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Thank you for the feedback! It's definitely not as scary and grim as other modules, but I wanted to do something with a different tone. 

Since terraforming specifically means to make a place more habitable for humans, I decided to use the sci fi term . I had S4vant use terraforming though, to hedge my bets. Another reviewer suggested I provide a definition, which I plan to do.

Genetic Memory is a real psychological theory, but it deals more with things that are scary or traumatic. Not specifically stories, but I guess a scary story could count. It's really just a sci fi way to use a bunch of myths. If I flesh out the module, I plan to include environmental changes for each myth as well, but I ran out of space.

There is no active myth at the beginning just for gameplay reasons, but the first reset happens after players talk to S4vant. At that point it would be a random roll. I thought about having a myth already be happening, but I wanted to give players a bit of time to get their bearings first.

Another good point! When you're fighting the Curator, it is immune to all damage. There is no clear way to know that attacking the pillars stops it, but I tried to hint at it by having the pillars all rise just before the Curator appears. In playtesting, attacking the pillars was the first thing they tried after a direct attack had no effect. Definitely an area that could use a bigger hint.

The Curator is just the intelligence running the system and it's been around so long that it's no longer working correctly. I say in the intro that "it worked as intended for a time," but it's only implied that its malfunctioning is why the planet is barren.