If 'Until Dawn' was stripped to its fundamentals, you'd get the DieNamic Engine. A choose-your-own-deadventure analog text horror whose first game is based on the 'Final Destination' franchise.
**DIENAMIC ENGINE: Death's Designs π**
A vision hits you (or a complete stranger!): a bridge collapsing, a mall escalator turning into a meat grinder, a stage failing under hundreds of people. Do you head for the exit alone? Or sound the alarm and look like a maniac?
You survived. You disrupted the order. And maybe you saved others, maybe not.
Either way, Death is correcting that β one name at a time, in order.
ββββββββββββββββββββββββββββββ
β‘ A PROCEDURAL HORROR NIGHTMARE β‘
ββββββββββββββββββββββββββββββ
Powered by the DieNamic Engine, every run of Death's Designs generates a unique disaster, a unique cast, and a unique kill order. The people who survive with you, the order Death comes for them, the traps, the ending- everything changes.
π£οΈ **THE LIST IS REAL**
The survivors have jobs across the city. Learn who's next and get there fast, BUTβ go to the wrong workplace and the next on Death's List dies offscreen while you're out being wrong.
π **YOUR CAR IS YOUR HUB**
Between levels you return to the car. Gathered finale components are in the backseat. From here you choose β a survivor's workplace to warn them, Bludworth's house, the precinct.. decide where to go before time runs out.
π **THE HAZARD ENGINE**
Hazards evolve, combine, and spread. An outlet sparks next to a gas leak. A falling sign shatters a revolving door. The hospital MRI strips metallic items from your hands. By Acts 3 and 4, Death advances dormant traps in rooms you're not in. You walk in and find them already wound up.
π **26 LOCATIONS**
Hospital. Precinct. Bludworth's House. Bowling alley. Vet clinic. Carnival. Construction site. Warehouse. Printing press. Pier. Lighthouse. Museum. School. Mall. Restaurant. Theater. Coffee shop. And more β each procedurally assigned to a survivor on the list.
β‘ **QUICK TIME EVENTS**
Type the word.
Draw the shape in time.
Hold and release at the right moment.
Button mash to pry open MRI-sealed doors.
π **SIX CHARACTER CLASSES**
Citizen Detective. EMT. Journalist. Visionary. Mechanic. Athlete. Each changes what you notice, who listens to you, and how hard the traps hit.
π§ **DEATH LEARNS**
A hidden entropy meter tracks your patterns. Play too cautiously β pressure intensifies. Dodge too many traps β the environment adjusts. By the endgame it's not reacting to you. It's ahead of you.
ββββββββββββββββββββββββββββββ
π WHAT WILL BE IN v1.0 π
ββββββββββββββββββββββββββββββ
β¦ Procedural disasters β plane crash, bridge collapse, carnival, mall escalator, cruise ship, and more
β¦ Dynamic cast β unique names, jobs, archetypes, dialogue paths.
β¦ Investigation chain β find clues about survivors, unlock destinations to find & save your group, learn the order, race the clock.
β¦ Seven finale paths β Each requires different items, different companions, choices made as far back as the premonition. Some need someone to press a button. They might not.
β¦ 150+ items β evidence from past survivors unlocks backstories, craftable finale components are scattered across levels & stored in your car.. Combine when you have time and privacy and plan an escape.
β¦ Full epilogue β who you saved, who died while you were elsewhere, what you did to end it, whether you started a new list in the process
ββββββββββββββββββββββββββββββ
β οΈ CONTENT WARNING β οΈ
ββββββββββββββββββββββββββββββ
Graphic text descriptions of death, injury, and gore. Psychological horror. Mature language. Dark themes.
Rated 17+ β Not suitable for children.
ββββββββββββββββββββββββββββββ
π FROM THE DEVELOPER π
ββββββββββββββββββββββββββββββ
Death's Designs is a love letter to fans of the franchise. This isn't just a choose-your-own-adventureβit's a living, breathing trap I can't wait for you to fall into.
Thank you for playing.
Good luck.
β KorbenD3P0