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Mr. Pretendo

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A member registered May 28, 2023 · View creator page →

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What grabbed me the most about your idea is how you turn the parry —addictive micro‑moment packed with tension and instant reward— into the core of the gameplay... but I’m curious about what kind of music or rhythms you’ve been considering? if it’s a samurai are you thinking something like a Japanese‑phonk vibe or smth like that?

Hi, nice to meet you all.

I'm a solo developer working on an indie game called SCP: The Black Silk Road. This is my first devlog and probably the most important one — the one where I explain what this game actually is, because it's a little hard to summarize.

What is Black Silk Road?

It's a game set in the SCP Foundation universe that combines three mechanics: crypto trading simulation, top-down action exploration, and visual novel.

The central threat is an anomalous entity that exists inside blockchain networks. It has no body. It grows stronger as market activity increases. You can't contain it through conventional means: you have to out-trade it. 

You need to dominate the market before market dominates you.

That's the core loop: trade crypto to gain market control, use profits to buy keys that unlock deeper levels of an underground facility, and descend into sublevels that turn out to be the physical infrastructure of the blockchain itself; while you reveal secrets about the foundation, its collaborators, and your own past.

The entity you're fighting built its own marketplace — The Black Silk Road — and you're operating inside it.


Where it stands right now

The trading system is functional. You can see the market moving in real time, track your portfolio against the SCP's holdings, and use special ability cards (Common, Rare, Epic, Legendary) that affect market behavior. The split you see on screen (your market control vs the SCP's) is the actual threat indicator. When it tips past the point of no return, you're losing.

One thing I didn't expect when building this: the SCP is genuinely hard to beat. Even with action delay and random market events, it adapts and outpaces you if you play passively. So the game gives you an intelligence support system alongside the ability cards — market analysis, pattern recognition, privileged information. You're not just trading. You're trying to think faster than something that was built to think faster than you.

The top-down sublevels are also in early development: basic movement, combat, and exploration are functional. That layer of the game will connect directly to the trading system in ways I'll explain in a future devlog.


The protagonist

Agent V is the operative assigned to this mission. She's not the obvious choice — she's a field agent, not a financial specialist. She was selected because everyone more qualified didn't survive the previous attempts. The agent before her is still in medical containment at 34% cognitive retention.

Her backstory starts from 1940 to 2028 and is one of the parts of this project I'm most invested in... I'll share more of that in future devlogs.

And why I'm making this...

Because I haven't seen a game where the market is the boss fight. The tension of watching that percentage shift while you're trying to make the right trade — that's the feeling I'm building toward.

This is a commercial project. It's early... But it's moving.

Screenshots below — current state of the trading screen. 

One note on transparency: I've used AI assistance JUST for code generation (I'm was a junior backend programmer by trade), but the story, the lore, the game design decisions, and all visual work are entirely mine (I'm an illustrator, a freelancer graphic designer). I'd rather be upfront about that than have someone assume otherwise.

English is not my first language. Happy to answer questions.


Here I'm using free assets, that's why I didn't worry about the bad animations: