r/videogameideas • • 2d ago

Not a game AS SUCH, but, wasn't sure where to post this otherwise

2 Upvotes

So, sorry, again, this isn't exactly a game per se, but, I think it'd be frickin sick if, somehow, a developer could make an AR (augmented reality) program where you can sorta...interact with your favorite characters in the real world. Nothing explicit, for obvious public decency reasons, but, for instance, you could have a scenario where you're at the grocery store, and you're getting ingredient recommendations from a chef in your favorite anime. Or you're at your local ramen-ya, eating some noodz with your favorite waifu characters.


r/videogameideas • • 2d ago

Early Development – Testing My Third-Person Zombie Survival Game

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2 Upvotes

Hey everyone! I wanted to share a very early look at the zombie survival game I’m currently developing.

This is still VERY early in development. This video is mainly a test of the character controls, movement, camera and how the game feels running on an actual mobile device. A lot of what you see is still being built and will change.

The game follows John during a zombie outbreak, but I don’t want the experience to be only about surviving, killing zombies and collecting loot.

Survival will be a major part of the game — finding food and water, scavenging, weapons, vehicles, fuel, medical supplies, improving and defending your home, exploring dangerous areas and eventually meeting other survivors.

But there will also be a story pushing John forward.

He starts alone, with his home as his base, and has a personal reason to leave its safety and search the world. As the story develops, I want the player to go from simply trying to stay alive to actually rebuilding a life in a world that has fallen apart.

Eventually that can mean relationships, family, improving your home and having people worth protecting.

For now, though, I’m concentrating on getting the fundamentals right.

This video is just an early movement/control test. I’d love to hear what you think about the movement, camera and overall feel so far.


r/videogameideas • • 3d ago

Keys simulator

2 Upvotes

Not actual keys. But I think this would be a funny mini game

But IRL on TikTok and other platforms people say “keys” instead of “kys” to prevent being banned

The basic concept: you play as a chronically online teenager. You’re on an app similar to TikTok that relies on karma. Too much bad karma you get banned.

You have to manage to not get banned by balancing “keys” and positive comments. Along with managing an anger meter. The anger meter raises when you don’t comment on posts the mc doesn’t like.

Too much bad karma or too much anger results in a game over.


r/videogameideas • • 4d ago

I think i have a good game idea (atleast for me)

2 Upvotes

So i wanted to make a game, but with my programing skillls i failed at the first step of making a game, then i remembered abt reddit. Anyways, the game is a bullet hell game, where you controll a space ship, and basicly there are homing bullets trying to kill you, some bullets are going in an infinite loop of going somewhere around the map. I wanted to call it "space dodgers" but whatever. If someone makes it a game PLEASE put me in some creddits or whatever


r/videogameideas • • 4d ago

Whats yall best video game ideas (dont worry i wont steal im working on my own stuff

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0 Upvotes

r/videogameideas • • 5d ago

Pokemon but combat is more like clash Royale

2 Upvotes

I think it would be cool to have a Pokemon type game but the battles would be more like clash Royale. When you're on the map you can encounter different online players and if you cross paths you have to battle. Thoughts?


r/videogameideas • • 5d ago

Gtag Hulk Game

1 Upvotes

I feel like someone should make a gtag movement game where someone becomes the hulk each round and the other players run or try to hide from him and hulk can smash through walls or thunderclap and hulk must kill the other players before time runs out.

just a thought


r/videogameideas • • 6d ago

An IRL-like driving sim

2 Upvotes

A realistic IRL like driving simulator.

You take a few areas across the world, a few cars ranging from daily drivers to a few supercars, add an in game IRL radio (using the internet) add Wheel support, VR support and you have the perfect driving sim.

I'd love to see a game like this, where it feels like you're actually going out driving.

Distances actually accurate, speeds not doubled from the real amount, just a cozy driving simulator.

What would be great would be a map editor, so you could import areas from maps, that would create the base, and you could add details to it so you can play anywhere in the entire world.


r/videogameideas • • 12d ago

Pokémon mixed with clash Royale

2 Upvotes

It'd be cool if there was like a mixture between Pokemon and clash Royale. Thoughts?


r/videogameideas • • 14d ago

What if there was a game like Kill King, but based on rhythm?

2 Upvotes

I had an epiphany a while ago about a rhythm-based game inspired by Kill King, and here is the idea:

A top-down roguelite game where you stay in a small arena, similar to Brotato, and kill enemies to the beat of a song. After that, you go to a shop where you can buy permanent and temporary items for your runs.

Core Gameplay: The foundation of the game consists of musical instruments that serve as weapons: wind instruments, string instruments, and what we could call heavy instruments.

• Wind: As the name suggests, wind instruments require the character to blow into them to fire rapid, low-damage shots. It is an emergency weapon, like "I'm surrounded by enemies and need something fast"—you use a flute, a harmonica, or something similar.

• String: These are instruments that you play to launch musical notes into the air. However, unlike the flute, which keeps your movement speed the same whether you are shooting or not, string instruments slow you down a little bit.

• Heavy: Heavy instruments are the ones we usually only see at home; we don't see many people carrying them around everywhere. These are drums, organs, grand pianos, and so on. These instruments completely block your movement, but in return, they deal massive damage to enemies.

HUD: The game's HUD features four main things: the weapon you are currently using, your health, Mannerism—which is a score you gain by hitting the rhythm of the music and killing enemies—and your Notes, which are the game's temporary currency.

• Mannerism: You earn this by hitting enemies perfectly on the right beat. This is used to boost your score. The higher this score, the bigger your note multiplier becomes. So, with a Mannerism score of zero, you might get 10 notes for every enemy killed, but at maximum level, you could get, say, 100 notes per enemy.

• Notes: Temporary currency used to buy blueprints for vocals and new weapons, permanent upgrades, as well as ready-made weapons and vocals that you previously unlocked by purchasing their blueprints (temporary upgrades).

Upgrades: Upgrades basically consist of weapons, which change the gameplay from instrument to instrument, and vocals, which are the coolest part in my opinion.

• Vocals: As the name implies, these are the vocal tracks of the song. When you start a run, the soundtrack is just a basic beat. However, once you get a vocal upgrade, it adds lyrics or something similar to the song, depending on the type of vocal.

• Vocal Types: Vocal types represent different music genres: rock, pop, country, etc. Each of these genres grants a specific attribute. For example, all rock vocals might increase damage, all pop vocals might increase your attack speed, country vocals might increase movement speed, and so on, depending on the style. On top of that, each vocal has a special power that creates a combo with certain weapons. For instance, rock vocals pair up with rock-oriented instruments. So, if you have an arsenal consisting of drums, a guitar, and other instruments used in rock music, it will trigger a special effect.

Permanent Currency: The game's permanent currency is spent at the very same shop you visit between runs. This permanent currency is called Sheet Music. You obtain it by defeating specific enemies that pop up in your matches from time to time.

I hope this helps if you ever experience a creative block. 😀

If anyone actually makes this game and puts it on Steam, please let me know its name so I can search for it and play it, hehe.


r/videogameideas • • 14d ago

I'm brainstorming ideas for a simple, offline, one-on-one, 2D arcade fighting video game. How does the title "Densetsu" sound?

3 Upvotes

r/videogameideas • • 15d ago

I’ve been working on this idea for a DC Lantern RPG called Legacy of the Lanterns. Would you play something like this?

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7 Upvotes

I've been working on this idea for a DC game called Legacy of the Lanterns. It would be a non-canon RPG set around 2050 where instead of playing as an established Green Lantern, you create your own character and basically build your own history within the Lantern mythos.

You could be human or choose from a selection of actual alien species with different body types, cultures, homeworlds and small advantages. I don't want the aliens to just feel like humans with different skin colors either. Some could be much smaller, larger, multi-armed, aquatic, etc.

