Black Bastille

Proto Document

ABOUT

Genre:
Role Playing, Horror, Action, Thriller
Release date:
TBD
Mood:
Action, Thriller, Suspense, Horror, RPG, Epic
Platform:
MacOS, PC, XBox, PS, Switch
Estimated playtime:
20hrs
Retail:
$49.99
In-app purchases:
TBD
Rating:
Mature
Description:
A wizard's apprentice asks players to investigate the whereabouts of missing adventurers in a mysterious experimental void. The apprentice is the only one who can open and close it. What secrets lie within?
Website
TBD
Task Tracker List (of things to do)
tasktrackerpro.app/bastille >
Early Task List
Early Task List (Google) >
Slide Presentation
Preview Original Design Doc Pitch (PDF)
Marketing
Marketing Presentation >
Demo (video preview)
Watch gameplay demo >
Play Demo
Play Black Bastille (Demo) >

Features

Premise

Manar the mage needs your help. She experimented with forbidden spells and created a portal into another realm near the center of the earth. She sent a group of powerful warriors and never heard back. Your task is to find them and learn of their fate… you will be handsomely rewarded.

Gallery

Some images may be generated by AI.

Let's Get Real

RPG's are very hard to make and a dime a dozen. Given the scope and ambition of this project, we need to be realistic about what we can accomplish, focusing on the core mechanics and features that will make this project stand out.

Direction

A heavy metal dungeon crawling with soul. "Dark Disney".

Mood

We draw inspiration for mood, story, and mechanics from the following:

Priorities

Modes

Levels

Mechanics

Characters

Environments

Inventory

FX (Particles)

Audio

Gameplay

TOP PRIORITY

Roaming Mode

Roaming mode is where the player can explore the world and interact with NPCs. They can also find items, weapons, and magic spells.

Battle Mode

Battle mode is where the player can fight enemies and bosses. They can use weapons, magic spells, and items to defeat them.

Inventory Mode

Inventory mode is where the player can see all the items they have collected. This is where they can see what they have and what they need to collect.

Combat Mechanic

The combat mechanic is a feature that allows players to use the entire buffalo in regards to their use. Primarily, they have the option to:

  • Equip weapons for melee or ranged attacks
  • Use magic spells for attack, defense, or healing

HIGH PRIORITY

Manar

Manar is a powerful mage who has been studying the void for years. She is the one who opened the portal and sent the adventurers in. She is the one who asks you to find them.

Gyruss The Destroyer

A barabarian class fighter from a slave camp raised for adventuring on behalf of his master. After earning his freedom, he set out for new adventures, which is how he encountered a summons from Manar.

Note: based of early hand-written design doc. More details available.

Gaspar The Paladin

A young and hopeful knight who grew up in an orphanage and at coming of age joined the military to serve the king.

Note: based of early hand-written design doc. More details available.

Johatsu The Shinobi

Johatsu, once an elite assassin for the Dragon Wizard and the Snake Wizard, defected from service to become a rouge ninja fighter.

Note: based of early hand-written design doc. More details available.

Iris The Fool (AKA Maya)

The fool is part magician, wizard, and rouge mixed with entertainer. While not as fast or resilient as other classes, their kind are able to deceive, evade, taunt, and outsmart enemies. Iris also has a a higher luck stat.

Note: based of early hand-written design doc. More details available.

Fia the Dark Elf

A fine user of wind as well as fire magic and a lady of the desert, Fia's race is able to morph into a powerful being using special magic, turning hair and eyes white, as well as increasing muscle power within monster levels at great expense of mana, speed, and agility.

Note: based of early hand-written design doc. More details available.

Light Elf

Common among the elven race, the light elf is a master of light magic and healing. They are able to heal themselves and others, as well as use light magic to blind enemies.

Dwarf

Dwarves are known for their strength and resilience. They are able to carry heavy weapons and armor and can take a lot of damage. They are also able to craft items and weapons.

Slime Hero

Slime heroes are a rare breed of slime that have evolved to become sentient. They are able to communicate with others. With experience, they evolve into more powerful forms and ultimately into a humanoid form of their choice.

