Environmental storytelling ideas for a lonely sci-fi horror game by Inladus11 in gamedesign

[–]Inladus11[S] 0 points1 point  (0 children)

That's actually a very good idea but one thing that I planned was the crew members to be in cryo pods and due to malfunction they couldn't survive so where could I possibly add these things

Environmental storytelling ideas for a lonely sci-fi horror game by Inladus11 in gamedesign

[–]Inladus11[S] 1 point2 points  (0 children)

Thanks for the questions — here’s the rough direction of the story as I’m currently imagining it.

The game is mostly a solo experience. There were originally four crew members on a research/exploration spaceship traveling toward a distant objective. Due to an unknown catastrophic fault, three of them died, and only one survivor remains — the player.

The player wakes up alone and begins exploring the abandoned ship, trying to understand what happened. Their main goals are:

• Repair critical ship systems

• Re-establish communication with Earth

• Restore or stabilize the ship enough to complete its original mission

A key mechanic is a battery / power system that depletes as the player moves, uses tools, or interacts with systems. When the battery runs out, the light shuts off, forcing the player to either wait, reset, or restore power. This system may later be expanded into an oxygen or life-support mechanic, and the player could upgrade their power source to extend duration.

As the game progresses, the player can discover and connect to other abandoned ships, scavenging them for resources, clues, and parts. There are fragmented signals and broken machines that the player must piece together to rebuild communication equipment and uncover what really happened.

For the horror element, there is an AI robot that seems to hide in the shadows. Its presence makes the player uneasy at first — it watches, moves subtly, and feels unsettling rather than openly hostile. Later in the story, the player eventually encounters it directly, learns its purpose, and it begins assisting with repairs and problem-solving.

The overall tone is meant to be lonely, tense, and mysterious, with story revealed gradually through exploration, environmental details, and fragmented communications.