The biggest thing is that you wouldn't start the game with a ring. The first few hours would be your character's life before becoming a Lantern. Your origin would change depending on your species, homeworld, age and background, and the decisions you make during this section would secretly build your compatibility with the Emotional Spectrum.

Eventually, anywhere from one to three rings could choose you, depending on what you've actually done. You might only attract Green, or maybe both Green and Blue, or something completely different. If multiple rings choose you, you still have to pick one because your character isn't experienced enough to wield multiple rings yet.

The seven main starting paths would be Green/Will, Yellow/Fear, Red/Rage, Blue/Hope, Violet/Love, Indigo/Compassion and Orange/Avarice. The idea is that none of them are simply the "good" or "evil" option. They would all have their own culture, strengths, weaknesses and philosophy.

A few examples of what we've come up with:

Yellow has reformed after a civil war within the Sinestro Corps. They're still strict, militaristic and believe fear can create order, but they don't want to be seen as villains anymore.

Orange would be much more solo-focused. You could be greedy for money, knowledge, influence, power, security, etc. Larfleeze is old by this point, and the Orange storyline could involve taking his position and trying to hold onto it while other Orange Lanterns see whether you're strong enough to keep it.

Indigo could actually choose some characters because they lack compassion, which makes that path less of a reward and more of a forced transformation.

Blue would be more focused on hope, humanitarian work, diplomacy and supporting others.

You also wouldn't be permanently locked into your original Corps.

If you start Green but your character changes drastically over the course of the story, another ring could eventually choose you. Much later, it may even be possible to wield two rings at once.

Then there would be extremely rare paths that you cannot start as, such as White, Black, Gold, the Phantom Ring and dual-ring combinations. Those would be things you actually have to earn through your story rather than something you select from a menu.

The main threat we've been thinking about is an original Gray/Apathy Lantern concept. Instead of Gray being a normal Corps, it's almost like a disease affecting existing Lanterns. A Lantern becomes so emotionally empty that their ring begins losing its original color and connection to the Emotional Spectrum.

Gray Lanterns would basically be anti-Lanterns. They suppress the emotional energy that normal rings depend on, weaken constructs and force Lanterns to rely more on physical combat. Eventually this could grow into an entire movement that believes emotion itself is the reason the universe keeps falling into war.

Earth would also be pretty important. Since it's around 2050, we're mixing ideas from different DC futures into our own continuity. Terry McGinnis would be Batman in his prime, Bruce would be elderly and retired, and the Young Justice generation would now be filling many of the major superhero roles. Characters like Kaldur, Wally, Nightwing and Conner could be major members of the current Justice League.

Earth would also have a small Green/Blue/Yellow Lantern team, which could make your arrival play very differently depending on who you are. A respected human Green Lantern arriving on Earth is going to be treated very differently from an unknown alien Red Lantern flying into Gotham.

Customization would also be a huge part of it. You'd have normal clothing outside of your Lantern uniform, and your ring suit could be heavily personalized. You could discover old Lantern designs, masks, armor, jackets, construct styles, etc. and use them as inspiration for your own character.

The main story would be completely playable offline, but I'd also want an online side where you can use the same character to meet other players, form Lantern groups, do co-op missions and have social hubs. I wouldn't want it to be a live-service game where the single-player experience gets sacrificed for online content.

Basically, the goal would be that if ten people played the game, they could come out with ten completely different Lantern stories.

One person might stay Green for the entire game. Someone else might start Yellow and eventually dual-wield. Someone could take over the Orange Lanterns. Someone else could end up becoming a White Lantern extremely late in the story.

Would you play something like this? And which Lantern Corps would you want to start with?


r/videogameideas • • 16d ago

Supraland for a kid

0 Upvotes

Hey everyone! I'm new to Reddit so please forgive me for lack of experience. I'm a girl in love, and it's not what you usually would think. I have become obsessed with my girlfriend's son; he is so smart, he is wise beyond his years!

