Ok'Rhams Creation
A downloadable game for Windows
Introduction
After the archbishop of a grand cathedral mysteriously passes away, his successor takes the mantle and exerts his rule with an iron fist. As he twists the doctrine of the god he worships, he and his followers grow twisted and monstrous in their greed and defiance. Now more power hungry than ever, the Archbishops ultimate plan is set in motion.
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Game Summary Pitch
You will fight, solve puzzles and explore the cathedral to hopefully get your revenge.
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Player Experience
- Emergent gameplay and creative player-facing tools/mechanics.
- Strategic combat with limited ammunition.
- Tactical thinking and puzzle-solving are key.
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Pillars
- Exploration
- Strategy (Puzzle-wise and Combat
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Development Information
- Platform: Windows PC
- Engine: Unreal Engine 5.5
- Language/Tools: Visual Studio, C++
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Genre
- First-Person Shooter (FPS)
- Puzzle Adventure
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Target Audience
- male majority
- 18-35 due to difficult and tone
- FPS players
- Dark fantasy and horror lovers
- PC with controller support
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Culture
- western
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Gameplay Overview
- Slow-paced, strategic combat.
- Unlimited mana with slow regeneration or cooldown-based spellcasting (TBD).
- Unlock new spells progressively.
- Low ammunition, pistol is not a crutch.
- Environmental hazards (gravity magic to throw enemies, traps like spikes or pitfalls).
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Exploration
- Navigate the corrupted interior of an ancient cathedral.
- Find secrets, hidden paths, and uncover lore.
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Puzzle Types
- Breakable doorways
- Sequence-based (e.g., light torches in order)
- Hidden buttons and pressure triggers
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Core Mechanics
Primary Mechanics
- Combat:
- Spells: Fireball, Gravity Magic (force-push to throw enemies)
- Physical traps: Wrecking balls, trapdoors, spikes, red barrels, etc.
Secondary Mechanics
- Puzzles:
- Modular sequence puzzle system ( multiple triggers to open a door)
- Projectile interaction (light torch from afar)
- Rotating Paintings
- Spells:
- Fireball, Gravity Magic, force-push and black hole
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Game Experience Goals
- Tactical and strategic combat
- Emphasis on environmental use (traps, magic) to solve encounters
Resource management challenges (limited ammo, spellcasting constraints)
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Art Direction
- Dark, moody visuals inspired by gothic architecture
- Heavy use of shadows and gritty texture work
- Visuals to enhance tension and mystery
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Audio Direction
- Music:
- Suspenseful rock with ominous undertones
- Sound Effects:
- Spells and magic sounds
- Trap activations and puzzle cues
- Success/failure feedback sounds
- Ambiance sounds
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UI/UX
- Interaction prompts (planned)
- HUD: Health, Mana
- UI references will be added in future iterations
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Controls
- Keyboard (WASD) + Mouse (Optional) Controller support
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Development Timeline
Duration: 7 Weeks
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Current state of the game
Master
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Meet our team
Artists
Elmina Lindfors Wegler ┃ Mimi-Lee Eriksson
Designers
John Geir Andersson ┃Federico Garcia ┃Daniel Atterby ┃ Pontus Björkander
Programmers
Orkun Arslantürk ┃Milo Zander Frenell ┃Linus Jernström
Luva Teike ┃Yasmin Adas
Animation and VFX
Justin Lustig - Animator ┃Patric Svedberg - Animation / VFX Backup
Rebecka Timper - Art director and VfX artist.
APM's
Anna Andrén - Project manager & Scrum master ┃Gabriel Isabar - Release manager
Jakob Gabriel - Release manager ┃Fredrik Buckard – Game producer
Comments
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The game crashes when I look up in the ceiling in the room after the torch puzzle. You also don't have a survey for me to fill out.
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Hey folks❤️ let me know what you think about the game in my profile🔞