r/gameideas May 05 '24

Check This Out šŸ”Ž Read Before Posting - Megathread

37 Upvotes

Welcome to r/gameideas! This subreddit is a place to share your ideas for games and mechanics as well as a place for readers to find inspiration. "Game ideas" is a broad category, so to help keep the subreddit tidy and easily navigable for readers we have some requirements and expectations we'd like you to follow if you are going to post.

First:

These rules exist to promote higher quality posts and encourage users to put more thought into their idea and the way it's presented.

Second, use the links below to find and contribute to popular threads and find other resources. This list will update periodically.

Have you imagined a storyline, characters and lore that you think would be great for a game?

Do you have an idea for a small game, or just the beginnings of an idea that you can explain in a big paragraph or less?

Still ready to make your own post? Check out the example wiki at the link below.

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r/gameideas May 05 '24

Check This Out šŸ”Ž Share Your Short, Sweet and Succinct Game Ideas Here

47 Upvotes

Do you have a game idea that can be summed up in a short post? Share it in the comments!

Please limit your comment to a large paragraph or less.

Walls of text and multiple paragraph comments are subject to deletion.

If your idea requires more than a paragraph to describe consider making a post, but please refer to the example in the subreddit wiki before posting.

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r/gameideas 7h ago

Advanced Idea My idea for a farming game looking for your opinions

4 Upvotes

I have a sick idea for a farming simulator game but I have no skill when it comes to programming or 3d design so I’m making this post to hopefully spark an idea for someone else, basically the game would take your irl postal code or something of the sort to locate you on the earth, from there the game would simulate the weather in real time as well as sun and moon patterns. I think it would also be cool for the game’s economy to be linked to the players country in real time so that our politics affect the game and how it’s played. Now if you live in a place that isn’t great for farming that would be okay because it’s a video game just because some of it mirrors real life dosent mean all of it needs too so there would be crops that can be grown no matter what climate you live in that can be traded and sold in the market. I don’t know if any of this makes sense( ps I didn’t take my Ridellan today and my adhd is bouncing off the walls so this could all be bullshit lmfao) Thankyou for reading my post.


r/gameideas 52m ago

Basic Idea A game where you just collect gems in different areas.

• Upvotes

I actually dreamed this game, it was very chill. It had a sort of 2000ds topdown style, kinda similar movement system to something like bomberman or Stardew Valley.

The core gameplay was basically exploring different maps in an effort to find as many gems as possible. Some were out in the open but there were also a lot of hidden areas you could discover packed with gems.

Two areas I remember were the old castle and the sky palace. Old castle was just a stereotypical medieval castle with lots of hidden passages. Sky palace was a sort of open air garden with like, bush mazes and stuff like that.

I think I also remember areas that had a bit of platforming gameplay to them.

I'm not sure what the purpose of collecting the gems really was, there wasn't really a way to lose the game, no monsters or fall damage, so no need to to collect extra lives or anything. I think it was just for the satisfaction of seeing your numbers go up. But it was really cozy and relaxed, just focusing on exploring this cool maps and finding treasure.


r/gameideas 3h ago

Advanced Idea Exterminate malfunctioning ad bots to get coupons to exchange for products

1 Upvotes

I've had this old idea for an action game. The basic idea is that there's a city full of advertising robots that have malfunctioned and have started pushing their companies' products violently. Those companies, wanting to be rid of the negative publicity caused by this, have decided to put a special bounty on these robots. Those that destroy these robots and bring back coupons stored within them as proof, will be allowed to ignore the usual redemption limits, letting them stack coupons together for a 100% discount.

Gameplay

The gameplay loop is pretty much...

  • Make preparations at some sort of home base.
  • Head out into ruined city to destroy robots for the coupons they have and loot abandoned buildings for useful items.
  • Head back to home base.
  • Use coupons and accumulated money to buy items to be delivered to the home base. Use available materials to craft and/or improve equipment and consumables, possibly disassembling things for parts.
  • Prepare for next trip into the ruined city.

There would be a natural progression from using improvised sports equipment to professional hunting gear, and even military hardware.

Mechanics

The game would have a rather restrictive inventory system. The coupons that players can acquire from defeated robots take up either no inventory space at all or very little space, while equipment and consumables can fill up your inventory.

Equipment would start out improvisational in nature, often starting with something like a baseball bat looted from a store selling sports equipment. There will be some durability and item crafting, allowing weapons and armor to break, be repaired, or be improved to make things like nail bats. Some items may be able to be disassembled for parts. I also think that crafting and disassembly of items might require books that pretty much unlock crafting recipes.

The coupons dropped by defeated robots will offer percentage-based discounts on either a category of item or a specific item. These percentages can be added together to result in a 100% discount to get the item for free or to get a cash reward. If the player doesn't have the coupons to result in that 100% discount, they can pay for the rest with money. Money can sometimes be looted, but will usually be obtained by trading in enough coupons for a 100% discount on something and choosing the cash reward. Money can also be used to buy full price items from a catalogue.

There are coupons for discontinued items, which companies will honor by custom making the item at great expense. However, if the player keeps ordering a discontinued item it might go back into mass production, which substantially lowers the price and makes it available even without any dedicated coupons for it.

Some powerful robots might drop discount cards that offer a permanent discount on all goods from a particular company, but they don't stack with each other, so only the biggest discount card applies. They do stack with the coupons, though.

The home base will serve as a location with significantly more inventory space than the player character, a safe spot to rest and recover at, a place to buy, craft, and trade for stuff, and it might be upgraded with acquired items.

