Mörk Borg-Inspired Game

The player discovers a pocket dimension free of the prophecies of HIM, a split between all dimensions where they have created a haven. Access to other dimensions is granted through scvm recruited for their strong connections to time-dimension-splitting events or through relics brought back from adventures. Within this pocket dimension, the player experiences a city builder game, focusing on space upgrades, housing requirements, and the scvm's way of life. Scvm are sent out to explore and gather resources from worlds doomed by the seven miseries of HIM.

Game Title & Overview (From PDF)

Game Title: Mörk Borg-Inspired Game
Game Engine: Godot
Genre: City Builder, Roguelike, First-Person RPG
Art Style: PSX Low-Poly
Music: Dark Atmospheric, Heavy Metal

Concept: The player discovers a pocket dimension free of HIM's prophecies, forming a haven that can access other doomed dimensions. It's a blend of city builder (space upgrades, housing, scvm management) and roguelike exploration, where scvm return with relics from worlds doomed by HIM's seven miseries.

Full Gameplay Breakdown

Environmental & Dimensional Gameplay Systems

Events will happen as you travel. You'll collect valuable artifacts (gear), renown (population), and materials (stone, wood, food, fiber). You can start new quests mid-run to bring resources back. Large quests reward better items and renown, providing incentive for deeper exploration.

Difficulty increases with population growth, but the player gains perks and buffs depending on structures built in their pocket dimension. Weighted dice on rolls, scvm spawners, or other mechanics help shape the rising challenge. Procedurally generated dungeons and monsters are heavily influenced by your actions.

Procedural generation is guided by location-specific style weighting (using Perlin/Voronoi noise, Wave Function Collapse, Dijkstra Maps, etc.). Each zone can spawn unique story arcs and random events. The player must eventually exit the dimension before it is consumed by the final prophecy.

Design Notes & Engine Preferences

Engine: Godot 4 (preferred for node structure and scripting via GDScript).

Art Direction: PSX low-poly graphics (to depict gore & disturbing concepts without excessive realism). Minimal modeling knowledge required. Use nearest-neighbor scaling for textures, maintain simple geometry.

Music: Dark atmospheric & heavy metal, in the spirit of official Mörk Borg styling.

Story & Narrative: AI-driven story generation with location-based arcs and dimension-limited time.

Development Roadmap

Discussion Excerpts: 3D Mechanics, Modeling, Etc.

[Conversation Snippets from PDF]:
"Hey, I have work for a couple hours this afternoon. Not sure when you wanted to do the meeting, but I have a couple paths to take based on your experience and comfortability... If you are a beginner, start here... If you are coming from another engine or are familiar with game dev, start here... If you have any programming experience or none at all, go here to get the basics of the language..."

"Im not sure if you are interested but im using ai right now to try to develop some sort of style for each area. The description in the handbook are pretty crap so you have to use your imagination, which i have none of. The location and proportions are off, but something like this for grift. The style of the castle needs to be more generic medieval castle with still separated pathed housing. Think suburban area (edited). Verisaille I want to kind of mix the first one with the second one. Galgenebeck feel... The top ledge I figured I could put planters or something. "

"This is what I meant by PSX style though. I figured it would be a style that minimal (if not the starter basics) of modeling knowledge would be required to contribute. Pretty much need to know what a vertex, edge, face is. What a material and texture is. The difference types of scaling techniques for textures like closest neighbor or cubic and which one you need. Object origin and applying transforms. The top ledge I figured I could put planters or something. The location and proportion are off, but i can still do it with the scvm. The same house next to each other, but it isn't terrible. Plenty of interesting geometry, still needs decoration. Removed the top level detail. "

"When I write the procedural generation, this stuff has to be guided heavily towards style. The assets need to support it with the algorithms I'm going to use. I have some techniques I can use like Perlin/Voronoi noise, Wave Function Collapse, Djikstra Maps, etc. I'll break that map down and give weights to areas based on where they are on the map. Each zone is going to have its own generation of style and feel. An event will happen that will let you choose how the adventure starts but where you are spawned is random. Leaving the dimension will require you to get back to this location to leave. "

"Events will happen while you travel. You will be able to explore areas for things like gears or random events, but your goals will be marked when a world spawns. While traveling you will be collecting valuable artifacts (gear), renown (population to bring back with you as a required resource for upgrade), Materials (Stones/Wood/Food/Fiber). Weighted dice on rolls, or maybe a scvm spawner with stats weighted towards a specific class better. Large quest and sweeping story arcs for the world will reward better items and renown. Difficulty increases as your pocket dimension population increases, but you will gain perks and buffs for the type of structures you put in your dimension. "

Art & Image Placeholders (From PDF)

The PDF referenced various concept art images for locations like Galgenbeck, Grift, and Verisaille. They were described as:

Below are placeholders for these images; in the final offline resource, these can be replaced with local images or references:

Placeholder Image 1: Galgenbeck Concept
Placeholder Image 2: Grift Concept
Placeholder Image 3: Verisaille Combined Style

Additional Notes from the PDF

"1. After that you are ready to contribute! The game we are currently making is based on a Dark Fantasy TTRPG known as MÖRK BORG... Here you can download the free bare bones edition of the rules... The lore will be grounded in the minimal lore already provided by the handbook. 2. I'm about to get ready. I only have work for a couple hours... I'll message you when I'm home. 3. We have a couple paths to take based on your experience, if you're a beginner or advanced, etc. 4. There's webassembly, there's requests to resources. I'm not sure about layout but something isn't adding up. It's computationally heavy if you're using neural network AI.

"I don't like the center block, so I'll probably end up changing it. This is what I meant by PSX style though. I removed the top level detail. Using this map... I'm going to break that map down and give weights to areas based on where they are on the map. Each zone is going to have its own generation of style and feel. I have some techniques like Perlin, Voronoi, WFC, etc. Weighted dice on rolls, scvm spawner with stat weighting, difficulty scaling with population. That covers all the notes from the PDF.

End of Master Document

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