to make sure all cards can have different combinations of effects. However, healing, atks and defenses are always the same thing. I was talking about special ones

For example, I have critical which let's you deal 2x dmg next attack. With 20+ of effects and 200+ cards, I had created myself a prototype. Unfortunately, it was thrown by an accident.

This is the random synopsis of my card game " Cards requiem"

The card title is random


r/gameideas • • 16h ago

Complex Idea I can't stop thinking about this concept: A hyper-realistic, anthology-style natural disaster survival game.

1 Upvotes

I’ve had this game idea stuck in my head lately and it’s keeping me awake at night, so I just really need to share it with you guys. Maybe some indie developer out there will see this and actually make it happen.

Imagine a hardcore SURVIVAL GAME built with hyper-realistic graphics and advanced physics—absolutely zero cartoonish or Roblox-style block characters. Pure realism.

The core mechanic would allow you to freely toggle between First-Person (for intense, claustrophobic survival) and Third-Person (to witness the sheer, terrifying scale of destruction).

Instead of one long story, it’s an anthology campaign where each mission casts you as a different character in a different time period. Your goal is simple: survive each catastrophic event from the absolute beginning to the very end.

Here is the mission lineup I envisioned:

• Mission 1: The Ash of Pompeii (79 AD)

• The Incident: The Eruption of Mount Vesuvius.

• The Gameplay: You play a Roman citizen navigating collapsing stone streets in the middle of the day as the sky turns pitch black. You have to manage suffocating air quality, avoid falling volcanic rocks, and make a frantic dash to the harbor before the final pyroclastic surge hits the city.

---

• Mission 2: The Ark Valley Megatsunami (Modern Day)

• The Incident: A 2012-movie-inspired global megatsunami.

• The Gameplay: Fast-paced, high-tech chaos. You play a worker in a mountain valley when early warning sirens start blaring. You have to hotwire a heavy vehicle, smash through automated security grids, and execute a vertical evacuation up a massive structure or cliffside as a miles-high wave swallows the landscape beneath you.

---

• Mission 3: The Torrent of the Himalayas (August 2026)

• The Incident: The Nepal Glacial Lake Outburst and Mudslide.

• The Gameplay: A brutal test of reflexes and agility. Heavy monsoons cause a natural glacial dam upstream to burst, sending a massive wall of liquid mud and boulders down the valley. The ground beneath you is actively liquefying, forcing you to scale vertical terrain as the village is torn apart in real-time.

---

• Mission 4: The Death Zone (Modern Day)

• The Incident: A Mount Everest Blizzard and Avalanche.

• The Gameplay: Slow, agonizing survival focusing on resource management. Trapped high up the mountain, a massive avalanche cuts off your path. Your enemies are a freezing whiteout storm, severe frostbite, and a fading oxygen tank. You must use ice axes and ropes to navigate deep crevasses and find shelter before freezing to death.

---

• Mission 5: The Shaanxi Midnight Cave-In (1556)

• The Incident: The Great Shaanxi Earthquake (The deadliest earthquake in human history).

• The Gameplay: Pure atmospheric horror. A massive magnitude 8.0 earthquake strikes in pitch-black darkness at midnight. The shaking is too violent to stand, forcing you to crawl through a collapsing ancient city. The main threat is avoiding mass entrapment as entire mountainsides slide down, burying thousands of cave homes (yaodongs) under tons of earth.

---

• Mission 6: The Subterranean Trap (2009)

• The Incident: The Nutty Putty Cave Entrapment (Inspired by the tragic story of John Edward Jones).

• The Gameplay: The ultimate test of psychological horror and claustrophobic navigation. You play an experienced caver exploring a popular underground maze. After taking a wrong turn in the dark, you accidentally slide headfirst into a narrow, unmapped downward fissure.

• The Objective: The game shifts entirely to a hyper-realistic, inverted physics puzzle. You cannot turn around or back out. With your flashlight flickering and gravity working against your circulation, you must use highly precise body-shifting controls to inch backward, manage your panic and oxygen levels, and find a way to wiggle free before your body goes into cardiac arrest.

---

• Mission 7: The Unsinkable Labyrinth (1912)

• The Incident: The Sinking of the RMS Titanic.

• The Gameplay: A brilliant contrast of luxury and absolute terror. You play as a third-class passenger or a boiler room worker deep inside the ship. The mission begins not with an explosion, but with a strange, heavy shudder vibrating through the steel hull at midnight after striking the iceberg.

• The Objective: You must navigate from the very bottom of the world’s largest ocean liner to the top deck. The core challenge is dealing with rising waters and locked infrastructure. As the bow sinks, the ship tilts forward, causing water to pour down the grand staircases and long corridors like an indoor waterfall. You have to navigate a maze of flooding hallways, bypass locked gates separating the passenger classes, and avoid floating debris in freezing, crystal-clear Atlantic water before the ship breaks in half and disappears into the abyss.

r/gameideas • • 1d ago

Complex Idea The Ultimate Generational Sports & TCG Collector Sim: A game about dynamic supply, modding support, and building a museum legacy Spoiler

0 Upvotes

I've been developing a concept for the ultimate collector game. The core focus is a deep life, travel, and economy simulation based on the realistic mechanics of long-term card collecting, investing, and passing time—just like in real life.

Here is the complete breakdown of the gameplay features:

* **Dynamic Supply & Unopened Stock:** The game starts in a specific historical year. As in-game years progress, older card sets stop being manufactured and completely disappear from regular store shelves. This allows players to hoard unopened booster packs and boxes as long-term investments to sell them decades later when they become rare vintage assets.