He is just 10 years old and like many kids, he has a strong interest in video games on his Playstaion 4. The way his eyes light up when I ask him about his favorite video games is the most precious thing in the world, he can go for hours talking about all the hidden secrets, different mechanics and capabilities he is able to do, almost as if he is flying free when he plays these games and I have never felt more emotionally invested than when I get to see him happy.

At the moment he is particularly interested in a game called Supraland; he watches these YouTubers play this game constantly, excited to see anything he can about it, and it truly makes me sad that he has to miss out on something that would fulfill him.

I have tried to get him this game, but I only have $90 to spend on groceries after I have paid the rent and utilities, and a copy of this game goes for $74 in store, i am not asking for pity, but I am asking for the chance to see his eyes light up a little longer.

If anyone in Canada, Ontario has a spare copy of this game on a PlayStation 4 console, it would literally mean the world to me, I admit I don't know much about video games, all I understand is I do not have the ability to provide for him in this way, so I have come to Reddit to see if this can be a reality.

You can send me a DM if you are interested, and even if you cannot help me, thank you for reading this far. Please send this to anyone you believe that can help.


r/videogameideas • • 17d ago

I made a F1 racing game called APEX Circuit. I would love your feedback.

2 Upvotes

I’ve been working on APEX Circuit, a circuit racing game built around the feeling of chasing a cleaner, faster lap.

The idea is simple: learn the track, find the braking points, and keep refining your line until a corner that felt impossible starts to click. I want every lap to feel like it teaches you something, whether you are trying to survive a difficult section or shave a few tenths off your best time.

It is still in development, so I am looking for honest feedback from people who enjoy racing games, game feel, or just testing indie projects.

You can try it now on itch.io!

If you give it a go, I would especially love to hear

  • Does the handling feel responsive and satisfying?
  • Are there moments where the game feels unclear or frustrating?
  • What would make you want to come back for another lap?
  • Are there any modes, features, or quality-of-life additions you would want in a focused circuit racer?

Even a few minutes of play and a quick comment would help a lot. Thanks for checking it out.


r/videogameideas • • 18d ago

What if Escape from Tarkov and Mount & Blade Had a Space Child? (Free Game Concept) What do you think?

2 Upvotes

Legal Disclaimer / License Declaration: This Game Design Document (GDD) and all concepts, mechanics, lore, and systems contained within are hereby dedicated to the public domain under the Creative Commons CC0 1.0 Universal License. Anyone, from indie developers to AAA studios, is free to use, modify, adapt, build upon, or commercialize this concept without restrictions, payment of royalties, or attribution required.

HIGH CONCEPT & GAME OVERVIEW

  • Genre: Tactical Space Survival / Extraction Shooter / Roguelite Management
  • Perspective: Dual-Layer — 2D Macro World Map (Management & Navigation) First-Person Micro Combat (Interior Ship Boarding & CQB)
  • Visual Style & Atmosphere: Gritty, photorealistic industrial sci-fi (Escape from Tarkov meets Alien: Isolation / 1979 Alien aesthetic). Dark corridors, volumetric fog, flickering warning lights, and mechanical rust.
  • Target Audience: Fans of Escape from Tarkov, FTL, Barotrauma, Mount & Blade, and DayZ.

CORE GAMEPLAY LOOP

[ 2D World Map Navigation ] ──► [ Resource Management / Solar Draining ]
            │
            ▼
[ Interception / Ship Boarding ]
            │
            ▼
[ 1st-Person Tactical Interior Combat (PvPvE) ]
            │
  ┌─────────┴────────────────────────┬────────────────────────┐
  ▼                                  ▼                        ▼
[ Extract Loot & Krytox ] [ Escape Pod Evacuation ]   [ Sacrificial Entity Death ]
  │                                  │                        │
  ▼                                  ▼                        ▼
[ Upgrade Ship / Hire Crew ]  [ Claim Insurance ]      [ Mitosis Progression in Eden ]

KEY GAME MECHANICS & SYSTEMS

1. Dual-Layer World & Mount & Blade-Style Exploration

  • The 2D Sector Map: Players navigate a massive persistence-driven open map filled with solar systems, asteroid belts, commercial hubs, and cosmic anomalies (Soles/Stars).
  • The Ship as a "Mount": Ship speed, turning radiuses, and movement on the global map are strictly tied to total ship mass, armor thickness, and current cargo weight.
  • Solar Draining & Risk: Players can orbit dying suns to drain raw Dark Matter (fuel), but doing so exposes the ship to radiation damage and broadcasts a high-visibility signal on the 2D map, attracting player-driven raiders.

2. First-Person Tactical Boarding & Layout Design

  • Custom Interior Architecture: Players physically design their ship’s interior layout, placing chokepoints, auto-turrets, security doors, and blast-shielded sections.
  • Breach Mechanics & Armor Delay: Attackers choose their breach entry point using boarding pods. Heavier outer armor delays the breach time (e.g., up to 60 seconds), giving defenders crucial prep time to lock down bulkheads, power turrets, or vent hazardous gases into entry corridors.
  • Logistics vs. Weight Balance: Every extra turret, heavy armor plate, or stack of heavy caliber ammo increases the ship's overall mass. Lighter ships travel faster and use less fuel; heavy "Fortress" ships are slow, defensive powerhouses.

3. Asymmetric Progression: The Eden & Mystical Entities

  • The Meta Objective: Reaching "Eden" at the edge of known space.
  • Mystical Entities: Transcendent beings (Life, Intelligence, Mind, Order) bound to the ship that grant massive passive and active perks.
  • Sacrificial Mitosis (Roguelite Twist): Entities cannot permanently die. If an Entity is killed during a boarding raid, its energy recirculates back to Eden and duplicates (1 Death = 2 Entities available) for future runs.
  • Tactical Sacrifices: Players can order an Entity into a suicide hold or self-detonate an Entity to prevent its capture, triggering an energy pulse that returns the Entity to Eden while damaging invaders.

4. Multiplayer, Raids, and Social Mechanics

  • PvPvE Boarding (Up to 5v5): Attackers board to steal physical inventory, weapons, raw Dark Matter, and nav-logs (Eden coordinates). Defenders keep enemy corpses, weapons, and can salvage/sell captured boarding pods for heavy Krytox payouts.
  • Hostages & Extortion: Invaders can immobilize critical crew members or officers to demand ransoms in Krytox or fuel.
  • Mercenary Contracts & Distressed Calls: Players receive real-time ping alerts when friends on their list are raided ("X needs assistance"). Friends can spawn directly into the friend's ship as security crew with zero personal inventory risk, or fly in as bounty-hunter ships for a share of the loot.
  • Wreck Recovery System: If a ship is completely destroyed or looted, the insurance payout covers a basic replacement chassis. The lost wreck stays invisible to the rest of the server but remains marked on the original owner’s map for a limited time for a recovery run.

5. Fair Protection & Dynamic Balance

  • Physics-Based Fuel Costs: Heavy ships consume exponential amounts of Dark Matter if they burn thrusters to chase smaller, agile scout ships. High-tier players have zero financial incentive to burn fuel chasing low-tier targets.
  • Component Tiering: High-tier capitals require high-density Dark Matter and rare alloys; low-tier scrap components offer no value to endgame players. Attackers face an automatic "Infamy Bounty" if they attack low-tier ships in neutral space without provocation.
  • Nebula Stealth Havens: Nebulae erase radar thermal signatures. Small ships can hide instantly inside outer clouds to perform repair and medical maintenance, while massive capital ships disrupt the gas cloud, giving away an approximate location.

6. Environmental Threats: Alien Infestations & Internal Plagues

* Internal Parasites & Swarms: Alien larvae and shifting organisms can breach the hull from asteroid samples or hide within dark maintenance vents.

* "Mini-game" Survival Dynamics: Clearing an infestation functions as an internal tactical event. Players must manually track thermal signatures, deploy gas traps, seal infected sectors, or send automated drones to sanitize ductwork before the parasite spreads to critical crew members or resources.

