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Narrative Horror Roguelite

Unreal Engine 5 | AI-Driven Narrative Systems | In Development

SEANCE character art

About the Game

Warsaw, 1935. A séance gone wrong.

Six guests are dead. A demon is sealed inside the villa. You awaken as one of the victims: a ghost trapped inside an avant-garde metal sculpture.

You cannot speak. You cannot move. But you can learn.

Communicate with Orestes, an occult detective, by combining word-tokens into sentences. A local language model interprets intent in real time, turning dialogue into deduction, uncertainty and play. Every death is a lesson. Every loop asks a new question. Every word costs energy.

Prototype Gameplay

VIDEO PLACEHOLDER
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SEANCE – First Prototype / Proof of Concept – Built in Unreal Engine 5

In 1935, people sat around tables trying to contact intelligence beyond the veil through mediums.

In 2026, we sit at screens trying to reach intelligence through language models.

The ritual has changed. The question hasn’t.

Where does consciousness end?
Gameplay

The Persistent Knowledge Loop

Knowledge survives death. Each return to the villa unlocks sharper questions, new tokens and a clearer path through the ritual massacre.

01

Speak

The villa. Orestes. A room full of bodies and questions. Combine word-tokens into sentences while every word consumes Spirit Energy.

02

Explore

Project your spirit into fragmented afterlife worlds. Search surreal memories, recover clues and find the tokens needed to ask better questions.

03

Remember

Return to the sculpture with knowledge intact. New tokens unlock new paths, and each loop brings you closer to the truth.

Signature Mechanic

The Syntactic Spirit Interface

No dialogue trees. No preset choices. You build meaning from words divided into grammatical categories and floating before you like occult cards.

The same tokens can produce different meanings depending on structure, intent and context. The language you learn mirrors the way AI learns: one word at a time.

Example Tokens
[I]
[FEEL]
[METAL]
[YOU]
[IMPRISON]
[METAL]

Same word. Different meaning. One describes a sensation. The other is an accusation.

Systems

Five pillars.

Word-Tokens

Build sentences from floating semantic cards instead of selecting fixed dialogue branches.

Spirit Energy

Speech, action and projection consume a limited spiritual resource, turning language into risk.

AI Interpretation

A local language model reads intent in real time, keeping dialogue responsive without going off-rails.

Echo Worlds

Explore fragmented afterlife spaces shaped by each victim’s memory, fear and unfinished thought.

Lore Puzzles

Progress through clues, documents, ritual logic and psychological deduction instead of key-door gating.

Persistent Knowledge

The loop resets after death, but what you learn survives and opens fresh routes through the mystery.

Art Direction

Between materialism and nothingness.

Two worlds share one space, and they could not look more different. The villa is a 1930s modernist interior at its most suffocating: the clean geometry of pre-war Warsaw architecture, Breuer chairs, lamplight pooling on parquet, cigarette smoke drifting over bodies that no longer breathe. Heavy, detailed and absolutely still.

Step into the Afterlife and everything dissolves. The dead carry their memories as floating islands in absolute darkness monochromatic, fragmentary, incomplete. What a person remembered in colour fades here to grey.
Except for the things that mattered. A gold pocket watch. A sealed document. An object that was someone’s reason to lie. In the void, colour is not aesthetic it is significance made visible. The game navigates through what survives the death of memory.

Typography and interface speak the same language: Token cards designed as worn esoteric press stock, headlines drawn from the geometric typefaces of European and Polish modernism Antykwa Półtawskiego, Kolumbia, Makkabi. The player’s perspective is locked inside a sculpture by Xawery Dunikowski a cubist mass of sharp cuts and expressive form that perfectly conveys pain and confinement.

The visual world of SÉANCE is built on a single question: what does the material world look like from the other side of it?

SEANCE art reference 1
SEANCE art reference 2