* **Evolving Sports & New Eras:** The market changes over time to match sports history. You might start the game in an era where only traditional sports cards are available, but as decades pass, entirely new sports leagues, tournaments, and international disciplines launch their own official card lines, expanding your choices.

* **Full Modding & TCG Support (Pokémon, Dragon Ball, etc.):** While the base game focuses on sports, it includes robust modding tools (like Steam Workshop support). The community can easily mod in classic pop-culture TCGs like Pokémon, Dragon Ball, or Yu-Gi-Oh. These modded cards will seamlessly plug into the game's core systems, meaning they will also follow the timeline rules, stop being manufactured after certain years, and become ultra-rare vintage grails!

* **Virtual Travel & Direct Shop Access:** You don't waste time walking through huge, dramatic open worlds; instead, the game features a streamlined virtual travel system. With a few clicks on a global map, you can instantly travel to iconic international locations—like a specialized card shop in Japan—and go straight into their inventory to buy exclusive regional packs, singles, and boxes.

* **Global Second-Hand Markets & Negotiation:** Beyond official stores, you can browse online flea markets, local forums, and street meetups to hunt for forgotten boxes or trade with other collectors. When dealing in these second-hand markets, you can bargain with sellers. Some NPCs won't know the true value of their old cards, allowing you to score massive deals, while others will try to overcharge you for hyped players.

* **Generational Progression & Legacy:** Time actually moves forward. When your main character grows old, your entire card collection, money, and properties are inherited by your children, continuing the family legacy through entirely different sports eras.

* **Condition & Grading System:** Cards have realistic conditions (Mint, Near Mint, Played). Players can send their rarest cards to grading companies to get a certified score from 1 to 10. A certified Gem Mint vintage card will fetch an astronomical price compared to a damaged one.

* **Real-Time Sports News & Market Crashes:** In-game markets react to sports events. If an athlete wins a championship, breaks a record, or gets inducted into the Hall of Fame, their cards will instantly skyrocket. Conversely, controversies or injuries might crash their value.

* **Counterfeits & Scams:** The higher the stakes, the higher the risk. When buying high-value cards from sketchy sellers or online auctions, players must inspect the card closely (checking texture, gloss, and print lines) to avoid buying high-quality fakes.

* **The Museum Mechanic:** Once you gather legendary pieces or complete ancient sets, you can donate them to a public museum for prestige, or buy your own private museum. You can charge NPCs entry fees to view your legendary collection, holding the power to decide whether to cash out or let them gain value over generations.

I feel like a simulation that captures the true thrill of the hunt, street bartering, community modding, and generational nostalgia would be a dream come true for card collectors. What do you guys think? What other features would you add?


r/gameideas • • 1d ago

Basic Idea A strategy where you destroy human civilization to recover nature

2 Upvotes

Let's take eco-terrorism absolutely seriously.

I want a strategy game where you get to destroy the artifacts of human civilization to make the world a better place for the wild life. Bulldoze houses, blow up skyscrapers, plow the roads, reforest fields, destroy dams and rewild the rivers. You would start with a built-up and developed map (perhaps based on the real-world locations?) and destroy everything man-made to make way for wild animals and pristine landscapes.
It shouldn't be purely gratuitous violence and it should take some deliberation: the debris and pollution should be adequately handled, and you would have to take care to construct self-sustaining ecosystems. But it shouldn't shy away from "collateral damage" either. After all, we did have natural disasters in games like SimCity etc. Make the player feel consequences of his actions. Make destruction tangible: explosions, crumbling buildings, dust, blood and smoke.

It should be real-time and chill in pace: think RimWorld, where you can occassionally stop and watch the world do its thing. The underlying systems should be quite complex, so that you can see how patterns and secondary effects emerge from your actions, e.g. expect pollution from destroyed nuclear power plant to wreak havoc, or lack of predators to cause herbivore population boom and collapse. You poke the human civilization breaking things until it collapses.

I am a bit surprised that nothing like that exists.


r/gameideas • • 1d ago

Theorycrafting My Game Ideas - Would You Play or Buy Them? Yo guys! I have a few game ideas and wanted to know if you would actually play or buy them if they were made

0 Upvotes
  1. A God of War-style RPG based on the Ramayana
    My first idea is an action RPG inspired by God of War, revolving around the Ramayana, a Hindu cinematic epic. The game would follow Rama’s journey, beginning with his exile and eventually leading to the battle against Ravana in Lanka.
    I’m not Hindu myself, but I’ve read several Hindu religious texts, including the Ramayana, Mahabharata, and Bhagavad Gita. I find these stories interesting and think they could inspire an incredible action-adventure game.
    Obviously, I wouldn’t necessarily adapt every event exactly as it happens in the original text. I’d make some changes to the storytelling, pacing, and certain events to make the experience more suitable for a playable video game while preserving the central story and its important characters.
    Imagine exploring forests, discovering different locations, fighting demons, meeting allies, and facing powerful enemies throughout the journey. The combat could involve different weapons, divine astras, special abilities, and challenging boss fights. The game would also focus on cinematic storytelling, character development, exploration, and large-scale battles.
    The goal would be to create an immersive experience where players actually feel like they’re experiencing Rama’s journey rather than simply watching the story unfold. I’d want the fights to be satisfying, the world to feel alive, and the major story moments to have real emotional weight.
    Of course, adapting a religious epic comes with responsibility, and I’d want to approach the source material respectfully while making the necessary changes for gameplay.