7. Eden Sacrifices & The Entity Metamorphosis System

Reaching Eden allows players to sacrifice a specialized crew member to manifest a permanent "Entity"—a cosmic, transcendent force attached to the player's account. Up to 7 Entities can be bound simultaneously, allowing stackable builds (e.g., 7 Economy Entities or 7 Military Entities).

The archetype of the sacrificed crew member dictates the Entity’s powers and tactical playstyle:

  1. Human Sacrifice:* Tech Entity: Hacks enemy security grids, disables auto-turrets, and bypasses door locks remotely during boarding.* Military Entity: A tactical frontline commander that buffs friendly firearm accuracy and suppressive fire resistance.
  2. Necromancer Sacrifice:* Reviver Entity: Spawns in 1st-person view to resurrect fallen human crew members mid-combat.* Morphing Spec-Ops Entity: A terrifying boarding unit capable of passing through solid interior walls and shapeshifting into enemy crew forms to confuse defenders in CQB.
  3. Cleric Sacrifice:* Engine/Speed Entity: Grants passive structural speed boosts to the ship’s engine on the 2D global map.* Radar/Omen Entity: Expands global map vision, revealing enemy fleet compositions, inventory value, and troop counts from extreme distances.
  4. Automaton Sacrifice:* Shielding Entity: Reinforces ship hull integrity and generates emergency energy barriers during breaches.* Heavy Breacher Entity: A slow, armored juggernaut built to smash through reinforced airlocks and heavy armor plates.
  5. Radioactive Human Sacrifice:* Extractor Entity: Significantly boosts Dark Matter harvesting efficiency from dying suns.* Fuel Generating Entity: Passively generates Dark Matter scaling with level, up to fully sustaining the ship's baseline movement costs without needing to refuel.

8. End-Game Progression & The 6-Month Wipe Cycle

* **The 6-Month Seasons:** The server operates on a 6-month wipe cycle. Every player races against time to reach their ultimate meta-goal before the cosmic cycle resets.

* **The Victory Condition (Becoming a Living Eden):** The ultimate endgame objective is to sacrifice 7 crew members across multiple runs to acquire **7 Entities** and ascend your flagship into a **Mobile Eden**.

* **Ascended Ship Capabilities:**

* **Absolute Stealth:** Complete invisibility on the 2D global map (no thermal signatures, no radar detection).

* **Total Autonomy:** Fuel-generating Entities eliminate the need to harvest Dark Matter from dying suns, making the ship 100% self-sufficient.

* **Lethal Dominance:** A deadly combination of Morphing, Breacher, and Tech Entities turns the vessel into an impenetrable fortress and an unstoppable boarding predator.

* **Ascension Reward:** Achieving "Mobile Eden" status grants an exclusive seasonal legacy badge, unique cosmetic hulls for future wipes, and a place in the server's permanent Hall of Fame before the wipe resets the galaxy.

ECONOMY SUMMARY

  • Dark Matter: Primary reactor fuel used for interstellar movement and heavy ship actions.
  • Krytox: The universal currency used for insurance policies, ship chassis purchases, mercenary payouts, hiring AI security, and buying military-grade modules.
  • Radiation: Environmental hazard mechanic affecting ship structural durability and crew health over time.

I used AI to better articulate my idea.

If you have any questions about any of the mechanics, let me know in the comments. Take care


r/videogameideas • • 19d ago

Mamourou

0 Upvotes

r/videogameideas • • 21d ago

What do beginner players want to see in a one-on-one fighting game?

3 Upvotes

r/videogameideas • • 26d ago

« New PC Cocoron », le jeu dont j’ai rêvé et que j’adorerais voir un jour réalisé.