The Black Bastille

A maximum security prison for the worst of the worst wizards. It is a dark, foreboding place where the worst of the worst are kept. Once built and constructed by the Grand Wizard and former apprentice, the Black Bastille was infused with magic to keep the most powerful and evil wizards in check, especially those who had achieved immortality or mastered forbidden magic.

Note: based of early hand-written design doc. More details available.

Manar's Hut

Manar's hut is where the player starts the game. It is a small, cozy hut with a fireplace, a bed, and a table. There is a bookshelf with books on magic and a cauldron for brewing potions.

This is the level where the player learns basics of the game as well as get tested to ensure they pass so Manar can trust them with entering the void within the 90 minute time limit.

See also Manar's Hut Environment.

The Void

The void is a dark, mysterious place where the adventurers have disappeared. It is a place of shadows and whispers, where nothing is as it seems. The player must navigate through the void, for a brief moment until they find themselves at the courtyard of the Black Bastille, not knowing where they are.

The Black Bastille - Courtyard

The Black Bastille is a massive, dark fortress that looms over the void. It is a place of nightmares, where the worst of the worst are kept. The player must navigate through the Black Bastille, fighting enemies and solving puzzles to find the missing adventurers.

It's in the courtyard where players get a chance to explore the prison layout and notice the different floors and cells. This time, Manar is able to use her magic to see what you see (or maybe we have a floating orb or one-eyed bat, or one-eyed raven that follows you around). Players notice there are 13 floors, each with different keys, gates, and spells. The only access players will have is on the first floor where the Skeleton King's domain lies beyond it's bars.

The Black Bastille - Courtyard Environment

The Black Bastille's Courtyard environment is a grim, open expanse encased by towering, jagged walls. Its cracked cobblestones are scattered with remnants of failed escapes and remnants of past battles. Overgrown vines and moss creep along the stone, while the faint sound of iron chains clinking echoes ominously. The air is heavy, filled with the faint scent of decay and damp stone, setting a foreboding tone for all who enter.

The Void Environment

The Void's environment features an endless expanse of swirling black and purple energy. Gravity feels inconsistent, with floating shards of rock and debris suspended in midair. Ghostly whispers and faint, otherworldly hums fill the silence, while bursts of energy crackle across the void. It is a surreal, disorienting place where time and space seem to lose meaning, embodying chaos and destruction.

Manar's Hut Environment

Manar's Hut environment contains elements such as worn wooden furniture, ancient magical artifacts, and shelves brimming with dusty tomes. The hut feels alive, with faintly glowing runes etched into the walls and the soft crackle of a magical fire in the hearth. Outside, the dense forest hums with life, blending the serenity of nature with the quiet power of the arcane.

MEDIUM PRIORITY

Torch Mechanic

The torch mechanic is a feature that allows players to use the entire buffalo in regards to their use. Primarily, they have the option to:

  • Equip the torch for lighting
  • Swing the torch as a fire weapons
  • Absorb torch fire using a Mithril weapon
  • Light flammable objects on fire such as straw, grass, or oil spills
  • If fire is out, the stick can be used as a craft item or set ablaze with a flint.

Grass Mechanic

The grass mechanic is when a patch of grass is found in the environment by players.

  • Grass can be cut down with a sword or scythe
  • Grass can be set on fire with a torch, burning or stopping enemies.
  • Grass can be used to asborb mana
  • Grass can be used to summon a straw acolyte
  • Grass can be used to slow enemies
  • Grass can uncover hidden items when cut
  • Grass can be used to trap enemies by coming to life and grabbing as well as holding then nearby until they break free, depending on spell level and enemy strength.

A creative example is when a player uses a flaming arrow against an enemy hiding or standing next to a patch of grass, or on it, the flames will double duration for bonus damage.

Torch Fire

Torch fire dances with a warm, flickering glow, casting dynamic shadows that bring life to dark environments.

Blood Splatter

Blood splatter effects are vivid and dynamic, creating a visceral impact in combat scenarios. Whether a fine mist or a dramatic burst, the splatter interacts with surfaces realistically, clinging to walls, floors, and nearby objects. The crimson hue and texture vary based on the intensity of the attack, enhancing the game's gritty realism.