2.Imagine fighting someone while skiing down snowy mountains, surfing massive waves, skating through roads and skateparks, or performing parkour across buildings. You could also go rock climbing, paraglide through the air, use ziplines and vines in jungles, BMX through muddy trails, and sandboard across enormous dunes. Rivers would feature kayaking, while frozen lakes would let players ice skate.
The main twist is that movement and combat happen simultaneously. You wouldn’t just stand still and spam attacks. You’d have to control your momentum, balance, direction, and positioning while dodging opponents and using abilities. One mistake could send you flying off a mountain, crashing into a building, or falling into the ocean.
Combat would feature unique characters and abilities, including dashes, shockwaves, grapples, wind attacks, shields, and terrain manipulation. The environment would become part of every fight, allowing skilled players to use slopes, waves, walls, and obstacles to their advantage.
I’d want realistic, responsive physics so every activity feels different, from carving through snow to balancing on a surfboard. The entire world would connect naturally, allowing players to transition between environments without loading into separate maps.
The goal is to make every fight unpredictable, rewarding both combat skill and movement mastery.


r/gameideas • • 1d ago

Advanced Idea What if every SCP-914 experiment generated something completely new?

0 Upvotes

I have an idea for a future SCP game that could make SCP-914 one of the most unpredictable and interesting machines in gaming.

I'm not a game developer, and I don't know much about coding, but I believe this idea could be technically possible.

Imagine SCP-914 could use generative AI to create entirely new 3D objects, weapons, creatures, and anomalies?

Here's how it would work

1- The player places an object inside SCP-914, such as a weapon,a radio, food, or almost anything else.

2-The player selects one of the five settings: Rough, Coarse, 1:1,Fine,or Very Fine.

3- The machine starts.

And the AI system uses image references from the internet, generates a new 3D model, and assigns it properties and behaviors based on the original object and SCP-914's rules.

4- When the machine opens, the player discovers something completely new.

The most interesting part? Even AI mistakes could become anomalies.

For example:

- gun that fires without making any sound.

- fish that swims through the air. We see that in one of the SCP 914 experiment logs.

- radio that broadcasts sounds from an unknown location.

- weapon that behaves in ways nobody expected.

- completely new creature with strange abilities.

Not every result would be useful. Some be dangerous, others completely ridiculous, just like SCP 914 experiments in the SCP universe.

But what about performance and technical limitations?

I have a few ideas

- AI generate objects would be optional and never required to complete the game.

- Generated content would be temporary and deleted at the end of each match to avoid unnecessary storage.

- There would be limits on the number of generated objects and active AI processes.

- To discourage excessive use, repeated SCP-914 experiments could gradually cause toxic gas leaks, forcing players to stop using the machine or risk dying.

-Generated behaviors would need to run through a controlled system to prevent crashes and security issues.

a real time 3D generation, animation, programming, and multiplayer synchronization would be technically challenging.

But imagine a multiplayer SCP game where players discover anomalies that even the developers never specifically designed.

Every SCP 914 experiment feel like an experiment into the unknown.

What do you think could this actually work, or will it turn into a nightmare to develop and get running smoothly?

I think the second option is the most likely🤣

And Another idea: SCP 294 could be even easier to implement with AI.

Unlike SCP 914, SCP 294 wouldn't need to generate complex 3D models. Players could type almost anything into the vending machine, and AI would interpret the request, generate the liquid's appearance, and assign effects using existing game mechanics.

For example, requesting "a cup of invisibility" could make the player invisible, while "a cup of fear" could trigger hallucinations.

I think This would require a fewe resources than SCP 914 while still allowing thousands of unpredictable combinations.

SCP 294 could actually be the perfect starting point .

And of course, the AI would never have access to or modify the game's core code. It would only generate temporary objects and behaviors within a controlled system to prevent crashes and other technical issues.

As the years go by, it becomes increasingly possible what do you think of this idea?


r/gameideas • • 1d ago

Basic Idea You are an Apple (or other food) trying not to get eaten. Your goal is to become as moldy as possible

6 Upvotes

Think I Am Bread meets stealth-survival. You play as a fresh piece of food (like an apple) in a busy kitchen. Your goal is to survive hungry humans and become a toxic, moldy biohazard.

Gameplay in 3 phases:

  • Fresh: High risk of being eaten. Roll off counters to bruise yourself and find warm, damp spots to catch spores.
  • Spoiled: Too gross to eat. Now humans want to trash you. Shifts into hardcore stealth.
  • Moldy: Go on the offensive! Infect the fruit bowl and fridge before the "Clean Freak" boss arrives with disinfectant.

Features:

  • Classes: Roll and bruise as the balanced Apple, rot fast as the fragile Strawberry, or slide into tight gaps as flat Toast.
  • Mold Skill-Tree: Unlock gross perks like noise-dampening White Fuzz, choking Spore Puffs, or fast Slime Trails.
  • Hazards: Survive the 2 AM Midnight Snacker, the freezing fridge, and snitching fruit flies.

Some Story ideas:

  • Meet the moldy society behind the fridge...
  • Complete sabotage quests to avenge eaten friends and claim the kitchen for the Mold Empire!
  • Rescue trapped kitchen comrades from the freezing fridge before their rot timer stops forever.
  • Discover lost grocery receipts and tragic memoirs left behind by expired snacks to uncover the kitchen's dark history.

r/gameideas • • 1d ago

Basic Idea Welcome to r/Mythborn – A World Forsaken by the Gods!

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0 Upvotes

r/gameideas • • 1d ago

Advanced Idea Engineer Wizards on a journey in basically Minecraft.

0 Upvotes

My inspirations:

  1. Witch Hat Atelier is a beautyfull manga, but what makes it most unike compared to other fantasy stories is that the writer designed the magic system as more of an actual system similar to science. Diferent magic runes have different effects and combining them together creates more complicated spells. Based on the known runes and rules in the story, fans started to create their own spells and build off of each other to make some very complicated and devious hexes.

