Introduction:
I am currently immersed in the world of Data Engineering, but my passion lies in game development. I’ve embarked on various game projects in the past, but my unrealistic goals often led to waning interest and distractions from life’s demands. However, this project is different. It’s a long-term endeavour, and I’ve become deeply enamoured with the concept of games. I have a clear vision for this one, with a focus on realism in every aspect.

The Game Concept:
Silent Reclamation is a blend of various games and genres that have left an impact on me throughout my life:
- Minecraft: I appreciate its blocky graphics, and I’m drawn to the idea of incorporating these visuals. Moreover, I aim to infuse the game with a survival element, necessitating resource gathering for survival.
- Fallout shelter: The notion of customizing your base and managing its inhabitants is something I find intriguing.
- DayZ: I’m captivated by the thrill of searching for loot and the strategic use of items acquired from encounters with zombies and exploration.
- COD zombies: The concept of round-based or wave-based gameplay, where each wave demands improvement and adaptation to avoid peril, has inspired me.
Main story:
Section 1: Silent Reclamation is set in the year 2254. Humanity has depleted Earth’s natural resources, leading to wars over what remains. Nuclear conflicts have left Earth’s atmosphere toxic, its water undrinkable, and food scarce. The planet has become uninhabitable. In response, the United Nations initiated the construction of massive spaceships capable of housing millions of chosen individuals who would venture to new habitable planets. You are the captain of Ship Number 004, and after many years of interstellar travel, you arrive on a planet, Babolin, which is potentially suitable for human habitation. However, this world is characterized by liquid resembling water, peculiar fruits, and alien-like creatures reminiscent of mutated Earth animals.
Section 2: Upon landing on Babolin, the exploration team, composed of soldiers and scientists, is dispatched to collect samples of the planet’s unique life forms and resources. Among these specimens are creatures like horned pigs with spider-like eyes, long-necked elephants covered in fur, and starfish-like organisms with a single eye and viciously spiked teeth. As you, the captain, watch the team return with cages of new creatures, boxes of exotic fruits, and tanks filled with an enigmatic liquid, you are inexplicably drawn to the starfish-like creature. Without thinking, you extend your hand toward it, and it bites you. Shocked and bleeding, you are led to the clinic for immediate attention. The doctor employs advanced technology to mend the wound, but you begin to feel dizzy and decide to rest.
Section 3 (Player Movement Begins): You awaken in a room bathed in a foreboding red light. An urgent announcement from the control room advises everyone to seek refuge in their quarters and await assistance. Concerned, you head for the door to investigate. Upon opening it, you are met with a gruesome sight – blood-smeared walls, shattered glass, flickering lights, and severed electrical cables. To your horror, a soldier stands motionless with his back turned to you. Approaching him, you inquire about the alarms, but he remains unresponsive. When you touch his elbow, he turns and attacks, biting your left hand. Frantically, you try to fend him off but to no avail. You notice a knife on his belt, seize it, and begin to stab him in self-defense. Only when you drive the knife into the soldier’s head does he cease his assault and succumb.
Section 4: With the infected soldier no longer a threat, you take a moment to catch your breath. The ship is in chaos, and you realize that there must be more survivors in need of help. Your main objective is to navigate the ship, rescue uninfected survivors, and return them to the base without alerting the infected to your presence.
You move cautiously through the dimly lit corridors, your left hand still aching from the bite. The foreboding red light casts eerie shadows across the blood-smeared walls, making each step feel more treacherous. The ship’s alarms continue to blare, creating a sense of urgency.
As you explore, you come across more survivors hiding in fear. They look to you for guidance and protection. You signal to them to follow you silently, pointing to the knife you used to defend yourself as a warning to stay quiet.
Your team of survivors grows as you move through the ship, but you’re also encountering more infected individuals. To avoid drawing their attention, you must make strategic decisions about which paths to take, when to hide, and when to engage in stealthy combat. The infected have heightened senses, and even the slightest noise could be your undoing.
The ship is a labyrinth of danger and uncertainty. As you navigate its twisted passages, your ultimate goal is to reach the control room to find out what’s happening and how to regain control of the situation. The fate of the ship’s mission and the future of humanity hang in the balance, and you are determined to overcome the odds and save as many survivors as possible.
Your journey is filled with tension, surprises, and the constant need for silence. Every encounter with the infected is a life-or-death struggle, and you must use your wits and newfound survival skills to out maneuver them. The fate of Babolin and the future of humanity’s last hope are in your hands.
the game would primarily revolve around the following aspects:
- Survival and Resource Management: Since exploration is limited, the emphasis on resource gathering within the ship becomes even more critical. Players would need to manage their resources efficiently to ensure the survival of their character and the survivors they encounter.
- Base Customization and Defense: Base customization would still be important, but instead of exploring the alien world, players would need to fortify and secure their base within the ship. This involves setting up defensive measures and allocating resources strategically to protect the survivors from infected threats.
- Infection and Combat: Combat with infected individuals would be a central element of the gameplay. Players would need to use combat skills and tactics to defend themselves and the survivors against increasingly challenging waves of infected enemies.
- Stealth and Strategy: Since exploration is limited, stealth and strategy would play a vital role in moving through different areas of the spaceship, avoiding the infected, and making decisions to ensure the safety of the survivors.
- Narrative and Mystery: The storyline and mystery of the infection would still be central to the game, and players would need to uncover the cause of the outbreak and work towards regaining control of the ship.
- Round-based Gameplay: The concept of round-based or wave-based gameplay, as inspired by COD zombies, could still work well in this context. Each round or wave would bring increasingly difficult challenges to overcome.