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A planned video game, if its creator ever gets around to actually learning how to program. It would be best described as a survival game about backpacking through a magical dark forest, which will hover precariously between adventure and horror.

Update - creator is well on creator's way to learning how to program. Quickly mastering the art of 3d modelling, and slowly getting the hang of Python coding.


First, the player chooses up to seven characters to be in their party and plays as as all of them.

The player starts out in a tiny supply town on the edge of a dangerous The Lost Woods - type wilderness. They have a certain amount of money, and they have to choose what they will buy to take with them. Different available objects have different benefits, but also cost different amounts. If a player is willing, they can do menial tasks for the townspeople to earn more money.

Options include types of food with certain calorie amounts, expiration dates, etc., different amounts of water, water filters that may or may not work for different water sources in the forest and are possibly quite easy to break, clothing for different kinds of weather, antidotes for poisons, and, if the player is willing to pay through the nose, often-damaged and not-always-accurate maps.


Once they have chosen their supplies, they enter the forest. The path branches off in many, many different directions, and the path you choose leads you to an ending - or death and a game over.

Besides the obvious of running out of food or water, there are many dangers in the forest. There are edible plants/roots/berries/animals/water sources there, but there are also many poisonous ones, and it's up to the player's judgement and need to take the risk or not. Getting lost can lead to dangerous ravines, ancient temples, quicksand, and other natural dangers.

Those are the ordinary dangers.

There are four types of creatures in the forest: Humans, Part-Humans, Mutants, Non-Humans and Monsters.

You won't run into many true humans, but there are a few - misanthropes, survivalists, or criminals who have chosen to live there for varying reasons. Some of these are helpful, some cruel or insane.


Some of them end up with children - the vast majority of which are part-humans. Again, these can be kind or villainous.

Mutants, meanwhile, are former humans or children of humans who have been warped, physically, mentally, or both, by the uncontrollable magic of the forest. They can be anything from your average Quasimodo-type deformee to a near-Eldritch Abomination, and their mental state can range from kind and eccentric to full-on Ax-Crazy. It's up to the player to decide whether to trust them.

Then there are the nonhumans. These are any sentient magical being; they can be benevolent, but the vast majority at the very least have a Blue and Orange Morality, if they aren't actively malevolent towards humans. They often have powers that makes fighting or resisting them difficult.

Then there are the monsters. These are any magical non-sentient being. Most of them are Eldritch Abominations, and the few that aren't still don't look remotely wholesome. Oh, and they're out for your flesh.

Many monsters and nonhumans will try everything they can to lure you towards them. Some can take extremely attractive forms, while others are just fast, and still others pretend to be edible themselves so that a starivng player will try to catch them. Many, on the other hand, have a power called Mesmerisms: they will exert an alluring power (think Sirens) that require the player to resist psychically via minigame or be devoured. Additionally, the player can choose to go willingly with a nonhuman or monster if they really want to.

Kind people, no matter their species, will usually help the player out, giving them extra food, tips for survival, or just a safe place to stay the night. Dangerous ones will most often murder the player (if they don't escape in time), but they can also try to trap them there for "company" or just steal all their supplies and leave them wandering in the forest.

Different paths lead through the forest in different ways (if they lead out of the forest at all), but in general, the easiest paths at least lead through a place called Sherwood Inn.

Sherwood Inn is a small town in a clearing in the forest. It's a place for the player to restock supplies and generally take a breather. It's also a great place to learn some of the backstory of the forest if you want to. It's led by a couple, Maid Marian and Robin Hood. Both of them are benevolent part-humans who chose to spend their lives helping humans make it through the forest.

There are seven characters to mix-and-match. They have different abilities; how much they can carry, how much they need to eat, drink or sleep, how far they can walk in a day, their speed, their specific training and abilities, and any special abilities they might have. Choosing each character has certain benefits to your gameplay. The more characters you choose, the more their stats and abilities will interact in different ways, which might strengthen the abilites of the group, or negate them.

They are also very different people, and if they are in a group together, they may or may not get along. Differing personalities, especially if certain characters act up, can get into conflict. Too much conflict, and your group can break up.

When a player is playing as multiple characters, they can only control one at a time. Characters not being controlled are ostensibly under their own power. They will act based on personality traits, group dynamics, and circumstances. If Group Dynamics are bad enough, the more loner-oriented characters might just head off on their own. Hotheaded characters might attack an NPC without thinking. The only way to control all of them is to cultivate Group Dynamics. The better they're able to work together, the more they will function as a unit.