  2. Minecraft is the biggest game wich fell kinda flat for me even tho its every part interests me. I remember when i was a little kid and my friend first showed me them playing, i was excited and curious to see what was beyond the exciting looking mountains near his base, i kept nagging him until he went and check, but there was nothing special beyond the peaks, except for a deep canyon wich again i wanted to see.

I would love to explore in minecraft, but the intended gameplay binds you to one relatively small area. And even if i use creative mode to explore, the same infinitely looping forest gets boring quick (i know there are diferent bioms, thats not the point)

The most fascinating part of minecraft for me was allways the systems and machines people came up with that werent even tought about by the developers and how they pushed redstone and other mechanics to their limit. And also how people worked together in servers to create massive mind blowing buildings and systems.

  1. The age of exploration. It must have been insane when the world map started to expand, when people set sail they might have encountered brand new continents, unknown civilisations and animals. I love stories wich turns this up to the max like King Kong and the Lost World.

The Game:

So it is a sandbox where you can freely build and gather resources, but the mechanics support the creation of more complex machines, vehicles and weapons are up to your creativity combined with the spell writing system to manipulate the enviroment, build tools and fight. The spells could be created thru specific ingredients, crystals and plants and the more special or abudant your ingredients are the stronger or lasting your magic will be. And some ingredients for speicifc spells can only be aquired after already accumulating less rare items.

Its multiplayer and many of the increasingly dangerous opponents and challenges can eventually only be overcome by working and building together.

Its incentivised to travel wast distances and explore (eventually you can put down portals that lead back to home, you can build airships as your base etc) by scattering important resources far from each other, and behind bossfights.

The world also has diferent biomes and enviroments but their distribution is more similar to real life as in they are in larger chunks or massive islands/continents.

All of the diferent lands have diferent creatures and monsters, the more dangerous ones drop increasingly powerfull/usefull items that are needed to defeat the even bigger ones.

If there are NPCs and already existing buildings or ruins, i would love to create a grander backstory to the world, wich again can only be pieced together if people travel around and explore.

The main point of the game would be for people to work together to overcome challenges thru free creativity.


r/gameideas • • 1d ago

Basic Idea X WAYS TO MURDER ANYONE // What if a classic Rio favela went silent overnight — and something was still there?

1 Upvotes

An indie psychological and cosmic horror game set in a fictional Brazilian neighborhood.

Imagine waking up in your bedroom and realizing something is terribly wrong.

No voices outside.

No motorcycles passing by.

No music coming from your neighbors.

Not even the sound of animals.

Just silence.

And your two cats are missing.

Where did everyone go? And why does it feel like something is still there?

The Story

Meet Carlos, a 35-year-old security guard living in Vale do Encanto, a fictional hillside neighborhood in Rio de Janeiro, Brazil.

Carlos is an ordinary guy with an extraordinary amount of baggage. He's funny, sarcastic, passionate about football, video games, and animals, and once dreamed of becoming a football journalist.

But life hasn't exactly gone according to plan.

After a particularly difficult period, Carlos falls asleep in his bedroom.

When he wakes up, his entire neighborhood is deserted.

The lively community he has known his whole life — once filled with conversations, street football, parties, motorcycles, and everyday chaos — has become impossibly quiet.

His cats have vanished.

His phone has no signal.

The internet is gone.

And there is no one around to explain what happened.

So Carlos does the only thing he can think of.

He goes looking for his cats.

What begins as a simple search gradually becomes something much stranger.

A Brazilian Setting You Rarely See in Horror Games

The game takes place in Vale do Encanto, a fictional neighborhood inspired by the hillside communities surrounding Rio de Janeiro's Tijuca Forest.

Picture narrow alleyways, steep staircases, rooftops, small bars, football courts, tightly packed houses, and dense Atlantic rainforest surrounding the neighborhood.

I want the environment to feel like a real community with its own identity, memories, relationships, and stories.

Not just another abandoned town.

A place that was once alive.

And a place where its sudden silence feels deeply unnatural.

No Traditional Monsters. No Endless Jump Scares.

My goal is to create horror through atmosphere, exploration, environmental storytelling, and the fear of the unknown.

The game will feature:

  • First-person exploration through interconnected streets, houses, rooftops, and forest paths.
  • Semi-linear progression, with optional areas and stories to discover.
  • Environmental storytelling through photographs, notes, objects, and traces of everyday life.
  • Psychological and cosmic horror, where not everything can be explained by the protagonist's state of mind.
  • Minimal dialogue, allowing silence and environmental sounds to carry much of the experience.
  • A mystery that changes how you interpret earlier events.

And perhaps most importantly, I don't want every object to be a clue or every memory to be tragic.

Sometimes a photograph is just a happy memory.

Sometimes a forgotten toy is just a forgotten toy.

And sometimes the smallest details tell you more about a person than an entire conversation.

Three Versions of the Truth

One of the central ideas behind the story is simple:

There's the truth you experienced.

There's the truth someone else experienced.

And there's what actually happened.

Those three versions don't always match.

Carlos has his own memories, assumptions, regrets, and blind spots. As players explore Vale do Encanto, they may discover information that challenges what they initially believed.

But the game won't hand out every answer.

Some mysteries are meant to be understood.

Others are meant to stay with you.

Inspirations

I'm drawing inspiration from games and stories such as:

  • Silent Hill — psychological atmosphere and unsettling environments.
  • Dark Souls / Elden Ring — fragmented storytelling and environmental discovery.
  • Resident Evil / Fatal Frame — meaningful exploration of familiar locations.
  • The Stanley Parable / Portal — curiosity and unconventional narrative design.
  • Stray — dense, interconnected environments and vertical exploration.
  • Shutter Island — a story that can feel completely different once you know the truth.

I'm not trying to recreate any of these experiences. I want to combine some of the things I love about them with a setting and story that feel distinctly Brazilian.

The Reality of Development

I'm an aspiring solo indie developer, currently in the concept and narrative-design stage, with no budget.

I know this is an ambitious idea, especially for a first project.

My plan is to start small: build a playable prototype featuring Carlos's house and a few streets of Vale do Encanto, then expand only if the core experience works.

Right now, I'm focusing on the story, the characters, the world, and what would make the game genuinely interesting to explore.

I'd Love Your Feedback

I'm sharing this because I'd love to hear from horror fans, indie developers, and anyone who enjoys mysterious, story-driven games.

Would you play a horror game where your first objective is simply to find your missing cats in a completely deserted Brazilian neighborhood?

And more importantly:

Can silence, atmosphere, and a compelling mystery be scarier than monsters?

I'd love to hear your thoughts, even if they're critical.

X WAYS TO MURDER ANYONE is currently a concept in development. No release date or playable build


r/gameideas • • 2d ago

Basic Idea Some kind of galactic boxing game in a dystopian sci-fi universe.

2 Upvotes

I’ve been playing a lot of Star Wars: Galactic Racer and classic Super Punch-Out!! lately, and it hit me: why hasn't anyone made a straight-up, realistic boxing simulator set in a gritty sci-fi or dystopian galaxy?

I don't mean a generic 2D fighting game like Street Fighter or Mortal Kombat with fireballs. I mean a mechanical, tactical boxing game centered around stamina management, rounds, referees, and strict ring rules—but your opponents are diverse alien species, and the arenas are spread across the galaxy. In some dystopian or underworld circuits, there might even be "death match" rules where the ref looks the other way.

Here is how the core systems would work:

  1. The Core Progression (The Galactic Circuit)

You start as an underdog fighter on the rim of the galaxy.

Your goal is to travel from planet to planet, climbing the local ranks to win the planetary belt.

Winning a planet's championship unlocks the hyperdrive coordinates to the next system, eventually leading you to the high-stakes, glittering arenas of the Galactic Core World.

  1. Species Classes & Adaptations

Instead of generic weight classes, fighters are categorized by biological classes, each offering unique tactical advantages and disadvantages:

Heavy Iron-Hides (High Durability / Low Speed): Massive, heavily armored species that can absorb a brutal amount of punishment and deliver devastating block-breaking hooks, but their stamina recovers slowly.

Avian/Leptons (High Speed / Fragile): Ultra-fast, multi-jointed fighters who rely on rapid jabs and flawless footwork to slip punches. They can't take a heavy hit to the chin without risking an instant daze.

Amphibious/Regenerators (High Stamina / Average Power): Biologies built for endurance. Their stamina bars refill rapidly between rounds, allowing them to drag fights into the later rounds to exhaust the opponent.

Humans (The Adaptable Tacticians / "Jack of All Trades"): Humans lack the raw armor of an Iron-Hide or the sheer speed of an Avian, but they have the most balanced stamina curve in the game. Their unique trait is "Tactical Adaptability"—they suffer fewer penalties on high-gravity or low-oxygen worlds, and they gain a momentum boost when successfully executing counter-punches, allowing skilled players to adapt to any opponent. However they Excel at nothing. Pretty much the starter class to learn or for folks who can't deal with the nasty traid offs of the others or role players that don't like being other species so it's important to get this one right the most since many ppl will chose one to feel themselves in the game.

  1. Planetary Variables (Environmental Modifiers)

The planet you fight on fundamentally changes the physics of the match, forcing you to adapt your strategy or train differently:

High-Gravity Worlds: Punches fly slower and consume twice as much stamina. Heavy species are grounded and sluggish, giving lighter, agile species an opening—unless the heavy fighter lands a single, gravity-assisted body blow.

Low-Atmosphere/Arid Worlds: Stamina regeneration is cut in half due to thin oxygen. Fighters have to pace themselves heavily, turning the match into a tense, psychological chess game of single, precise counters rather than aggressive combos.

  1. Narrative Stigmas & Interstellar Politics

Your choice of species and your background affect how the galaxy treats you:

The Underdog Stigma: If you play as a species historically marginalized or disliked on a specific Core World, the crowd will boo you, reducing your momentum gain. The referee might also count slightly faster when you get knocked down, or be incredibly strict on clinches.

The Underworld Favor: If you fight dirty in the outer-rim lawless rings to please local crime syndicates, you earn quick cash for gear upgrades, but corporate sponsors on civilized planets won't sign you, limiting your access to top-tier training facilities.

  1. Skill & Balance

Ultimately, it’s a game of skill. A perfectly timed slip-and-counter system means a human or lightweight boxer can absolutely dismantle a massive, multi-armed alien colossus—provided they manage their stamina perfectly, read the opponent's tells, and exploit the environmental gravity to their advantage.

What do you guys think? What kind of alien boxing archetypes or planetary rules would you want to see in a game like this?


r/gameideas • • 2d ago

Game Jam The Shattered Realms: An Open-World Fantasy RPG with Magic, Dragons, and a Living World

1 Upvotes

The Shattered Realms is an ambitious open-world fantasy RPG concept built around exploration, diverse monsters, magical combat, legendary creatures, and a living world where player choices can change the fate of entire kingdoms.

A Vast and Living World

Imagine a world filled with human kingdoms, an orc kingdom, floating islands in the sky, underwater civilizations, and a mysterious mountainous Dragon Kingdom. Every region has its own creatures, cultures, resources, politics, and secrets. Day and night, weather, trade, and world events influence exploration and gameplay.

The world is inspired by the monster variety of The Witcher 3 and Monster Hunter, the combat depth of Elden Ring and Dragon's Dogma 2, and the freedom of Skyrim. However, the goal is to combine these elements into one coherent experience.

Six Classes and Unique Combat Styles

Players can choose between six classes, each with distinct weapons, combos, movement, and abilities:

  • Warrior: Long and short swords, powerful sword combos, and magic-infused strikes.
  • Mage: Staves, magical seals, and spellbooks, specializing in powerful elemental spells.
  • Assassin: Dual daggers or a small pickaxe-like weapon, emphasizing agility, evasion, and fast attacks.
  • Archer: Bows and crossbows, enhanced with magical arrows and ranged abilities.
  • Knight: Spears, reach, precision, and magical techniques integrated into weapon combat.
  • Fighter: Enormous hammers and hybrid hammer-axes, delivering heavy attacks and destructive skills.

Magic is not exclusive to the Mage. Every class can combine magic with its own fighting style, allowing players to create unique builds rather than being restricted to ordinary physical attacks or basic spells.

A Deep Magic System

Players can explore magical schools such as Fire, Ice, Lightning, Water, Sun, Darkness, Light, Shadow, Nature, Stone, Space, Dragon Magic, and Forbidden Demon Magic.

Each school has its own skill tree, powerful abilities, rare spells, and progression. Players discover new techniques through difficult quests, powerful teachers, and legendary monsters. Some magic can transform ordinary weapon attacks into spectacular magical techniques, while other abilities unleash devastating spells.

Forbidden Demon Magic offers extraordinary power but carries consequences, affecting relationships, reputation, quests, and even possible endings.

Monsters, Dragons, and Legendary Hunts

The world contains a huge variety of creatures, from orcs, ogres, ghouls, vampires, and jinn to griffins, demons, dragons, and unique mythical beings.

Some legendary creatures exist only once in the world. Defeating them permanently changes the world, while special locations allow players to replay their battles without receiving the original rewards.

Mounts include horses, wolves, bears, griffins, and dragons. Obtaining a dragon requires a challenging quest involving the Dragon Kingdom, rare magical items, and a dangerous encounter rather than simply purchasing one.

Hunter Organizations and Team Management

Every kingdom has a Hunter Organization where players can accept missions, hunt dangerous creatures, purchase equipment, meet rival teams, and recruit new hunters.

Players can adventure alone or build their own team. Each recruit has a personality, interests, loyalty, equipment, and independent progression. Members can undertake separate missions and return with experience and loot, while the player must personally participate in the most dangerous hunts.

Teams have leaders and deputies, and rivalries can emerge over leadership. Team progression, tournaments, missions, and achievements influence reputation and unlock new opportunities. Death can have lasting consequences for team members, making difficult hunts meaningful.

Equipment, Progression, and Exploration

Weapons and armor come in different tiers, from ordinary equipment to unique legendary items with hidden effects. Rare materials allow powerful equipment to be crafted, while legendary gear can be discovered through exploration, difficult quests, and monster hunts.

Character levels, magical development, equipment, weapon skills, and passive abilities all contribute to building a character. Resources and trade prices vary between kingdoms, creating additional reasons to explore and interact with the world.

A Story Shaped by Your Choices

Centuries ago, a legendary warrior united the kingdoms and sealed the gateway to the demonic realm. After his death, the alliance collapsed, and the ancient seals began to weaken.

The player begins as a farmer's child whose life changes after a tragic encounter with a demon. As the story progresses, the player discovers a conspiracy involving kingdoms, powerful demons, and the return of an ancient threat.

The world does not simply wait for the player. Ignoring major crises can allow invasions, destroy regions, and change political power. Alliances, rivalries, dialogue choices, and personal decisions influence how characters and kingdoms respond.

The story can lead to multiple endings: uniting the kingdoms, losing to the demonic invasion, surviving in a divided world, pursuing a dark path toward power, or sacrificing everything to seal the demonic gateway.

The Main Goal

The goal is to create a fantasy world that feels alive, where exploration, monster hunting, magical combat, weapon mastery, team management, politics, and meaningful choices are deeply connected. Players should be able to create their own playstyle, discover legendary creatures, build relationships, lead hunters, influence kingdoms, and shape the world's future.

This is only an overview of the concept. I have many additional ideas and detailed systems for the world, classes, magic, monsters, quests, progression, and story that I could not include here.

I am open to collaborating with anyone interested in this concept, including game designers, writers, artists, programmers, and other developers. I would love to discuss the ideas, hear feedback, and explore how this concept could be developed further with the right people.


r/gameideas • • 2d ago

Basic Idea How about a underground street racer just hear me out first

1 Upvotes

It’s online or story mode free roam ,but you only meet up at night time or risky day time races more people more cops and I mean meet up.Get out your car look at everybody else’s cars like a scene fast and the furious 1 ,choose a rank to race what ever your car can race at meaning builds like street car x. cops busting the meeting and we have to get away or, at are shop we can walk around or a little outside and custom characters money buys cloths and cars or we can steal them or pink slips real ones online special party hidden shops
The graphics don’t have to be killer but that would be a plus pedestrians walking around maybe some side gigs when you’re doing story mode and bring back sponsors and photo shoots like need for speed underground 2 and the sponsors don’t have to be real they can be like endgame sponsors how like you see billboards of them so it kind of makes it real in the game. He cannot see the copyright other you know real sponsors maybe have the ability to have an apartment and a shop for girlfriend and customize car girlfriend gives you special abilities like boost like SRS


r/gameideas • • 2d ago

Basic Idea Game idea about chess, bullying, and how to get over with it

0 Upvotes

I dont really know if anyone would see this, but I had a game idea while I was sleeping, and I decided to post here in case anyone is interested in developing it.

The game involves a chess board game that resembles a school's hallway, and you play as a chess piece, which is a pawn, and the objective is to get to the end of the board while dodging other pieces and obstacles in the way. There might be chances that you play as a different piece throughout the game and face more challenging puzzles, but the game tells a story.

Sam, a 10th grader and a chess prodigy, has to endure high school as well the main problem, which is "bullying," which is a popular thing at school. He has to go through all types of bullying, such as physical, verbal, and mental,

and face types of students coming in his way.

The game idea reflects on myself, too.

3-4 years ago, when I started 10th grade at high school, I had to endure with bullying, which I had never experienced before, and it broke me, but after graduating to college, I realized that all of my bullies were my biggest friends I had, because I interacted with them a lot on my school year. One of my bullies even came to my university to meet up with me. Truly, there are no enemies, just people who care about me and wanted my life to go better.

If anyone I interested in making this a game,

DM me at Discord:nazuna_hiwatashi

And dont forget to credit me too of course course


r/gameideas • • 2d ago

Advanced Idea Could someone make a nhl/ ea sports style bandy game!

0 Upvotes

Hey everyone!

I am a huge fan of the sport of bandy (which is like ice hockey but played with a ball on a massive football-sized ice rink). I am really tired of not having an EA Sports or NHL-style video game for this amazing sport, so I want to pitch this detailed idea to anyone who loves making sports games and wants a unique project. Since bandy is mostly popular in Sweden, Russia, Finland, and Norway, it is kind of unknown globally, but the gameplay potential is massive!

Here is how the game should work:

- Perspective: The camera should be a 3rd-person 'Be-a-Pro' style camera, positioned right over and slightly behind the player you are currently controlling. When you pass the ball, the camera smoothly transitions to focus on the next player.

- Physics and Skating: It needs to use realistic ice physics. I want that heavy, drifting, and high-speed skating feel from the EA Sports NHL games, where players slide when they turn and leave skate marks on the ice.

- Game Modes: It should feature a Present Day mode with current top teams, but also a 'Legends Mode' featuring historic bandy icons playing in a modern setting. For example, legendary Swedish players like Lars Fall, Pelle Fosshaug, and 'Snoddas' Nordgren.

- Stadiums: It should feature iconic bandy arenas, specifically 'Studenternas IP' (Studan) in Uppsala, Sweden, where the club IK Sirius plays, complete with realistic crowds, floodlights, and winter atmosphere.

- Platforms: It would be awesome if a game like this could be released on Steam for PC, or even consoles, so fans worldwide could finally play a proper bandy simulator.

If any game developer or indie studio is looking for a fresh sports game concept with a passionate community waiting for it, please consider making this a reality! I've even started testing basic ice physics and camera movement in Godot on my laptop, so I know the core skating foundation feels incredibly fun. Let me know what you think!

And just to let you guys know this is very much i am asking for so do it if you have some time.


r/gameideas • • 2d ago

Basic Idea Game where you deliver player-made letters through absolute hell in order to be able to make mail yourself.

3 Upvotes

Played a game called “kind words” and received a stupid letter recently. Sparked an idea in my little sponge brain: what if the mailman went through hell and back just to deliver u that mail that says “u like eating food?”

Gameplay loop/story idea:
Internet died. ppl needs the dopamine or they die. You must deliver the letters before you die of boredom

(Text and info gotta be short like this.
Future ppl’s attention span can’t handle reading unless it’s written like a haiku)

Gameplay loop:
A player makes a letter asking either a question or a response to a letter they got > then random players get assigned to deliver it and are sent outside the world where they must trek through and fight or evade different monsters, do side missions to keep the post office systems working/get extra rewards, and finally deliver that damn letter. The rewards lets u buy cool stuff. (Obviously)

Other ideas (just some stuff im throwing on the wall):
-Time limit is the dopamine in your head. Increase it by doing fun stuff like killing enemies and breaking things
-the world is in ruins
-you can buy the option to send drawings or items to randoms.
-decorate your little safe room
-4 player co-op
-delivering letters lets you make letters for others to deliver as well.
-u can check and open the letters you’re currently delivering. Minus rewards for tampering tho, but gives dopamine!
-you can see the status of your letters via an in-game delivery app. U can see players fail or succeed via a minimalistic gps style interface
-door dashing food to live?
-if player fails to deliver, u gotta wait for a delivery reattempt.
-mailman rating system! Try to get 5 stars

Whole game don’t gotta be based on some dopamine crazed world, or anything I just said. idk i’m just sharing my ideas for yall to use. I think it’s got potential!


r/gameideas • • 2d ago

Theorycrafting My Game Ideas – Would You Play or Buy Them? Yo guys! I have a few game ideas and wanted to know if you would actually play or buy them if they were made.

0 Upvotes

My Game Ideas – Would You Play or Buy Them?
Yo guys! I have a few game ideas and wanted to know if you guys would actually play them or possibly buy them if I or someone else made them. These are just ideas right now, and I’d genuinely appreciate honest opinions on whether they sound interesting or worth buying.
1. A God of War-style RPG based on the Ramayana
My first idea is an action RPG inspired by God of War, revolving around the Ramayana, a Hindu cinematic epic. The game would follow Rama’s journey, beginning with his exile and eventually leading to the battle against Ravana in Lanka.
I’m not Hindu myself, but I’ve read several Hindu religious texts, including the Ramayana, Mahabharata, and Bhagavad Gita. I find these stories interesting and think they could inspire an incredible action-adventure game.
Obviously, I wouldn’t necessarily adapt every event exactly as it happens in the original text. I’d make some changes to the storytelling, pacing, and certain events to make the experience more suitable for a playable video game while preserving the central story and its important characters.
Imagine exploring forests, discovering different locations, fighting demons, meeting allies, and facing powerful enemies throughout the journey. The combat could involve different weapons, divine astras, special abilities, and challenging boss fights. The game would also focus on cinematic storytelling, character development, exploration, and large-scale battles.
The goal would be to create an immersive experience where players actually feel like they’re experiencing Rama’s journey rather than simply watching the story unfold. I’d want the fights to be satisfying, the world to feel alive, and the major story moments to have real emotional weight.
Of course, adapting a religious epic comes with responsibility, and I’d want to approach the source material respectfully while making the necessary changes for gameplay.
2. An original anime-style fighting game
My second idea is an original fighting game inspired by Roblox battleground games such as The Strongest Battlegrounds and Jujutsu Shenanigans.
What I find interesting about these games is their combat systems. Players have a few basic moves, but combining them in different ways allows them to create complex combos, counter opponents, and develop their own fighting styles.
I’d like to take that idea and combine it with the brutality and impact of Mortal Kombat, while creating my own original characters instead of simply using existing anime characters.
The basic combat system would have four regular moves and four ultimate moves for each character. However, I wouldn’t want the game to feel limited just because there are only a few buttons. The real depth would come from combining attacks, movement, dodges, launches, counters, and other mechanics to create different combos.
For example, a player could launch an opponent into the air, follow them with another attack, slam them into the ground, and continue the combo before the opponent gets a chance to recover. Different characters would have different ways of fighting, so mastering one character wouldn’t automatically make someone good with everyone else.
I’d also love to include environmental destruction, inspired by Jujutsu Shenanigans. Imagine fighting across a city while buildings get damaged, walls break apart, and the arena changes as the battle progresses.
The characters would have original designs, personalities, abilities, and fighting styles. Some could focus on speed and combos, while others could specialize in grappling, powerful attacks, counters, or controlling the battlefield.
I’d want the combat to be easy to understand but difficult to master, allowing beginners to have fun while giving experienced players plenty of room to improve.
The overall goal would be to create a fighting game where battles feel chaotic, creative, and satisfying, without sacrificing competitive depth.
So, which idea would you actually want to play?
Would you rather experience an epic adventure based on the Ramayana, or fight other players in an original battleground-style game with brutal combat and destructible environments?
Would you actually spend money on either game if it was made well? What features would convince you to buy it, and what would make you lose interest?
I’m interested in hearing your honest opinions, including criticism. I know both ideas would take a lot of work to develop, but I’d like to know whether people would genuinely be interested in playing them before deciding which one to pursue first.


r/gameideas • • 3d ago

Basic Idea First person base builder with exploring/survival BUT

1 Upvotes

Imagine the game , kinda like Supreme Commander, where you build massive turets, rigs, resource gathering stations, power plants,even factories , but in a first person,Setting cold be scifi or even modern.For example, you are a space traveler, who crashes/arrives on distant planet (how original I know) which on a first glance looked suitable for life but not populated, but after a while you discover that there are hostile creatures,maybe even robots or humans, which you have to defend your base from.you have to survive ,build a base,explore and gather resouces , progress the tech tree, where you discover even better weaponry, like artillery,radars,AA, lasers,etc.Different byoms,like dessert,hills,snowy walleys, Day - night cycle.kinda reminds of Osiris New Dawn if I think about it, but more focused on base building and its maitainance. Story could be, that humanity is looking for new home.Main purpose of the game is to survive curtain amount of time until other colonists arrive , and to destroy hostile force base , to cleam the planet and make it safe to live on


r/gameideas • • 3d ago

Basic Idea Game Concept: "Beyond the Dream" — A story about saving the one you love. (Free to use for indie devs)

1 Upvotes

Hi everyone!

I'm not a game developer, but I've always loved games and stories that hit you right in the heart. Recently, I came up with a concept and worked with an AI to generate some concept art to bring my vision to life.

Since I don't have the skills to make this game myself, I've decided to put this idea out into the world completely free to use. If any indie developer wants to take this concept, change it, or use parts of it — please go ahead. I just want to see this idea live.

Here is the pitch:

Title: Beyond the Dream

Genre: Action-Adventure / Platformer (Mixing the epic combat of God of War with the witty, cinematic traversal of Uncharted).

The Story:

A young man's girlfriend is in a coma, kept alive in a glowing cryo-pod. A mysterious AI tells him that the only way to wake her up is to collect four ancient artifacts: the Golden Comb from the Underwater Kingdom, the Angel's Halo from the Celestial Realm, the King's Staff from the Jungle, and the final Stone Heart from the Underworld.

The Protagonist:

He is not a chosen one or a soldier. He is just a regular guy who is sarcastic and uses humor as a coping mechanism. He is equipped with a high-tech gauntlet that transforms into a blade (for melee), a grappling hook (for parkour), and an energy blaster.

The Core Feature (The Emotional Hook):

Between levels, the hero returns to the lab, sits by the pod, presses his head against the glass, and talks to her. He tells her about the monsters he fought and the beautiful places he saw.

The dialogue changes depending on how much damage the player took. If you barely survived the jungle, he comes back exhausted and covered in scratches, trying to reassure her that "it's just a scratch." The game never explicitly shows if she can hear him, but the medical monitors sometimes flicker in response to his voice.

The Ending:

The game ends with a quiet "Echo" moment. She doesn't magically open her eyes. The pod opens, but she just breathes deeper. The AI confirms she is out of the coma and just sleeping normally. He sits by her bed, holds her hand, and says: "It's okay. I'll wait. I'm not in a hurry."

Feel free to leave feedback or ask questions! And if you are a dev and want to use this — go for it. I would love to play it one day.