Explosion

Explosions come in small, medium, and large sizes, each with unique visuals and effects. From fiery blasts with debris scattering in all directions to magical bursts of arcane energy, each explosion feels powerful and immersive. Smoke, embers, and glowing particles linger after the impact, leaving behind a trail of destruction and atmospheric realism.

Explosion Audio

Explosion audio varies by size and type, delivering deep, booming reverberations for large blasts and sharp, crisp impacts for smaller detonations. Each sound effect captures the intensity of the explosion, layered with crackling flames, shattering debris, and echoes that fill the surrounding space.

Include multiple layers for realism:

  • Base Layer: A deep bass rumble for large blasts.
  • Impact Layer: Sharp, crisp sound for smaller explosions.
  • Detail Layer: Crackling flames, shattering debris, and echoes.

Use Audio Libraries:

Fire Crackle

For when flames burn brightly, the fire crackle audio captures the sound of wood splintering, sparks flying, and embers glowing. The sound adds warmth and realism to fiery settings, whether it’s a torch, a campfire, or a raging inferno.

Sword Slice

The sound of a sword slice delivers a sharp, metallic swish as the blade cuts through the air or connects with its target. Subtle variations reflect the impact on flesh, armor, or bone, making each strike feel impactful and precise in combat scenarios.

LOW PRIORITY

Inventory Archive

The inventory archive is where the player can see all the items they have collected. This is where they can see what they have and what they need to collect.

More

Magic Spells

These spells are available to players and enemies. They can be used to attack, defend, or heal. They can be found in the environment or purchased from vendors.

More

Weapons Archive

The weapons archive is where the player can see all the attack objects they have collected or can use. Many of these can be dropped by NPC's.

More

MINIMUM PRIORITY

The Bone Wizard

Bone Wizard

Also known as the Skull Mage, the Bone Wizard is a sinister and twisted figure with a demented sense of humor. His domain is a macabre world built around bones, skulls, and the afterlife, where fire and dark magic intertwine. He revels in his ability to reanimate the remains of dead prisoners and staff, transforming them into an army of relentless undead servants. His laughter echoes through the hollow halls of his lair, mocking the living as they struggle to survive his grim domain.

The Bone Wizard delights in playing cruel tricks on his foes, using his mastery of necromancy and pyromancy to torment intruders. Firelight flickers eerily off the countless skulls that adorn his lair, casting shifting shadows that seem alive with malicious intent.

Note: Based on early hand-written design documentation. Additional details are available.

In the Bone Wizard's domain, players must harvest bones from defeated enemies, or risk them rising again to fight once more. This mechanic adds a unique layer of challenge, forcing players to be strategic in their battles.

The Snake Wizard

Snake Wizard

The snake wizard's domain would be themed around serpents, poison, rattles, scales, seduction, and deception. Poisons, water, wind, and sleep spells alongside dark magic reign. Many of her minions include former courtesans, assassins, and spies turned reptile.

Note: based of early hand-written design doc. More details available.

The Goblin King

Goblin King

The Goblin King is one of the most formidable and cunning prisoners of the Bastille. His domain is a dark and twisted realm teeming with goblins, orcs, trolls, and other nocturnal creatures. It is a place where rats, bats, snakes, and spiders thrive amidst shadowy forests and tangled undergrowth.

A master of theft and betrayal, the Goblin King is as treacherous as he is gluttonous, earning him the title of the Wizard of Gluttony, he loves food and always fancies himself a grand feast. He wields dark magic fueled by greed and excess, manipulating his minions to carry out his schemes. With his appetite for chaos and deception, the Goblin King is a force to be reckoned with in the world of Bastille.

Note: Based on early hand-written design documentation. Additional details are available.

The Spider Queen

Once the rightful heir to a powerful royal dynasty where the matriarch ruled by bloodline, the Spider Queen's life took a tragic turn. Her younger sister, manipulated by their ambitious mother, usurped the throne using forbidden black magic. Stripped of her title and exiled, the disgraced princess wandered the shadowed lands, honing her craft in secrecy. Through mastery of dark magic, she reclaimed her throne, transforming into the feared and revered Spider Queen.

