"The Embers Below" : A coop survival game about descending into an alien ecosystem!


Hyperjragon here.

I’ve been on this forum long enough that most of you know me already. So I’ll skip the formalities and get straight to it. I’m making a game and I’m going to be documenting it here.

The concept came from a question that’s been bugging me for a while. If four people actually descended into a dungeon together, what would that really look like? Not the video game version. The real version.

They’d need to scout ahead before committing to anything. They’d need somewhere safe to sleep that isn’t just a menu screen. They’d need to eat. They’d need each other, not in the vague co-op sense, but in the sense that it can’t be done without eachother.

That’s the game. One large very vertical dungeon . No floor transitions, no respawn button. The dungeon is not just fought through, you have to truly survive it.

Each class has two sides to them, one for combat, one for survival. Nobody is dead weight in either situation and nobody is doing the same thing as anyone else. When someone goes down the party has to physically reach them and pull them back up. When the party needs rest they find a spot, set up camp, cook a meal and plan the next move.

A full run is designed to take several days of real time across sessions. This isn’t a session game. It’s a campaign you run with people you trust.

I’ll be posting updates here as it develops. Still the early days of development but it’s going well. More to come soon.

I’d be appreciative of feedback, questions, or just support.

(Also Demetrius if your reading this, thanks for having your monkanics post be a great template :p.)

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Wow, that is a pretty cool concept! I wish you the best of luck!

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Great idea !
But beware : if the gameplay is too demanding, this could be hard to find people to play with for such a long time.

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I see where this topic came from now :slight_smile:

That sounds like a cool concept indeed!

The issue I see (hopefully not foreshadowing here) is it might be hard to have a player-base consisting of people being able to assemble a 4-person party, without the game being successful. And it might be hard to make a successful game without a player-base. So it’s a chicken-and-egg problem.

Even for massively popular games like It Takes Two, where you need only a 2-person party, there are so many posts on the Internet from people asking if it can be played as a single-player (it can’t). They can afford to lose some players, because it’s so popular, but can you afford it?

Do you have some ideas already on how to mitigate it?

Don’t let it discourage you, I’m sure you’ll figure something out.
I’ll be following the progress nonetheless, looking forward to seeing the updates :slight_smile:

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Yeah I have seen the issue too. Just the games concept alone makes this difficult. In a game where everyone is required being a feature making that work is difficult. I had a few ideas though. Mainly I could add some sort of feature that just balances the game. Since each class has its own area of expertise if for example there is no chef then you make the need for food minimal, etc. .

And yeah the debate between me and my brother had it’s roots in this lol.

And also I mean the forum is great cause I can gauge interest in people to see what I need to change easily so the game is definitely going to go through a lot of community input change.

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@Demetrius_Dixon the time spent writing that makes me await the greatest text ever written lol.

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Well, I’m glad I inspired someone.

I hope you have fun while devlogging/blogging, because it took me awhile to find out what worked for me. But my biggest tip is, DO NOT PROMISE A SCHEDULE!!! (Daily, weekly, bi-weekly, etc)

The schedule WILL drain you to no end, because game development, your game’s progress, and your life aren’t linear. It’s better to focus on developing your game, then have the devlog/blog be the natural byproduct of your effort.

Also, take some time to find the form of communication that fits you best. Like the format (text, video, streaming, Trello board, etc) and the social platform (YouTube, Reddit, Godot Forum, Twitter/X, Bluesky, Instagram, TikTok, etc)

It took me 5 YouTube channels, 3 entire blogs, 2 discord servers, 1 honest attempt at being a streamer, and a partridge in a pear tree to find something that worked for me. (It also took me nearly a decade)

You also need to be purposeful in your choices, as each new social outlet takes effort and time from you that you must recoup in some way. (Players, views, impressions, subscribers, etc)

If your wondering what I do, I have multiple socials for specific purposes. Like tools in a toolbox:

  1. A community hub discord server for Monkanics
  2. Open discord DMs (Username: demetriusdixon)
  3. Public Trello board for progress
  4. Support from the Godot Forum
  5. Occasional long-form YouTube videos & YouTube shorts for marketing
  6. And Reddit for rare high risk/high reward posts & the eventual r/Monkanics (I’ve claimed it, but I’m not opening it until later)

If something doesn’t work for you, SCRAP IT!!!

If a social platform is draining to be in, DELETE OR RETIRE THE ACCOUNT!!!

If something needs to be better, MAKE IT BETTER!!!

If you need to change anything, CHANGE IT!!!

Do NOT be afraid to do what you have to do to maintain your workflow, lifestyle, and sanity. Because only YOU control your project and how it progresses. That’s the biggest thing I’ve learned.


Anyways, about your game.

What you have right now is a design philosophy, not a defined set of game mechanics. But that’s ok. All you need to do is build the most minimal version of your game’s mechanics that follow your design. And then tell us about it.

Me and many, many others will be happy to provide feedback and even playtest your game.

Stay focused, try things out, and do what works for you. Because it’s a LONG journey.

(I also got this notification while writing this, LOL) :tractor:

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This took me about 45 minutes to write. Is that a new record @istubbdmytoe?

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Where’s that like image

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Found it

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Not to mention that testing it will ideally require four people, and unless four is the only playable number, it also needs to be tested for 2p and 3p. /producer fears

I love the idea! I feel like there’s a lot of coop meat on that bone :slight_smile:
Have you played Death Road to Canada? In that simple and wonderful little game, the characters sometimes don’t get along, which is a very realistic and endearing feature - even a humble fart can cause tension in the car, when you’re road tripping through the zombie apocalypse :slight_smile:

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Best of LUCK!
Let us know if you need to test the multiplayer thing!

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Yeah I have some co-op playing friends but they are good just so I can test the game myself. I will likely ask some people in the forum for proper playtesting by people who know what they are talking about lol.

Will create community places like a discord I can know the game will be continued until the end.

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No, I have drafts from months ago that are just waiting to be posted >:)

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I wanted to use that like image but the upload wouldn’t work so here’s a :tractor:

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Hell yeah

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I was in the process of making a discord server when I realised I don’t have a name for my game. Now I’ve been wondering for a day what to call my game :sob:.