Tenforce
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- Dec 20, 2025
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Hey everyone,
I’m starting development on Gambit Proteus, a kinetic visual novel designed to feel like an interactive, cinematic chase scene through a dystopian cyberpunk city.
The Core Idea: You are Proteus, a corporate spy embedded to sabotage the most powerful CEO in the city from within her own fortress. Your target is ELARA VERIDIAN. When the op turns into a purge, you and your mark become the primary targets. The only way out is down.
Episode 1: Descent into the Gutter This episode is planned in two parts:
- Part 1: Infiltration & Escape (Current Focus) – Covers the mission failure, the desperate skyscraper climb, and the frantic drone chase to the lower city. The script and core visual direction are complete.
- Part 2: Streets of the Gutter (Planned) – Will focus on navigating the hostile undercity, finding sanctuary, and staying ahead of the corporate hunters.
- Cinematic Presentation: To maximize immersion and tension, the visual storytelling will rely on detailed, dynamic backgrounds and CGs. There will be no traditional character sprites outside of the planned map interface. Characters will be presented within the environment itself—through perspective, lighting, and composition—to create a more film-like, atmospheric experience.
- AI-Assisted Visual Pipeline: All key artwork (backgrounds, CGs, and the interactive map) is being created using an AI-assisted workflow. I'm using Qwen for image generation and editing, orchestrated through Comfy-UI for a controlled and iterative creation process. This allows me to maintain a consistent, high-quality visual style while developing the project.
- Interactive Map (Primary Goal for Part 2): A major feature I'm designing is an interactive city map. This will allow players to choose routes through the Gutter's various districts, directly influencing encounters, resources, and the pace of the pursuit. This adds a layer of tactical choice to the otherwise kinetic narrative.
- Engine: Ren'Py.
- The core concept and cinematic, no-sprites approach.
- The interactive map mechanic.
- The visual style achieved through the AI-assisted pipeline.
Here are some early visual concepts generated for the project, defining the atmospheric tone:
Thanks for reading! I’ll be posting updates as the art pipeline progresses and as I begin prototyping the map system for Part 2.
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