Her domain is a twisted realm of webs, silk, and venom, echoing her transformation. She commands legions of spiders and wields powerful poisons, making her enemies' fears her greatest weapon. As a master of dark magic, she weaves deception and destruction into every thread of her being.

Note: Based on early hand-written design documentation. Additional details are available.

The Forest Witch

Also known as the Grand Wizard of the Earth, the Forest Witch is a master of druidic magic and the guardian of all forests. Once a young outcast, she faced discrimination and cruelty at the hands of humanity. Seeking solace, she turned to the Grand Wizard for guidance, but her ambitions led her down a forbidden path.

Upon discovering an ancient and forbidden spellbook of Earth magic, she betrayed the order that once offered her refuge. With each spell she cast, her hatred for humanity grew, as did her mastery over nature. Now, she stands as the protector of the natural world, wielding immense power and harboring a deep resentment toward those who harm the forests she guards.

Note: Based on early hand-written design documentation. Additional details are available.

The Mummy Wizard

The Mummy Wizard is a wrathful and power-hungry spirit, obsessed with controlling both the living and the dead. As a master of undead magic, he is nearly invincible, summoning legions of undead warriors to do his bidding. His ultimate goal is to return to the human realm and unite the dead and undead under his rule, creating a world of eternal immortality.

Despite his dark ambitions, the Mummy Wizard has eccentric quirks. He has an inexplicable fondness for beer and garlic bread, a reminder of his former life. Reminiscent of his time of rule in the desert nations, he endlessly experiments with forbidden necromancy, weaving the sands of death into his growing army.

Note: Based on early hand-written design documentation. Additional details are available.

The Lizard King

The Lizard King, with his wicked sense of humor, delights in taunting and humiliating others. His overinflated ego and grandiose demeanor have earned him the title of the Wizard of Pride. Easily offended, he oscillates between flamboyant arrogance and cold, calculating silence when serious.

As a master of water and prehistoric magic, the Lizard King wields immense power over ancient forces. His technical expertise and engineering ingenuity set him apart, enabling him to construct fearsome devices and rule his prehistoric domain with an iron claw. Beneath his humor and pride lies a dangerously cunning mind, always plotting his next move.

Note: Based on early hand-written design documentation. Additional details are available.

The Golden Ghoul

The Golden Ghoul is the embodiment of greed, consumed by an insatiable obsession with wealth. To him, everything revolves around money, and he believes that everyone has a price. Simple in his motivations but dangerous in his ambitions, he views war and conflict as mere entertainment, orchestrating chaos to satisfy his desires.

As both a shaman and an entrepreneur, the Golden Ghoul mastered the dark art of alchemy, creating a counterfeit philosopher's stone to transmute lead into gold. His unrelenting greed has corrupted his soul and his domain, where all his minions are gold-plated monstrosities. The creatures under his command are adorned with precious metals or constructed from mechanical parts of gold, silver, and bronze. But beware—beneath the shine of his golden creations lies a deadly trap, for not all that glitters is gold.

Note: It may be possible to bribe him with gold to avoid fighting, but the player will have to pay an exorbitant amount.

Note: Based on early hand-written design documentation. Additional details are available.

The Star Dragon (aka Celestial Wizard)

Cold, stoic, and highly intelligent, the Celestial Dragon carries himself with the poise and dignity of royalty. With his commanding presence and sharp wit, he exudes the confidence of a king, always prepared with a plan and the perfect words to match any situation. His calculated demeanor makes him nearly unshakable, rarely showing emotion or panic even in the direst moments.

However, when his carefully crafted plans unravel, his wrath is unparalleled—a cosmic storm of rage and power that few survive. These rare outbursts reveal the intensity of his pride and the true extent of his destructive capabilities. Though failure is a rare occurrence for him, it is his most dangerous trigger.

Note: Based on early hand-written design documentation. Additional details are available.

The Leviathan

Excitable, energetic, and utterly outrageous, the Leviathan is a force of nature both on land and at sea. Passionate and larger than life, he carries the soul of a seaman, his temperament as wild and unpredictable as the ocean. He takes immense pride in his strength, often boasting about his power while looking down on those he deems weak.

Always in search of a worthy challenge, the Leviathan relishes a good fight, no matter the cost. Restless and unstoppable, he is a hulking embodiment of the sea's ferocity, rarely able to stay still. His presence is both intimidating and captivating, embodying the chaos and strength of the ocean itself.

Note: Based on early hand-written design documentation. Additional details are available.

The Blood King

The Blood King, also known as the Vampire Duke, resides in a realm caught between life and death. Revered as the Soul Mage, he is infamous for his contracts with spirits of the afterlife and his unrelenting obsession with the human soul. A master of forbidden magic, he experiments with soul transference rituals, using blood as both a medium and a catalyst.

His most distinctive feature is the golden nail at the tip of his finger, honed to an ultra-sharp point and split like a dip ink pen. This macabre tool allows him to pierce the skin, draw blood, and craft intricate contracts and spells. Every stroke of his nail binds the essence of life to his dark will, making him as feared as he is enigmatic.

Note: Based on early hand-written design documentation. Additional details are available.

The Time Wizard

The Time Wizard is a rare savant, his mastery of air, earth, and time magic matched only by his love of mechanics and music. A restless explorer and experimenter, he thrives on discovery and innovation, never staying in one place for long. His enigmatic nature and boundless curiosity make him an unpredictable and formidable foe.

Note: When close to defeat, the Time Wizard can manipulate time to roll back the battle, instantly healing himself and widening the gap between him and the player. This ability prolongs the fight and adds a unique challenge to overcoming him.

Note: Based on early hand-written design documentation. Additional details are available.

The Grand Wizard

Chief architect of the Black Bastille, the Grand Wizard is a master of all elements and the most powerful wizard in the realm. As the creator of the void and the one responsible for imprisoning the most dangerous and evil wizards in the Bastille, his influence is unmatched.

As the head of the Wizard's Guild, he governs the practice of spell-based magic and tome-based sorcery, granting written consent for their use. He serves as the final authority in all wizarding matters and represents the art of wizardry to rulers across every kingdom. The Grand Wizard not only enforces the rules of magic but also shapes them, ensuring balance and order in a world teetering on chaos.

He is also the master and mentor of Manar, guiding the next generation of wizards with his unparalleled knowledge and formidable presence.

Note: Based on early hand-written design documentation. Additional details are available.

NO PRIORITY

PHILOSOPHY

Use the entire buffalo.

THE NEXT CHAPTER

The following are planned sequels and expansions to the game.

Black Bastille 2: Goblins of New York

In 1999, a time rift opens in the middle of New York City, wreaking havoc on the city. Thousands of goblins terrorize while residents flee. Manar, now hundreds of years old and running a cosmetics empire has taken the task to find descendants of the original adventurers to close the rift.

Black Bastille 3: Cyberpunk Miami 2099

In 2099, Miami becomes a cyberpunk supercity half underwater. Cyborgs, mutants, and robots rule the land. Gang warfare has broken out after a rift opened near a major power plant, causing a meltdown, and cutting power to a nearby maximum security prison where criminals run free. Two of the wizards from the original game need to be apprehended and sent back to the void. Heroes from the second game are called to action.

Black Bastille 4: Disco Skate Witches of LA

In 1971, hell happens as a rift opens near a skate park where two wizards from the Black Bastille escape. Under their leadership, four card witches rise to power, the queen of hearts, king of diamonds, jack of clubs, and ace of spades. They have taken over the city and are using their magic to control susceptible minds to do their bidding, ruling LA, under their spell in a county-wide cult. Witchcraft has gripped the city and the only way to stop them is to find the wizards and send them back to the void.

Black Bastille Legacy: Open RPG

A massive, open-world, RPG that takes place before the Black Bastille. Players get to experience all the adventures that led to the capture of the evil wizards from the first game as well as the construction of the Black Bastille and ultimate incarceration, we well as witness the events that led to the void along with a 100 years of peace.

Q&A

Who is this game for?

We're aiming for a RPG dungeon fans.

What is this about?

A dark, heavy metal dungeon crawler with a light of humor and heavy mayhem.

When will this game ship?

TBD

Where is it being developed?

TBD

Why?

Because it's fun. :)