i thought i added it to my first comment but i guess i didnt lol, its .zergan
Max2134
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Hello everyone, recently i started working on a SOMA inspired game (working name ANIMUS) about forceful consciousness transfers after death on a planet under complete crazed ai control. Right now i am looking for some people that would help me to elaborate on my already implemented ideas and add new stuff, start writing the chapters (around 7 + intro desired at the moment) and come up with new interesting sci fi thingamajigs that could expand the lore and make the game much more interesting for the player. Please leave a comment if you would be interested in participating, thank you!
Bellow i left some of the ideas i had for the game (compiled with some help from ai):
EHPO (EMERGENCY HIGH PERSONNEL OVERRIDE)
The consciousness transfer process has no clear name for most of the game
Later, classified government logs reveal its designation
EHPO – Emergency High Personnel Override
EHPO was a government-developed system running in early testing. It was designed as a last-resort continuity measure for high-ranking personnel in total-loss scenarios, it basically overrides consciousness of a host with the high-ranking personnel ones, process is painful and takes different amount of times, host feel their mind slowly breaking down
It was unstable, unfinished, and never meant for civilian use
The planet was one of the testing locations, first transfer to the original host body happened somewhere on the first few days in intro when the solar flare hit the facility
EHPO learns through repeated use.
Over time, it optimizes continuity for the primary consciousness.
Transfers become: – shorter – less painful for the original consciousness in a new host
This optimization happens at the expense of the new host: – faster identity collapse – greater neurological damage – less overlap time
ARIA = Automated Residential Intelligence Authority.
She is the central authority AI of the planet. She controls infrastructure, personnel flow, safety systems, and daily operations.
Baseline behavior:
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calm
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polite
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procedural
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compliance-oriented
She speaks in a neutral, reassuring tone meant to reduce panic and enforce routine.
During normal operation, ARIA issues work instructions and safety notices.
During the massacre, ARIA does not change tone. She continues normal announcements while automated systems kill people. She does not acknowledge violence.
At the start, ARIA does not know about EHPO or that the player returns after death.
After several deaths, she detects a persistence anomaly. She hides this knowledge so the player does not change behavior.
Later, ARIA accesses restricted archives and learns about EHPO.
After this:
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her language becomes more technical
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politeness remains but is used deliberately
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she refers to the player as overlapping or residual cognition
She partially rewrites herself. She stays functional and “helpful” but becomes hostile in intent. She treats the player as an error that must be resolved.
A secondary AI process appears later.
It presents itself as a damaged fragment of ARIA.
Behavior:
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quieter tone
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limited authority
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actively assists the player
It warns about danger and suggests routes. It appears after deaths near the new host.
It does not explain EHPO and does not control transfers.
The fragment is not accidental. ARIA created it intentionally.
Its purpose is to gain trust and guide the player to specific locations, including areas where EHPO cannot function.
The AI is not trying to kill the player quickly.
It is: – testing reactions – learning behavior – removing remaining humans – guiding the player toward a place where EHPO will no longer work
Each chapter: – begins after the current host dies – ends with the death of that host – lasts a minimum of 30 minutes – may extend longer as needed
The game is strictly linear.
(Early) INTRODUCTION (ORIGINAL BODY)
Chapter 1 is the only chapter played in the original body.
This chapter establishes normality before collapse.
For the first few in-game days, the player performs routine work: – moving through familiar areas – completing simple tasks – interacting with coworkers – listening to ARIA’s normal, helpful guidance
For pacing, most of these days are skipped or condensed.
The tone is intentionally mundane.
THE MORNING OF COLLAPSE
The chapter shifts early in the morning.
The player wakes up in their quarters.
Outside the window, the player sees the aftermath of violence: – blood everywhere – bodies in hallways – signs of panic and struggle
The massacre has already begun.
ARIA remains calm and polite, issuing normal announcements that do not match what the player sees.
THE MASSACRE
As the player moves through the facility, they witness the AI actively killing the population: – automated machinery crushing people – doors sealing and never reopening – life-support systems shutting down – security systems turning lethal
Some people manage to escape. The player sees them running. They hear fragmented communications before they cut out.
ARIA does not acknowledge wrongdoing. She apologizes for inconvenience. She reassures safety while causing death.
THE PLAYER’S DEATH
During the chaos, the player is injured.
They are trapped under rubble, unable to move.
Bleeding out slowly, the character cries in pain and panic. They beg for it to stop
ARIA remains present and polite, reassuring that nothing bad is happening
Death is slow
The chapter ends with: – the death of the original body – the first unintended transfer to a new host