Game Concept

The Multi-Platform Vision

The world of Forgotten Future is designed to be experienced beyond the written word. Our long-term goal is to develop a comprehensive game that translates the atmospheric tension, complex moral choices, and unique tech-noir aesthetic into an interactive format.

PC & Console

High-fidelity environments and immersive simulation of the Great Fry's aftermath.

Mobile

Strategic deployment and narrative expansion via mobile-optimized interfaces.

Cloud Integration

A persistent world that evolves across all platforms using cloud-based narrative state.

Distributed Rendering Architecture

We are developing a paradigm-shifting game engine where rendering and world-state management are split between a high-performance server and the local client. By streaming assets and logical states in real-time, we unlock features impossible in traditional engines.

Inherent Multiplayer & Scalability

Every session is inherently networked. Players are assigned to characters in a descending order of priority, starting with the primary protagonists, allowing for seamless collaborative storytelling.

Simultaneous Location Rendering

The engine can render 2, 3, or 4+ disparate locations on a single screen simultaneously. Witness events unfolding across the globe in real-time without context switching.

Zero Loading Times

The split-rendering model ensures that assets are always ready. There are no loading screens, transitions, or interruptions to the narrative flow.

Hybrid Deployment

"The engine adapts to the hardware, not the other way around."

  • Low-Powered Devices: Utilize free public edge-servers to handle the heavy lifting of state and resource management.
  • High-Powered Systems: Multi-threaded desktop rigs can run both the server and client locally for maximum performance and offline redundancy.

Perspective & Motion

Beyond 2.5D

Forgotten Future hopes to redefine the platforming experience through a "3D-capable 2D" framework. While motion is primarily locked to a two-dimensional axis (horizontal and vertical), the world and characters exist in a fully realized 3D space, allowing for radical shifts in perspective.

Dynamic 3rd Person

Most gameplay adopts a traditional sideview perspective of the protagonist, focusing on precision movement and environmental navigation.

Universal Tracking

The character possesses a unique Focusing Ability that can lock onto any object in the 3D environment, regardless of direction.

Technical Maneuver: Focus Rotation

When Focus is activated, the camera dynamically shifts behind the protagonist, rotating in full 3D space to track the target's movement. This creates a seamless transition between platforming and situational "POV" tracking.

Auditory Concepts

These compositions serve as the tonal foundation for the interactive experience. Each track corresponds to specific narrative beats or environmental concepts from the manuscript.

Ambient Forest

Song concept for White Forest and the electric snake

Artist: Protricity

Desolation Title Theme

Song concept for title theme

Artist: Protricity

Intro Mission Demo

Song concept for moon mission theme at beginning of story

Artist: Protricity

Deep Sea Exploration

Song concept inspired by the BubbleCrab level in the game Mega Man X2 which might appear in a location only featured in the game and just mentioned in the book

Artist: Protricity

Traveling in Rain

Song concept for traveling

Artist: Protricity

Development Status: Iterative Prototype Phasing

Active Research & Development