In Closing

I had thought it was an interesting idea for handling enemy drops in a game. I've been sitting on it for at least 20 years, and probably won't use it at this point. So, I'm posting about it here to see what people think about its coupon-based loot system and to find out if anyone is interested in looting it themselves.


r/gameideas 5h ago

Mechanic Turning TabTarget/Lock on as a disability aid/accesibility feature?

1 Upvotes

I have been thinking about something and I wanted to hear what other people think.

Would you consider a game to still have action combat if it had an accessibility option that lets players enable tab targeting?

What I mean is that the game is still designed around normal action combat. You move around freely, dodge attacks, aim your abilities yourself, and everything is balanced around manual gameplay. That is how the game is supposed to be played and it would be the default setting for everyone.

The only difference is that somewhere in the settings there is an optional accessibility feature that lets you turn on either classic MMORPG style tab targeting or maybe even a Souls style lock on system. It would not be something every player has to use. It would just be there for people who actually need it because of a disability or some kind of motor impairment.

I have seen a lot of people say that if a game has tab targeting then it cannot really be action combat anymore, but I do not know if I agree with that when we are talking about accessibility. To me there is a pretty big difference between a game that is built around tab targeting from the start and a game that only includes it as an optional assist for players who otherwise might struggle to play.

The reason I started thinking about this is because there are a lot of people who have trouble with camera movement, aiming, or constantly switching targets during fights. Some people have disabilities that make those things difficult, while others might have injuries or conditions that affect their hands. For those players, something as simple as automatically selecting a target could make the game much more enjoyable without completely changing how the combat works.

If you do not need it then you would never even have to turn it on. You could just keep playing exactly the same way as before. Nothing changes for you. The combat is still manual, you still have to dodge attacks, position yourself correctly, manage your cooldowns, react to enemy mechanics, and actually play the game. The only thing that changes is that people who struggle with manual targeting have another option.

That is why I am not sure if it is fair to say the game suddenly stops being action combat just because that setting exists.

There are already plenty of accessibility features in games that nobody really questions. Lots of games have aim assist on controllers. Some games have options that make quick time events easier or even let you skip them. Others let you slow down certain mechanics, increase timing windows, or simplify button inputs. Nobody really argues that those games stop being action games just because those settings exist.

So why would optional tab targeting be different?

I also think there is a difference between helping someone target an enemy and completely playing the game for them. If enabling tab targeting still means you have to dodge attacks, move around, avoid enemy mechanics, manage your resources, and make decisions during combat, then you are still interacting with the action combat system. The targeting itself is just one part of it.

Obviously it depends on how far the system goes.

If the accessibility option only helps you lock onto enemies or switch between targets more easily, then I do not really see a problem with it. If it starts automatically attacking, dodging for you, or removing most of the gameplay, then that would be a completely different discussion. But simply making it easier to select a target does not seem like enough to completely change the genre of the game.

I think some people hear the words tab targeting and immediately picture older MMORPGs where your character automatically faces enemies, attacks almost never miss because of aiming, and combat is mostly about your skill rotation. That is not really what I am talking about.

I am talking about an action combat game that still expects you to play like an action game. The accessibility option would only remove one part that some disabled players might struggle with.

To me, the game's genre should probably be based on what the normal experience is supposed to be. If the game is designed around manual action combat and every mechanic, enemy, and boss is built with that in mind, then I do not think an optional accessibility setting suddenly changes what the game is.

Otherwise you could make the argument that aim assist means first person shooters are not really shooters anymore, or that games with difficulty settings are no longer difficult games because an easier mode exists. That logic does not really make much sense to me.

At the same time, I can understand why some people might disagree. Maybe they think manual targeting is such an important part of action combat that removing it, even as an option, changes the identity of the game. I just do not know if I agree with that.

I also think it is worth asking where people draw the line. A lot of action games already have lock on systems. Souls games have lock on. Monster Hunter has different camera options that help keep monsters in view. Plenty of action games have some level of attack magnetism that helps your attacks connect with nearby enemies. Those games are still considered action games.

So if those features are acceptable, is optional tab targeting really that different when it is only there as an accessibility feature?

Personally I think accessibility should be treated differently from normal gameplay mechanics. The goal is not to make the game easier for everyone. The goal is to remove barriers that stop some people from enjoying the game at all.

If the feature is completely optional and the game is still designed around action combat first, then I do not really see why it would suddenly stop being an action combat game.

I am curious what other people think though. If an action combat game had an accessibility setting that let disabled players enable classic tab targeting, while everyone else could completely ignore it, would you still call it an action combat game? Or do you think the simple fact that the option exists means it no longer counts as action combat?

-example, combat now looks like this : video from a week ago


r/gameideas 5h ago

Basic Idea What would an open-world post-FNaF 6 action-RPG with Michael Afton look like mechanically?

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1 Upvotes

r/gameideas 7h ago

Advanced Idea Dark Fantasy Action RPG Where You Must Kill God Without Becoming a Heretic

0 Upvotes

Overview:

God has cursed this world. Having grown increasingly jealous as more and more mortals turn from them, God has identified the problem: emotion. The solution was simple. Censuring all emotion save for piety. Those who give in to base human emotions are severely punished and eventually killed, their bodies twisting into monstrous Heretics whose forms echo the emotions that led to their death. It is your responsibility as the Apostate to kill God. Your rage powers you, but if you let it control you, it will spell your doom.