Even when the player is controlling a character, the character's own wants might conflict with the player's orders. The player must build up their control over the character through brief struggles in order to have them do what they're told. For instance, The Quiet One might need to be overcome in order to speak, or The Alcoholic might need to be overcome in order to walk away from a bar without buying anything.

  • Characters

    • Broken Ace: Applies to all of the characters, so that the player has the advantage of their abilities but simultaneously has to overcome their issues.

    • Character 1
      • Action Girl
      • Aloof Ally: If Group Dynamics are good, may be this at first.
      • Being Personal Isn't Professional: She's hardly as stiff as she seems; she simply thinks of this mission as a professional undertaking. Good enough group dynamics, as well as some possible plot developments, will allow her to loosen up.
      • Costume Exaggeration: Was originally planned to wear a beat-up collared shirt and shabby jeans. Over time, this leaned more and more towards Rummage Sale Reject, below.
      • The Drifter: Unlike her fellow drifter below, drifts only because she can't stand staying still.
      • Drop the Hammer: One of her weapons is a large hammer. Can also be used to fix things.
      • Gainaxing: The only female character for which this is averted. Her breasts are large, but they are also rock-solid. Like the rest of her.
      • Guys Smash, Girls Shoot: Averted. All of her 'weapons' are things you would find in an average toolbox, such as a hammer, and they all require getting up close and personal.
      • I Work Alone: At first, when forced to team up with others. Bad enough Group Dynamics can cause her to storm off on her own.
      • Loners Are Freaks: Sometimes considered this.
      • Pauper Patches
      • Rummage Sale Reject: Her baggy, patched, rolled-up jeans, wifebeater over an untucked collared shirt, Utility Belt, and scruffed boots give this impression.
      • Seriously Scruffy: One of the reasons she's so messy is because she just doesn't care.
      • She's Got Legs: She does.
      • Statuesque Stunner: The tallest (human) character in the game - she's 6'2"!
      • Tomboyish Ponytail: Her blond hair is in a ponytail that goes down to her butt.
      • Utility Belt: Wears one at all times, which contains her weapons and everything she needs to do her job - her job being anything that comes up.
      • We Help the Helpless: A more practical variant, but qualifies nonetheless. She is essentially an odd-jobs man - she'll do anything from stacking firewood to building houses, as long as she gets paid. However, she doesn't need much, and is often willing to help out people who can't afford anything else - which, more often than not, ends with her up to the neck in other people's personal problems. Not a good situation for someone as stiff and impersonal as she is, but her Chronic Hero Syndrome - not to mention perpetual poverty - won't let her out of it.
      • Wrench Wench / Mr. Fixit: Very good with tools and machines; good enough that her special skill is fixing broken equipment.
      • Wrench Whack: A wrench is one of her weapons of choice.

    • Character 2

    • Character 3

    • Character 4
      • Agent Peacock: An all-around feminine, soap opera-loving, socially and romantically manipulative Pretty Boy — with a dark past as a badass Knight Templar bodyguard and professional Big Damn Heroes organizer. None of which he could have done without his ability to seduce, flatter, socialize, make himself trusted, and work his way into inner circles, for which in turn he needed the fact that his femininity meant he was overlooked and treated as harmless by others.
      • Break the Haughty: Goes through this before the start of the game. He and his girlfriend ran a freedom ring helping slaves escape, and he did the dirty work, which sometimes involved murder, torture and manipulation, yet still came home feeling proud of himself for "doing the right thing" and "being a hero." In fact, he was so smug that he started a secret relationship with a former enslaved man. He began spending so much time with his new beau that he stopped freeing more slaves almost entirely. His girlfriend, who before then had handled the business and negotiation side of things and had no experience in the field, became desperate and went out on her own to rescue a group of slave girls who were being prostituted. She got herself captured and was ransomed for more than he could ever pay in time, was tortured over the course of months, and was finally murdered on camera for him to watch. He is still traumatized, and his self-esteem - obviously - took a nosedive.
      • Daytime Drama Queen: A possible conversation shows that he used to love watching these.
      • Depraved Bisexual: Recovering from being one - depraved, not a bisexual, that is.
      • Dual Wielding: Carries twin longswords.
      • Even the Guys Want Him: Is considered so attractive that his first boyfriend was a straight guy.
      • Guys Smash, Girls Shoot: His weapons are a pair of twin swords and a taser, both of which are close-range.
      • Insists on Paying: Will refuse to steal.
      • Knight Templar: Is generally kind, but has extremely strong principles and is not above manipulating and hurting people for the 'greater good.' His Dark and Troubled Past involves running an Underground Railroad-type freedom ring... only to become rather unsavory himself in the cause of ending slavery.
      • Manipulative Bastard: Will manipulate and hurt others, including teammates if you're not careful, to get what he wants.
      • Long-Haired Pretty Boy: Combine this with Agent Peacock above, and it might serve as a reminder that his ponytailed long black hair is to die for.
      • Redemption Quest: Heading to try and free the slave prostitution ring his girfriend died trying to save.
      • Waistcoat of Style: Wears one.
      • We Help the Helpless: At one time...

