Through Ash Project Overview
Game Concept:
Through Ash is a 20-30 minute first person narrative driven tragedy thriller that is set in the aftermath of nuclear warfare on a distant colony planet. The player takes on the role of a rover handler that is stationed in a deteriorating bunker, remotely operating a transport rover returning from the ruins in the city with a critical package.
The entire gameplay unfolds on the terminals, monitors, and physical instruments around the bunker room. The player never sees the outside world directly, only fragments through photographs sent by the rover and 3D wire frames from the 3D scanner. There is a series of environmental storytelling objects scattered around the bunker that implies the handler once had a crewmate that has now disappeared forcing the handler to manage all the systems designed for two people.
The simplified gameplay loop is that you navigate the rover across the wasteland using text commands and navigation tool whilst simultaneously maintaining the failing bunker by sealing radiation leaks and repairing panels. As the game progresses the environmental hazards get worse, the bunker falls into disrepair more often which escalates the pressure which causes multiple instances of the player prioritising the rover’s health over the bunker repairs.
The narrative twist comes at the end once the rover has made it to the bunker. The rover health bar was never tracking mechanical damage, it was monitoring the condition of the package which turns out to be the handler’s child. Every shortcut, collision, time pressure compromise has been causing harm to the baby, not a mechanical object. This makes the player look back and reflect on their rushed actions as being the reason for the life or death of the baby.
Although the game can end in tragedy there is another ending. The good ending is still bittersweet as the handler and his son are reunited but still trapped in a failing bunker insinuating both will eventually perish. In comparison the bad ending finished on the rover entering and unveiling the dead child forcing the player to reflect on their rushed decision making.
Design intent:
We want to explore the themes of isolation, grief, and helplessness through limited player agency and system driven stress rather than typical combat or fail states. The concept has drawn a lot of inspiration from Iron Lung, Carbon Steel, and What Remains of Edith Finch.
Team Structure & role:
Hugo:
- 3D Artist / Technical Artist
- Environmental art, Rover area terrain, Lighting, Blender asset creation, cutscene composition, project proposal document sections: 1, 2, 3, 4, 5, 6, 11, 12
Joseph:
- Programmer / Gameplay systems
- All gameplay system implementation, playtesting coordination, iteration implementation, technical architecture, project proposal document sections: 7, 8, 9, 10, 13, 14, 15, 16
By assigning these roles it allows both of us to focus on developing and demonstrating our strengths rather than doing a bit of everything. My programming and system design focus combined with Hugo’s 3D modeling and visual design expertise allows us to make best use of our time and develop the game as best as we can.