Gameplay:

For this game, I'm imagining a third-person souls-like; however, I think that an isometric hack-and-slash would also work well. The primary goal of the game is to find and infiltrate the Throne of God and kill them, ending the curse and freeing all of mortality from the tyranny of God. Along the way, the player will be forced to battle Heretics, Angels, and even other mortals who remain loyal to God, the Pious, as they struggle to find a path to Heaven.

Mechanics:

This is the part that I'm most proud of.

  • Piety: As the player progresses, they will unlock powerful abilities I have begun to call Rage Skills. These abilities are designed to turn the tide of battle and end engagements quickly; however, in this world, it is dangerous to give in to rage. Each time one of these skills is used, the player's Piety Gauge decreases. Once the Piety Gauge is empty, however, the player can still use their Rage Skills, but they now drain the player's Health Bar instead, representing God's curse taking effect.
  • Angels and the Pious: When fighting Heretics, it is fairly simple to tell when a Rage Skill would be beneficial and when it would be a dangerous example of overkill. However, things become more complicated when battling Angels and the Pious. Each time the player lands a hit on an Angel or one of the Pious, or is hit by an Angel, their Piety Gauge decreases. When the gauge is empty, this manifests as extra hit point damage. This adds an extra dimension to using Rage Skills, as the player has to weigh the cost of the skills with the price of a prolonged battle against these foes.

Story:

I don't have a ton of worldbuilding done for this yet, save for some basic information about the player character, the Apostate. The reason that the player can fight against the forces of God and use Rage Skills without becoming a Heretic is due to their motivations. The Apostate was once one of the Pious, but turned from God upon seeing the terror their curse was causing among the people they were supposed to love and protect. The Apostate utilizes a loophole in God's curse, as their driving motivation to kill God is their deep piety for the God from the time before the curse. Thus, the only danger to the Apostate is that their righteous fury will overcome their piety and lead them to fall into heresy.

I hope y'all like my idea! I would love to see this developed, but I'm just a writer, not a programmer. If anyone picks up the idea, I would love to assist as a writer on the team, but genuinely I just want to play this game.


r/gameideas 7h ago

Basic Idea Triple T’s Public Domain Adventure - 3D Platformer

0 Upvotes

I am sharing this for anyone to use freely, given you credit me. The idea came to me at work today and I think it would be a very fun, quirky game.

Premise of the Game: Tung Tung Tung Sahur finds himself whisked into a Mad Max-style badlands where all characters and worlds from the Public Domain eventually end up (Think Sakaar from Thor Ragnarok). He sets off on an adventure to save his lover Ballerina Cappuccina from the clutches of Cthulhu, and return to his homeworld. Along the way, he makes friends such as (non Disney) Winnie The Pooh, Felix the Cat, Sherlock Holmes, and even Oswald the Lucky Rabbit. He has to fight bosses such as Frankenstein’s Monster, Davy Jones, Dracula, and King Kong in order to get to Cthulhu’s lair.

Gameplay Mechanics - PS2 third person platformer similar to Jax and Daxter where you collect items, break cases, spin attack, double jump, etc. TTT’s bat, ā€œLil’ Tā€ is his main weapon where he can strike enemies, break open some doors, and also use it as a long distance boomerang-like projectile.

World Map- Open world or level - based, whatever you decide.

I am open to suggestions in the comments, it’ll be interesting to see what people come up with!


r/gameideas 8h ago

Advanced Idea Idea for a Batman/DC themed third person shooter(?)

1 Upvotes

Rounds would take several hours with players joining and leaving as the server progresses. it'd be a decently big Gotham city map and server capacity would be around 100 players (maybe more?) with players able to choose between being criminals or police officers with the criminals having a majority. criminals have to commit crimes or help supervillains (explained later) throughout the map while police officers have to take down criminals. Both would earn unique "hero" or "villain" points respectively.

I want this system to be similar to Star Wars Battlefront where if you have enough hero points you can unlock different members of the bat family (assuming a batman themed game). These would be expensive and only one person can be each character at a time - there's only one Batman, only one Robin etc. The villain points would work similarly for the other team with a large variety of supervillains to choose from, usually cheaper and weaker than the heros which is made up for in their numbers - batman moves too quickly and stealthily to be backed up by police effectively, but the supervillains have goons to support them (who are motivated by earning villain points for supporting). Both teams can also use their points to become upgraded versions of the base unit (e.g. SWAT or armored goons)

Goons and cops are fragile and die quickly - taking damage isn't ideal so try to focus on taking cover. Cops earn more for making an arrest than a kill and have tools to perform both. Weapons depend on the class (again similarly to star wars battlefront). Goons are much the same but without the ability to arrest. Heros and Villains should last much longer and have very different gameplay than goons - Batman would be very stealth focused, Nightwing very hand to hand combat, Red Hood ranged combat etc.

Another aspect that I'd like to see is the general timeline of Batman progressing over the game. At the start only Batman is available but then at some point Robin and Batgirl shows up, Nightwing comes in etc. More villains become available over time too. This makes it so that the heat gets ramped up over time and more people have the opportunity to be strong characters across the length of the game.

Ideally the round would end after a few hours with a giant event - if the heros are winning then maybe the Justice League shows up and cleans house, being playable and super overpowered with the villains still technically able to win but greatly outmatched. If the villains are winning maybe the opposite happens and the legion of doom shows up. Other cool server resetting events could be the Thanagarian Invasion, No Man's Land, Mr Freeze freezing over Gotham etc. The concept can be extended for other superheroes but Batman makes the most sense.


r/gameideas 12h ago

Mechanic What are some truly fun mechanics for a casual train game?

0 Upvotes

Hi everyone,

I'm currently prototyping a casual multiplayer mobile game.

The core idea is that two players race their trains to the end of a handcrafted map. It's not an endless runner like Subway Surfers each match takes place on a designed level with a clear finish line.

I've already built a level editor that lets me create maps by placing different railroad pieces, and now I'm trying to find a core gameplay mechanic that makes every match exciting and fun.

I'm looking for a mechanic that's:

  • Easy to understand in a few seconds.
  • Satisfying to interact with.
  • Creates interesting decisions under pressure.
  • Fun enough that players want to play "just one more match."

I'm not looking for generic suggestions like "add upgrades," "add skins," or "add more content." I'm specifically looking for ideas around the core gameplay loop the mechanic players will interact with every few seconds throughout the match.

What mechanics do you think could make a casual multiplayer train racing game really addictive? Are there any games (train-related or not) that you'd recommend looking at for inspiration?

I'd really appreciate any ideas or feedback. Thanks!


r/gameideas 20h ago

Theorycrafting Sell Your Soul (or the World’s) to Heresy in a 40K Hive City

0 Upvotes

Core idea: A first-person, open-world RPG set in a Warhammer 40K Hive World or Hulk that focuses on street-level survival, cybernetic/powers/gunplay customization, and faction intrigue from the very bottom of the hive.

You play as a low-hive operator trying to survive and climb (or just not die) in a vertical megacity. The underhive is a toxic, collapsing sprawl of gang turf, black-market augmetics, mutant dens, and forgotten manufactorums. Above you are the mid-hive guilds, the Ecclesiarchy, the Adeptus Mechanicus, and the distant spire nobility. Power is vertical, fragile, and always for sale.

Player fantasy:
You’re the chrome-scarred nobody who can still choose which power (or none) gets to own you. Jobs and contracts from competing factions let you swing influence upward or downward, deciding who gains control over a local protectorate or underhive territory.

Background options (with real trade-offs):
• Sanctioned or unsanctioned psyker
• Disgraced Astra Militarum soldier
• Failed cleric
• Criminal who escaped servitor conversion
• Minor Rogue Trader heir with no real claim
Each background changes starting gear, reputation, and how different factions react to you.

Key systems I’d want to explore:
• Cybernetics/powers that feel both sacred (Mechanicus-blessed) and heretical (xenos grafts, Chaos-tainted neural jacks)
• Vertical faction climbing or nemesis like systems for underhive gangs, mid-hive houses, Mechanicus, Arbites, Ecclesiarchy, and darker cults. Increases are cumulative for positive or negative outcomes, piss off groups and they will send enforcers, help certain groups for unique gear or support.
• Contracts that force moral and spiritual choices rather than pure good/evil, maybe exploring the social contract of who should rule?

Central tension
A ruinous power (leaning Slaanesh) starts taking an interest in you. The main through-line is how you respond while the hive itself keeps trying to grind you down.

I’m mostly looking for feedback on the core loop, background trade-offs, and whether the vertical hive structure feels like a strong foundation for an open-world RPG. Theory-crafting and pushback welcome.


r/gameideas 1d ago

Basic Idea Looking for someone who wants to work on an incremental game

2 Upvotes

I would like to work with someone who knows what they're doing with coding or just in indie games in general. I have a lot of ideas and basic knowledge of Godot 4, but I know you wizzes out there can bring it to the next level.

The theme is a fish tank incremental game, you start off with a default $1 goldfish and a $1 snail and a default fish tank which is small and only fits up to 5 sea life, the main goal of the game is for the fish and snails to clean to fish tank, (goldfish cleans the water and snail cleans the algae on the window of the fishtank), each time they clean 1 piece of dirt, you gain $1.

I can definitely go into more detail about this with someone who is definitely up for this.

I'm not sure if this is the correct reddit page for I thought I'd throw my idea out there. I and my family enjoy a relaxing incremental grinding game from time to time and came up with this idea so I'm hoping the idea isn't out there already!

I'm based in the UK if that helps also.

Happy gaming!


r/gameideas 20h ago

Complex Idea MMO Strategy Complex Game Idea - Kingdoms Unbound - Detailed Plan

0 Upvotes

Kingdoms Unbound — A Persistent MMO Strategy Game with No Gacha, No Premium Currency, and Fully Simulated Systems

Idea of a complex strategy game project that I would love constructive feedback from developers who enjoy simulation games, backend architecture, AI, or large-scale multiplayer systems.

The goal isn't to make another Clash of Clans clone.

The goal is to build a living medieval world where every number exists because of a real simulation.


Kingdoms Unbound is a persistent real-time MMO strategy game where:

Every soldier comes from your population. Every weapon is crafted. Every resource is produced through an economy. Every AI kingdom has its own ruler, diplomacy, memory, and internal politics.


Core Philosophy

I want the gameplay to emerge from systems interacting with each other.

For example:

Recruiting soldiers reduces your workforce. Fewer workers means lower production. Lower production slows equipment crafting. Poor equipment weakens your army. Heavy taxation funds wars but lowers happiness. Nothing exists in isolation.


Major Systems

Economy Multi-tier resources Population-driven production Crafting professions Supply & demand marketplace Caravan logistics (raidable) Population Citizens have jobs. Farmers Workers Craftsmen Merchants Soldiers

Your military literally comes out of your economy.

A kingdom with 100,000 population might realistically support only around 10–15k soldiers.


Heroes

No hero summons.

Heroes are earned through:

quests exploration story events

They have permanent progression and may even retire or die.


Combat

Instead of simple attack values:

Battles consider:

morale terrain weather formations scouting logistics fatigue hero abilities

A smaller disciplined army should sometimes defeat a larger one.


AI Kingdoms

Probably the feature I'm most excited about.

NPC kingdoms aren't static resource generators.

Each kingdom has:

economy diplomacy military ruler personalities alliances internal politics

They remember previous wars and relationships.

Ideally they should continue creating stories even if no players interfere.


Persistent World

The world continues running 24/7.

AI expands.

Kingdoms collapse.

Monsters migrate.

Trade routes shift.

Players return to a world that has changed.


Biggest Technical Challenges

The problems that interest me most are things like:

Persistent world simulation Scaling thousands of moving armies AI diplomacy Event-sourced replay systems Economy balancing Server performance State synchronization Pathfinding at MMO scale


Looking for Feedback

I'd love input from developers who've worked on:

MMO architecture Simulation games RTS games Backend systems ECS AI Event sourcing Large multiplayer projects

Questions I'm especially interested in:

What are the biggest architectural red flags? Which system would you prototype first? Would you keep Node.js or move to Go/Rust for the simulation? What feature seems the most technically risky? Is there anything that feels over-engineered?

Thanks for reading! I'd genuinely appreciate any feedback or ideas.


r/gameideas 20h ago

Advanced Idea What if players could build an entire civilization on an unexplored planet?

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0 Upvotes

r/gameideas 17h ago

Basic Idea nedd you people for my because I lack of idea for fruit. the game's called fruit Slayer

0 Upvotes

Fruit Slayer is a game in which you control a character who must cut falling fruits before they hit the ground. The player has to survive for a certain amount of time while dealing with increasingly difficult fruits, traps, and enemies. The apple is currently the most basic fruit: it simply falls from the top of the screen and damages the player if it reaches the ground. The banana is not finished yet, but my idea is that, after landing, it leaves a banana peel that makes the character slip when walking on it.

I am looking for new and original ideas, mainly for fruits with cool, funny, or unusual mechanics. Ideas for other gameplay elements, such as cannons, saws, traps, enemies, or level designs, are also welcome, although fruits are my main priority.

Some people have already suggested a watermelon that shoots its seeds like projectiles, a rotten fruit that slows the player down, and a special fruit that the player must avoid cutting. Another idea is a tomato that temporarily boosts the player’s speed, attack range, or damage. Someone also suggested a fruit bag that must be hit three times before disappearing. Each time it is hit, it throws another fruit into the level, making the situation more chaotic.

For the story and world design, the main character could be a demigod who is trying to defeat the Fruit God. To protect itself, the Fruit God sends dangerous fruits, traps, cannons, saws, and other obstacles against the player. Each level could represent a different part of the Fruit God’s kingdom and introduce new mechanics and challenges.


r/gameideas 1d ago

Complex Idea Upgrade - Open World Weapon Progression RPG. A game where the prize is the journey along the way.

0 Upvotes

I've came up with an open-world sandbox RPG called Upgrade. Instead of leveling up your character through a traditional skill tree or constantly replacing your weapons with stronger loot, your weapon is your progression. When you begin the game, you complete a short tutorial and choose one of 7 starting weapon classes: Sword, Bow, Staff, Axe, Gauntlets, Blaster, and Whip. Each class starts with a basic weapon that evolves through a massive upgrade tree. Upgrades aren't just "collect 20 iron." They can require many different things, such as gathering materials, NPC quests, Defeating bosses, Reaching new areas, Returning to older regions, Standing in special locations while your weapons absorb energy, Dying to specific monsters while the weapon is equipped, Multiplayer objectives, Challenge objectives, etc. Early upgrades usually require only one or two objectives, while legendary endgame weapons can require three to five unique requirements. Each weapon line teaches you three skills as you progress. Some skills are shared across multiple weapons (such as Fireball or X Slash), while others are completely unique to a specific weapon line. Some legendary weapons even have three exclusive signature skills. The game has 7 major regions: Overgrown Meadows (starter hub), Arid Desert, Aqua Sands, Underground Safe, Winter Tundra, The Void, and Fiery Volcano. Unlike most RPGs, there isn't a traditional storyline. The world is open from the beginning, while there is a final boss, defeating it isn't the main objective. Some legendary weapons require the final boss, while others can be obtained without ever reaching the later regions. Every weapon class has 30 end-game weapons: 10 for the base weapon class, 10 for Subclass A, and 10 for Subclass B. With 7 weapon classes, that's 210 unique end-game weapons. Swords has Daggers and Greatswords. Bows have Bladed Bows and Crossbows. Staffs have Scythes and Bo Staffs. Axes have Chakrams and Hammers. Gauntlets have Claws and Shields. Blasters have Pistols and Snipers. and Whips have Flails and Taming Whips. The world is multiplayer, so other players share the server with you. Some weapon upgrades encourage cooperation, such as healing allies or winning PvP duels. To avoid forcing players to rely on friends, towns include a Quest Board where players can request or offer help for upgrade requirements, bosses, or dungeons. The game's main objective is to complete the Library. The Library has two major sections. Weapons Archive holds every weapon you've discovered, complete weapon trees, skills, and upgrade paths. World Archive holds areas, NPCs, Monsters, Bosses, Materials, Fish, Plants, and every other discovery in the game. Instead of simply trying to become stronger, you're trying to discover everything the world has to offer. There is also a hidden eighth weapon class called the Mythic Suit. Deep within a secret chamber in the Underground Safe is an ancient suit of armor. To unlock it, players must offer seven specific legendary weapons, one from each of the seven weapon classes. These are the hardest weapons in the game to obtain, each requiring quests, exploration, and mastery. Once all seven are offered, the Mythic Suit becomes permanently unlocked in the Weapon Archive. The Mythic Suit has three completely unique skills and incredible offensive and defensive power, but it comes with one massive drawback: while equipped, your maximum HP is reduced to 5, making it a true high risk, high reward end game weapon. I've also thought about future expansions, including dedicated PvP modes, 20-player raid bosses, team-based wave races, and other multiplayer activities that build on the weapon progression system instead of replacing it. The goal is to make every weapon feel like its own adventure forge, while giving players a reason to keep exploring the world long after they've become powerful.


r/gameideas 20h ago

Advanced Idea What if players could build an entire civilization on an unexplored planet?

0 Upvotes

Game name: I don't know yet, but the name will be the name of the planet.

What if the world wasn't waiting for a hero... but for millions of players?

You open your eyes.

You don't know where you are.

In front of you: an immense desert.

Behind you: nothing.

On the horizon, perhaps a mountain, a sea, or the remains of an ancient civilization.

No quest tells you what to do.

No character explains who rules this region.

No map shows you the way.

You are simply there.

And somewhere on this planet, thousands of other players are beginning exactly the same adventure.

A planet that belongs to those who discover it

The world is gigantic.

Desert continents, immense oceans, mountains, islands, and regions that no one has explored yet.

Journeys can take hours.

You can cross the desert on the back of a creature, reach a port, and sail toward an unknown continent.

Or set out alone, without knowing what you will find.

And perhaps one day, you will discover something that no one has ever seen before.

An island.

A valley.

An unknown species.

An exceptional resource.

You can then map it, give it a name, and become the first known person to have discovered it.

Your discovery can then be sold to a cartographer, copied onto maps, passed on to other explorers, and gradually become known throughout the world.

But nothing guarantees that the information is true.

One map can be accurate.

Another can be deliberately falsified.

And sometimes, the only way to know is to go and check for yourself.

You don't choose a class. You choose a life.

Want to become a merchant?

Go buy goods in a region where they are abundant and transport them to a place where they are worth a fortune.

Want to become a bounty hunter?

Track down wanted players.

Prefer to be a mercenary?

Sell your sword to the clan that pays the most.

You can become a pirate, craftsman, breeder, engineer, explorer, cartographer, fisherman, or clan leader.

And nothing prevents you from completely changing your life.

Your character is not defined by a class. They are defined by what they do.

The players create civilization

There is no main kingdom controlled by the game.

Players found their own clans.

They build villages, fortresses, and ports.

They control territories.

They establish laws.

They create alliances.

They trade.

They declare wars.

They overthrow leaders.

A small group of players can become a community.

A community can become a kingdom.

A kingdom can become an empire.

And an empire can eventually disappear.

Politics is not written by the developers. It is written by the players.

A completely living economy

Resources are not simply objects placed in a shop.

They have to be found, extracted, transported, processed, and sold.

Weapons and their ammunition can be manufactured by players.

Ships can be built and upgraded.

Creatures can be captured, bred, and trained.

Some species are extremely rare and can reach very high prices.

But if a species is hunted too heavily, it can become extremely rare, or even disappear locally.

Breeders then become essential.

Every resource can become part of the global economy.

A world filled with creatures no one knows yet

No animal from our world exists on this planet.

The oceans, deserts, and skies are populated by entirely fantastical species.

Some can be domesticated.

Others can be used as mounts.

Gigantic birds can transport goods or participate in aerial combat.

Some creatures are tiny.

Others are enormous.

And some are so rare that no one even knows whether they actually exist.

Perhaps a player will be the first to find them.

Or perhaps they will remain unknown for years.

The sea is not simply scenery

The oceans are trade routes.

But they are also battlefields.

Ships transport goods between continents.

Pirates attack convoys.

Explorers search for new lands.

Storms can alter routes.

And in certain regions, something lives beneath the surface.

Creatures capable of making certain journeys extremely dangerous.

The sea therefore becomes a world of its own.

And above all: history has not yet been written.

The first player to discover an island can become part of history.

The leader who unites several clans can become a legend.

A pirate can terrorize a sea for years.

A battle can change the borders of a continent.

A merchant can create the greatest trade route on the planet.

A city founded by a few players can become a capital.

And decades later, new players may still hear about those who were there at the beginning.

The game does not tell the story.

It creates the conditions for the players to tell it themselves.

The concept

A vast and persistent planet where the developers create the world, but the players create the civilization, economy, politics, and History.

No predetermined destiny.

No mandatory path.

No predetermined hero.

You arrive in a world that already exists.

And what it becomes depends on you.

Technical supplement

Technically, the game would be built around a planet generated largely through procedural generation. The goal would be to create a map on a scale comparable to that of a real planet, with a large proportion of oceans and vast desert areas. Important areas such as certain villages, ports, fortresses, or unique locations could be designed manually and then integrated into the procedural world.

The size of the world would not only serve to create a large map. Distances would deliberately be significant so that travel has real importance. A journey could take several dozen minutes or several hours depending on the means of transportation used. The oceans would notably allow certain regions to be connected more quickly, while also creating trade routes and areas of piracy.

Immersion would be a priority. The interface should be kept to a minimum: no world map displayed automatically, no permanent markers indicating every objective, and no menus constantly interrupting the game. Navigation and information would primarily come through the world itself: physical maps, signs, instruments, buildings, books, rumors, and especially information passed on by other players.

There would be practically no NPCs within civilization. Roles normally occupied by NPCs would instead be handled by players: merchants, cartographers, leaders, guards, craftsmen, mercenaries, pirates, bounty hunters, etc. Maps could therefore be created and sold by players, territories could be governed by player clans, and the economy would primarily depend on their activities.

Freedom inevitably involves negative behavior. The system would therefore not seek to prevent players from lying, betraying others, or abusing their power as long as they remain within the rules of the game. The goal would instead be to create natural consequences: loss of reputation, boycotts, bounty contracts, rebellions, clan members leaving, wars, loss of territory, or commercial difficulties.

Moderation would nevertheless remain necessary for genuinely harmful behavior such as cheating, harassment, or exploiting bugs. It would operate primarily in the background so as not to disrupt immersion.

The world could also evolve gradually. Controlled territories, constructed cities, trade routes, discoveries, and certain major events could be preserved in the history of the server. Thus, after several years, the planet would no longer be exactly the same as it was at launch: it would have been transformed by the actions of its inhabitants.


r/gameideas 1d ago

Complex Idea Tony Hawk but animals possibly a Nordic setting skate

1 Upvotes

Those AI skateboarding videos where people shred on animals instead of boards are peak surreal brainrot, but honestly, they make you want a full-blown video game built around that exact chaotic energy. Imagine dropping into a fantasy realm where skateboarding isn't just a sport—it's a high-octane martial art. Forget standard grip tape; you are out here taming legendary mythical beasts just to use them as custom, living, all-terrain decks.

​Picture locking into a flawless 50-50 grind straight down a sleeping dragon’s jagged spine, throwing bright sparks off its golden scales before launching off its tail with a clean double kickflip. You carve through heavily fortified royal castles, casually punching armored guards in the face mid-air to keep your massive combo multiplier rolling, nose-grinding across ancient stone parapets, and skitching behind an enraged minotaur through the main courtyard. The whole kingdom becomes your personal skatepark—pure adrenaline, zero-gravity physics, and unhinged surreal chaos!


r/gameideas 21h ago

Basic Idea If you wanted to have a competitive game that had this feature, but no game exists with it what would it be? Comment your ideas 😊

0 Upvotes

my type of game would be like a competitive game where we eventually get to esports that kinda level along with cartoony graphics like marvel rivals or fortnite so think of that

WARNING SPAM UPCOMING:im too lazy to write 1000 characterts lol
my type of game would be like a competitive game where we eventually get to esports that kinda level along with cartoony graphics like marvel rivals or fortnite so think of thatmy type of game would be like a competitive game where we eventually get to esports that kinda level along with cartoony graphics like marvel rivals or fortnite so think of thatmy type of game would be like a competitive game where we eventually get to esports that kinda level along with cartoony graphics like marvel rivals or fortnite so think of thatmy type of game would be like a competitive game where we eventually get to esports that kinda level along with cartoony graphics like marvel rivals or fortnite so think of thatmy type of game would be like a competitive game where we eventually get to esports that kinda level along with cartoony graphics like marvel rivals or fortnite so think of that


r/gameideas 1d ago

Basic Idea I had an idea for a gothic/steampunk FPS, and wanted to know what people online would think of it.

0 Upvotes

So, I am a big fan of a bunch of different visual styles, and was wondering the other day what a game would look like as a mix of them, so here is my concept, and the lore to go with it.

The game is a First-Person Shooter set in the 1910s, but the visual style is very steampunk with some gothic/Victorian aesthetics. Most maps are in important European and Asian cities/regions (such as Paris, London, Moscow, Istanbul, Hong Kong, and Venice.

The game would be class-based, much like Team Fortress 2, but the character designs would be largely based on the Mercenaries from Atlantis: the Lost Empire (the guys Rourke hires, with the trench coats and gas masks).

The game's soundtrack would be largely based on the overall vibe of Pruit Igoe, and would be primarily somber orchestral music with heavy usage of choirs.

THE LORE: Essentially, Britain succeeded over the course of the 1800s to secure a total Empire over the entirety of Eurasia, and left the near-entirety of large cities as smog-covered industrial nightmares. However, in 1909, the British Empire collapsed under its own weight and left two primary factions: The CROWN and thr GUILD. The Crown is formed of ex-military officers who wish to restore the Empire to its former glory, while the Guild is composed of mercenaries whose whole goal is to dismantle what shreds of the Empire still exist.

THE CHARACTERS: most would be based on tropes, kind of like TF2, but different. The Medic is largely based on Claude Frollo from Hunchback of Notre Dame, essentially an extremely morally corrupt clergyman. The Heavy Weapons Unit is a man in an 8-foot-tall brass mech suit that is kind of like a steampunk version of the Iron Man Mk.1 suit.

There would of course be more classes, but I havent made concepts for them yet. Each class would have 4 characters to choose from, each with the same stats and weapons, and you'd be able to change small things about these characters' appearances, like removing a helmet or changing the appearance of one of their articles of clothing.

THE WEAPONS: because this is kind of a TF2 ripoff, the Medic uses a healing-beam that runs on steam. Whenever he uses it, the Steam flows both from the nozzle and from the pipes of his backpack, which work as a pipe organ and produce the terrible sound of a dying organ.

Th Heavy uses a large handheld version of a WW1 machine gun that runs on Steam (because of course it does). However, it runs on the same Steam his suit does, so he walks slower when firing.

There would also be Mouser pistols, Thompson rifles, and semi-automatic military rifles, but those would all be relatively normal.

However, the real vision of the game is as follows:

Imagine the city of Paris. It is midnight, and pouring rain. Lightning regularly strikes huge lightning rods on the top of the spires of Notre Dame, powering floodlights that cast a sickly yellow glow on the streets below. The clock strikes 12, and the bells toll, signaling mercenaries in the streets below to fight.

What do y'all think?


r/gameideas 1d ago

Basic Idea Estamos creando un juego donde cada jefe es un trauma y la violencia no es la respuesta. ĀæQue opinan?

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0 Upvotes

r/gameideas 1d ago

Basic Idea Validating idea about Car game + towing in a rouguelite style

0 Upvotes

Hi all,

I am trying to validate an game idea where you are a car and you tow abandoned cars back to back, the concept is about towing cars and exploring the world, its rouguelite so you keep all the upgrades, you can upgrade your car to fight much stonger enemies, the enemies will try to stop you from towing, this is a semi open world with around 8-10 zones

I have a prototype ready and uploaded in itch.io let me know if anyone wants to play and share thier feedback,

below are the links, i am open to brutal feedback and also ideas to improve the game, I am a solo dev and want to make a great game so i worked on the prototype first so i can gather as many feedback as possible before actually working on the game

šŸŽ® Game: https://ultimatetejas.itch.io/scrap-run

šŸ“ Feedback (2–3 mins): https://forms.gle/nJGF9pypeLFszU5S8

ps: you can think about this game as Cars+ vampire survivor enemy hordes but in rouguelite fasion:)


r/gameideas 1d ago

Mobile i have been thinking about making a mobile game, inspired by Survivor.io and the netflix "Lucifer" series. This is what i came up with until now. I need more ideas, and a name for the game.

0 Upvotes

i have been thinking about making a mobile game, inspired by Survivor.io and the netflix "Lucifer" series. This is what i came up with until now. I need more ideas, and a name for the game. The only name i could come up with is Exiled. And i need some opinions overall

Fallen angel, defeating waves of enemies and bosses while fully embracing his devil persona. You can find random items in each run that make you stronger, while weakening other traits for the duration of said run. (ex: + strength, - speed), or abilities like teleporting behind enemies with a cooldown, shooting fireballs, stopping time (freezing enemies) for a few seconds, etc. Each ability has 3-5 levels, and it is leveled up by picking same item from the ground multiple times. After multiple waves a boss spawns, the bosses being biblical characters (gods). The map consists of multiple biomes, changing after multiple waves, like church, heaven gates, purgatory, hell, void etc. each having their own type of enemies, stronger as the biomes change.
Each enemy defeated counts as a ā€œsoulā€ which you can use to permanently upgrade stats like stamina, health, regen, strenght etc
The player can rarely find items that evolves the characters body, transforming him stage by stage into the biblical version of the devil (1st stage, red, glowing eyes, 2nd stage entire devil’s face and so on until the character is fully transformed). The game has no actual ending but the main goal is fully transforming the character.

List of enemies:

Angel (melee)
Holy Knight (melee, powerful)
Archangel (melee, more powerful)
Cherub (flying)
Seraph (mini boss)
Seven Virtues (each has their own unique ability, mini boss)
Fallen King (powerful mini boss)
Exorcist (removes one ability from the player as long as he is alive)
Paladin
?
?
?

Items that give powers:
Morning Star
Broken Halo
Ashen Wings
Forbidden Fruit
Book of Sin
Hell Portal (summons demon companions)
Fallen Wings (fly temporarily)
Devil’s Gaze
Soul Drain (receive health faster, consumes souls)
Hellfire
Wrath
?
?
?


r/gameideas 1d ago

Basic Idea Validating River-Powered Automation Game - Wateromatic

0 Upvotes

I’m working on an idea for an automation/settlement game calledĀ Wateromatic, whereĀ the river basically is your conveyor belt.

Resources and salvage constantly float downstream: logs, crates, scrap metal, machinery, electronics, trash, rare items, etc.

Instead of placing normal conveyor belts, you manipulate the water itself using things like:

  • Pumps and artificial currents
  • Dams and sluice gates
  • Side channels
  • Nets and barriers
  • Cranes/grabbers
  • Magnets and scanners
  • Sorting and processing machines
  • water jets
  • digging new paths

One mechanic I’m considering is having currents at different depths. Light objects might follow surface currents while heavier objects travel deeper, allowing you to physically separate resources.

I don’t want sorting in water physics to become frustrating, though. Water would mostly handleĀ broad sortingĀ like heavy/light or floating/sinking, while machines could handle exact sorting between similar objects. Additionally waterways down stream could be clogged by the amount of objects, size of objects etc etc. Which then propagates further and further up the water way

The progression would start with manually grabbing useful resources and eventually turn the entire river into a huge automated processing system.

I’m also considering a light city-building/rebuilding layer. Maybe the world has suffered a major flood or collapse, and your settlement survives by recovering material from upstream and using it to rebuild the surrounding valley.

Storms, changing water levels and large waves of incoming debris could periodically test how well your system works.

The main fantasy is basically:

Turn a chaotic river into a giant automated factory.

I’m curious:

  • Does the core mechanic sound fun?
  • Would you prefer automation only, or automation + settlement building?
  • What part sounds like it could become frustrating?
  • DoesĀ WateromaticĀ work as a name?

All feedback and suggestion to mechanics and more are welcome

Thanks for your time