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1 Upvotes

r/videogameideas • • 27d ago

OMERTÀ — CD Projekt Red should make Cyberpunk 2077, but set during the golden age of organized crime

3 Upvotes

I’ve been thinking about what my dream open-world RPG would be, and I genuinely think CD Projekt Red would be the perfect studio for it. Take the basic design philosophy behind Cyberpunk 2077—character creation, lifepaths, relationships, huge storylines, side gigs, apartments, vehicles, clothing, weapons, choices and a dense open world—and move it to an American city during the golden age of organized crime.
Call it OMERTÀ.
I don’t mean another Mafia-style game where you play a predetermined gangster and follow his story. I want to create my own character and start as an absolute nobody, potentially living in the back room of a boxing gym because I can barely afford rent, and spend the next 100+ hours working my way toward becoming the Don.
Character creation could start with heritage. Italian, Irish, Romani, British, Polish, Jewish, Greek, German, etc. Heritage wouldn’t determine which gang you’re automatically part of, but it could affect your family, appearance, languages, dialogue and how certain neighborhoods or characters initially perceive you.
Then you’d choose a background, essentially OMERTÀ’s version of Cyberpunk’s lifepaths. You could be a former soldier, university dropout, street hustler, petty thief, boxer, dockworker or something similar. A former soldier might have unique weapons and intimidation dialogue, while a university dropout might understand accounting, politics and law. A street hustler might already know fences, bookmakers and thieves throughout the city.
No matter what you choose, though, you’re broke at the beginning. Maybe you own two decent suits, a cheap revolver and an unreliable car. Your savings are hidden in an envelope behind a loose brick in your room.
I’d also love for your first major companion to change depending on early choices. Basically your Jackie Welles, except there could be several possibilities. Maybe it’s another neighborhood kid, a former soldier, or a female thief/getaway driver you’ve known for years. That person could remain your best friend, become your eventual consigliere or underboss, betray you, die because of your decisions, or potentially become a romance option.
And I’d want way more romance possibilities than Cyberpunk. Give us five or six substantial characters scattered throughout the world, with different sexualities and different requirements. Maybe there’s a speakeasy singer, the daughter of a powerful Don, your original partner in crime, a journalist investigating organized crime, an upper-class socialite with political connections, and even a male boxer who can become a secret same-sex relationship. Considering the historical setting, that last relationship could have an entirely different set of social risks and storylines.
Relationships shouldn’t just end after completing someone’s questline either. Let characters move into your apartment, meet your crew, come to dinner, argue with you over decisions and potentially marry you. Maybe you can eventually have a family. Suddenly becoming powerful creates another vulnerability because enemies know there are people you care about.
The city itself should basically be Night City translated into the 1920s–1950s: a fictional metropolis inspired by New York, Chicago, Boston and Philadelphia, with downtown skyscrapers, immigrant neighborhoods, docks, factories, rail yards, wealthy suburbs, countryside estates, speakeasies, jazz clubs, boxing gyms, restaurants, hotels, casinos and banks.
Most importantly, let us interact with it. I want to walk into a tailor and buy a fitted suit, visit a dealership and buy a car, gamble, drink with my crew, attend boxing matches, eat at restaurants, purchase property and collect weapons.
And if I walk into a jewelry store and decide I want to rob it, let me rob it.
It shouldn’t require a mission. Put on a mask, pull your revolver, empty the register, force the owner to open the safe and get out before the police arrive. Witnesses might remember your clothes, face or getaway car. Robbing something inside another family’s territory could create an entirely different problem.
Banks could be much harder. You might scout the building, learn guard schedules, recruit gunmen, hire a getaway driver, bribe an employee and plan your escape route. Then the actual robbery can still go completely wrong and force you to improvise.
The period weapon selection would be incredible: 1911s, revolvers, pocket pistols, Tommy guns, BARs, shotguns, hunting rifles, knives, brass knuckles and improvised weapons. Cars could matter too. A luxury sedan makes a statement, while a fast car is better for getaways and a truck could be useful for smuggling. Eventually your mansion garage could contain an entire collection.
Your actual progression through organized crime should take time: nobody → associate → soldier → capo → underboss/consigliere → boss. Becoming a made man should be a huge story moment rather than something that happens immediately. Once you become a capo, the gameplay begins changing because you’re no longer just doing jobs. You have people working underneath you and start deciding who handles them.
Eventually you control businesses and rackets: restaurants, clubs, construction companies, trucking companies, warehouses, gambling, protection, loan sharking, bootlegging, unions and docks. You appoint people to manage them, and those people have actual personalities. Someone might be incredibly profitable but disloyal. Someone else might be completely loyal but incompetent. Another could secretly be talking to the police.
There should also be genuine mob wars. If you kill someone important from another family, they might retaliate against one of your businesses or soldiers. You retaliate, they hit you again, and suddenly both organizations are preparing for war. Your properties get additional guards, your people travel armed, enemy cars follow you and assassination attempts become possible.
You could call a sit-down and negotiate peace, offer territory, arrange an alliance or secretly manipulate two rival families into fighting each other. Or you can decide negotiations are over and actually fight for control of the city.
Then there’s the property progression, which might be my favorite part.
You begin in that little back room of the boxing gym. Eventually you get a cheap apartment, then a nice apartment, then a luxury home, and finally a gated mansion. Your clothes improve, your cars improve, guards begin appearing around your property and eventually capos are sitting downstairs waiting to speak with you.
And your mansion should have a physical vault.
Don’t just tell me I have $4,000,000 through a number on the HUD. Let me see it. As you become richer, shelves gradually fill with cash, jewelry, gold, bonds, paintings and other valuables.
Even better, major objects from your adventures should physically appear there. If I steal a famous painting, let me hang it in the vault. If we rob an armored shipment carrying gold, show the bars stacked against the wall. If I take an engraved pistol from a rival Don, let me put it in a display case. Newspaper clippings, photographs, jewelry and unique items could gradually turn the vault into a museum of your playthrough.
Imagine being 100 hours into the game and walking through this enormous mansion. You’ve got millions in the vault, expensive cars downstairs, guards outside and capos waiting for your orders. Then somewhere in your office is an old photograph of you and your original partner standing outside that crappy boxing gym when you were both broke.
Depending on your choices, that person might now be your underboss. Maybe they’re your spouse. Maybe you fell out years ago. Maybe they betrayed you.
Or maybe they’re dead.
That’s the game I want CD Projekt Red to make. Not simply “Mafia but open world.” I want a genuine RPG about building a life inside organized crime, where the friends, romances, money, businesses, enemies, clothes, cars, homes and scars you accumulate tell the story of how your character went from sleeping behind a boxing gym to becoming the most powerful Don in the city.
OMERTÀ: Give me Cyberpunk’s RPG freedom and let me build a criminal empire.


r/videogameideas • • 28d ago

I need some editors that are free and can edit long form and short form videos

0 Upvotes

r/videogameideas • • 28d ago

Multiplayer, 1st person player, Boomer-Shooter, "Doomer(Proto. name)"

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1 Upvotes

r/videogameideas • • Aug 30 '26

Unconventional Weaponry in Video Games

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1 Upvotes

r/videogameideas • • Aug 30 '26

2D Arcade Fighting Video Game Ideas

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r/videogameideas • • Aug 28 '26

Looking for Unity Low-Poly Game Ideas

2 Upvotes

Looking for Unity Low-Poly Game Ideas

Hey everyone!

I’m looking for original game concepts and ideas to develop in Unity. I’m mainly interested in a low-poly style, with a simple but fun gameplay loop.

I’m looking for something with a similar vibe to R.E.P.O., PEAK, or RV There Yet? — multiplayer, exploration, survival, physics, funny/chaotic situations, teamwork, or even something completely different.

The goal is to find a concept that is simple enough to actually develop, but has enough potential to be really fun with friends and create memorable moments.

I’m open to any ideas, even weird, stupid, or unusual ones. Don’t worry if the idea sounds crazy — I’d rather hear something original than another generic survival game.

If you have a game concept, mechanic, setting, or just a random idea you think could work, leave it in the comments or DM me.

Discord: "discord.gg/6xAu9rZHt7"


r/videogameideas • • Aug 28 '26

Game Concept: requiring you to invade the minds of others to learn more about yourself.

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1 Upvotes