    • Character 5

    • Character 6

    • Character 7
      • Afraid of Needles / Afraid of Doctors / Trauma Button: Terrified of them, in fact. They will refuse to be patched up, even with a serious injury, and it will take some serious finagling and coercion on the player's part to get them to agree.
      • Become a Real Boy: Zigzagged. They are no artificial human, and are perfectly capable of emotions, connection and everything else, but their social development was stunted by the children's hospital for the criminally insane in which they spent most of their adolescence, and they are trying to develop more emotional and social depth by spending time in nature.
      • Beware the Nice Ones: Quiet, deferential, and kind... but not entirely sane.
      • Call to Agriculture: They have always wanted a peaceful life, and this tends to manifest itself in a desire to work the land.
      • Cowardly Lion: They are naturally timid and a bit of a wallflower - but when the player forces them to fight, they can be very powerful.
      • Creepy Good
      • Going to See the Elephant: They know that long, exciting journeys through nature teach people awe, gratitude, and love, so they found a stretch of wilderness and decided to cross it.
      • Handwraps of Awesome: Wears these, to go with their general bandage motif. Also helps with strangling enemies.
      • Loners Are Freaks: Justified, in that isolation is what made them what they are.
      • Modesty Shorts: Wears these under their tunic.
      • Sarashi: Goes with the bandage motif, as well as binding their breasts.
      • The Quiet One: Never being spoken to during one's socially formative years will do that to you. They border on The Voiceless, except that the player can force them to speak when in control of them.
      • Quirky Curls: Their hair may bounce in their face and eyes, but they are more on the side of "eccentric and unusual" than "energetic and rebellious."
      • Sympathetic Murder Backstory: Killed a man in self-defence when they were a child, and spent much of their adolescence in a children's prison and mental hospital. It wasn't a happy place.

    • NPC's
      • Bad Powers, Good People: Applies to any part- or non-humans who attempt to live a peaceful life.
      • Body Horror: The majority of NPC's.
      • Brain Monster: Plenty of them.
      • Cinderella Circumstances: One storyline has a part-human young man who is being held captive by his mother, who claims that she is the human parent who imprisons him because, after, all, he's a dangerous mongrel abomination. Turns out she is actually the non-human parent. Oops.
      • Combat Tentacles: Almost all monsters and most nonhumans.
      • Crazy Survivalist: One reason some humans choose to live in the forest.
      • Face Hugger
      • Femme Fatalons: A few examples.
      • Hero Killer: The nonhumans are designed to be this. Most weapons are useless against them, they're incredibly tough, and they can kill a player character easily. When a nonhuman enters the game, it's meant to rapidly change the genre from a combat-style adventure game to flat-out survival horror where you can't really fight back. Defeating a nonhuman in combat triggers an achievement. Kill all of them, and you get a special ending.
      • Hungry Menace: Several.
      • Loners Are Freaks: One of the many reasons humans who live in the forest are shunned.
      • Mad Artist: At least one.
      • Misanthrope Supreme: After all, an isolated forest where humans fear to tread is a good place for a misanthropist, and when a band of sudden humans interrupt your peaceful hating-everyone-from-afar....
      • More Teeth than the Osmond Family / Scary Teeth / Lamprey Mouth / Vagina Dentata: Muahaha! Beware, odontophobics!
      • No, Mr. Bond, I Expect You to Dine: A surprising number of villains would love to feed the player characters, whether to gain their trust, to demonstrate the Affably Evil nature of the host, to follow some bizarre rule of monster etiquette, or just to fatten them up.
      • Primal Stance: Quite a few of the less wholesome creatures have this.
      • Professor Guinea Pig: One human couple (divorced) living in the forest (separately) are a pair of Mad Scientists who broke up because one of them was, well, a little bit too mad. They both test on themselves in the absence of any other human test subjects.
      • Uncanny Valley Girl: Loves this trope.
      • Vain Sorceress: One of the harnessers and practitioners of the forest's natural black magic.
      • When Trees Attack: Of course!
      • Wicked Toymaker: One of the endings features a rat city where everything runs on clockwork. Guess who makes the clockwork?

