Game Design


1. Game Mechanics :

Save and Load: the ability to save the and load the current state of the game, only available in easy and normal mode. The player can access their remote inventory using TAB, the player is also able to turn valves and levers allowing them to interact with the map to access new areas of the map that they wouldn't be able to interact with. The player is rewarded for exploring the site by gaining items they otherwise wouldn't find if they didn't go out of their way to actively find

2. Genre :

Indie Horror Game

3. Platform and Controls:  

PC: WASD = Moving   TAB = inventory   H = save   SHIFT = Sprint Spacebar = Blink  Left Click/E interact

4. Avatar :

Late 20’s, has a beard, anomalous ability to save and load the game at any time (unless on hard or apollyon mode) despite the hell he goes through daily still enjoys their job

5. Camera Perspective :

First Person, builds tension in the player with the restricted view of the game unable to see anomalies lurking one room ahead 

6. Goals and Scores  

You are aiming to escape the facility whilst avoiding all Anomalies inside, the player is rewarded with higher level chips that are used to further progress inside the facility

7. Progression and Variety  

New and different anomalies will present themselves the longer the player plays and progresses

8. Tension and Rest

The Player will have to find rooms (Marked on their S-Inv) so the player wont spent an hour to find a singular room to complete an objective

Tension is built by the lingering fear that any time the player could be attacked by an Anomaly or a rogue DI

9. Obstacles and Penalties  

If the player dies on easy or normal, the player is able to re-load a save however hard mode makes it so the player is only able to save at terminals and on Apollyon mode the player is unable to save so the player must survive without dying 

The player must complete their objectives to progress in the game

10. Resources  

The player is able to pick up level chips that correspond to the ranking of the foundation, the higher the chip level the more access to locked doors open up

Anomaly items can also be found inside the facility that the player can actively use against the anomalies to survive

11. Decisions  

The player can choose to follow the order of the CTF Foundation or betray them and assist the anomalies
Carmine Mask will "assist" the player throughout the game

12. Storytelling  

Game and cutscenes the escalate the plot forwards (Statuethral's first apperancee)

13. Art Direction and Style  

Low poly and heavily inspired by SCP: Containment Breach

14. Sound Design  

Creepy ambience, sudden thuds, screams of death, Statuethral destroying doors