  • Gameplay

    • Accidental Marriage: Be nice to the abominations if possible, but try your best not to end up with this. Some of them are positively amorous.
    • Admiring the Abomination: The player can choose to do this, either to try to flatter someone/something, or just out of pure love and worship for the game designer.
    • After-Action Patch-Up: A good way to prevent your characters from dying of their wounds - but hopefully you brought medical supplies, or it's leaf bandages and aloe juice for you.
    • Ambiguously Evil: All NPC's are supposed to be this way when they first come into play. Even Eldritch Abominations may be good, and even the apparent Purity Personified may be evil - the player has no idea until they take the plunge.
    • Artifact of Death: If the player wanders into the temple in the Joke Ending and attempts the ritual without first collecting the amulet way back in a previous level, they will die. Horrifically.
    • Beauty Is Bad: See Ignore The Fanservice below.
    • Black Magic: Comes with the territory. No, the player cannot use it.
    • Body Horror: Runs on it.
    • Clothing Damage: Fights and other struggles can result in this.
    • Culture Clash: Natives of the forest and non-natives have very different values, to say the least. This is one of the things that makes dealing with natives difficult. That fish monster may be trying to eat you, but it's entirely possible he thinks you've asked him to.
    • Death by Materialism: Stealing can be deadly, especially if the "victim" is not human. Zigzagged because stealing could be an act of desperation. It's not really materialism if you're stealing food and water.
    • Designated Villain: The player has the option to treat anyone they like as this.
    • Did We Just Have Tea with Cthulhu??: If you choose a more pacifist route, you might end up doing this more than once. The results can be pleasant, or very messy, depending on your dinner companion.
    • Divided We Fall: Bad Group Dynamics make the game much harder.
    • Due to the Dead: If a player character dies, the others have the option to bury them. This can improve Group Dynamics.
    • Evil Tainted the Place: Why the forest hasn't been chopped down to make way for a strip mall.
    • Fantastic Racism: The reason most natives of the forest stay there - they kind of have to. Nonhumans and monsters would be considered abominations, which is a bit fair, since that's exactly what they are. Part-humans and mutants, however, are also trapped, because they are believed to be "infected" with the dark magic of the forest. And humans who choose to live there are shunned as insane and dangerous. Whether the characters share this is up to the player.
    • From Dress to Dressing: If you didn't bring bandages, you might have to do this.
    • Ignore The Fanservice: Many creatures will take on very attractive forms to get the player to trust them. As a rule of thumb, anything that lives in that place and isn't horrifyingly ugly and deformed is faking, and being alone with them is a very bad idea. The exceptions all live in Sherwood Inn.
    • It Gets Easier: Of course, the player never finds out if someone is an innocent or a bad guy until they've made their decision: to trust them, to run, or to kill them. But if a character kills enough people, good or bad, they will start automatically tending towards attacking, and the player will have to prevent them from killing innocents.
    • It Has Been an Honor: No matter the ending, good or bad, if the player's Group Dynamics are good enough, characters will say this as they part.
    • Magically Regenerating Clothing: Averted. Clothing will rip during the course of the adventure, and unless you spent money on needle and thread, it will stay that way.
    • Misery Builds Character: The more hell the characters go through, the stronger they become.
    • Morality Kitchen Sink: As befits a game that switches unpredictably between adventure and horror, the inhabitants of the game world vary wildly in motive, values, and character. Some want to rip you apart for no other reason than that it's fun; some want to kill you and steal your stuff because they're desperate; some will kill you without a second thought, but can be persuaded to help you instead; some will be kind to you unless they consider you a threat; some are actively helpful but very much not on your side; some will pretend to be with you because they want something; some actually care about your wellbeing; and some are totally indifferent. It all depends on the player's game.
    • Mysterious Past: All characters start out with this. It's up to the player to discover it.
    • Not Bad: A sign of improving Group Dynamics.
    • Off the Wagon: Addictive products are available to be bought at points in the game, and certain characters with a history of addiction - both enemies and allies - can be very susceptible to these.
    • Scars Are Forever: Every wound a character gets will scar, and those scars will never go away. However, they will grant a bonus in fighting and resisting Mesmerisms.
    • Survival Mantra: These can be picked up as collectibles in certain storylines, and can help resist Mesmerisms.
    • Trash Talk: Bad Group Dynamics. Can be an effect or a cause.
    • Troubled Backstory Flashback: The player begins to discover their character's past through dreams. All of them have some kind of dark history.
    • Truce Zone: Sherwood Inn.
    • Victory by Endurance: The whole point of the game.

Example of: