Collection: THE GAME * FOR INDUSTRY & PARTNERS

"While creating the weaponry needed to survive Underwood, I gave some careful thought to things that vampires hate. As a makeup artist, a hairstylist, and a person with taste, I have always detested glitter. I laughed to myself, what if glitter was the secret sauce weapon in Underwood that blinded the vampire population? It's hilarious and original! You must admit." -James Gardner

THE GAME: CREATIVE VISION
I'm not a game developer - I'm a community architect who sees what the gaming industry keeps missing about aspiration and belonging. These design pillars represent the experience we're building toward. The mechanical execution - gameplay loops, progression systems, multiplayer integration - that's where we need partners who speak fluent gaming to translate this vision into systems that work. I bring the "why" and "who for." You bring the "how."
THIS ISN'T A GAME. IT'S AN INDUCTION.
We don't ask, "What do you want to be?" We discover, "Who are you really?"
The Adventures in Underwood game begins with a single-player, three-part narrative prologue. This isn't a "tutorial"; it's a psychological "Sorting Hat." You don't choose a path. You survive a descent, and your choices reveal your true self.
THE THREE CRUCIBLES
Your survival journey is a mandatory three-part test:
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🌊 DEEP (The Socialite Test)
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You will be tested on: Empathy, Seduction & Manipulation.
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The Question: Do you navigate a beautiful, suffocating utopia by building trust, obeying authority, or uncovering its horrifying truth?
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⚔️ THE CATACOMBS (The Warrior Test)
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You will be tested on: Loyalty, Strategy & Morality.
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The Question: Do you follow orders to kill an outcast leader, or do you join the outcasts and become a strategist to take down a greater foe?
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🧠 B.L.i.S.S. (The Analyst Test)
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You will be tested on: Willpower, Perception & Vice.
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The Question: Lured by your deepest vices, will you accept a perfect, beautiful lie, or will you fight for the hard, ugly truth?
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THE ARRIVAL: YOU ARE THE "ICONIC"
This is the true arrival.
After surviving the three crucibles, you don't just "arrive" in Underwood City. You are inducted. The system analyzes your entire journey—your compassion, your ruthlessness, your logic—and awards you your true identity: one of our 11 core "Iconics."
Receiving your Iconic is not the end of the prologue. It is the true beginning of the game, and the heart of our community.
THE "SEASON 1" ENGINE: RECLAIM THE ARSENAL
"When first captured, Narssica's high-tech sunglasses, vampire-slaying sword, and magic elixir were mistaken for 'valuable fashion accessories' and sold off throughout Underwood."
This is our 'Season 1' main quest.
After being inducted, the player is in survival mode. Their core mission is to hunt down this "lost arsenal."
This is not just a "collect-a-thon." This is our power progression system.
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Each item is a major gameplay unlock.
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Finding the MOD 424 Glasses might unlock a "detective vision" (The Analyst).
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Finding the Magic Elixir might unlock a "fury mode" (The Warrior).
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Finding the Sword is the key to true combat.
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This system drives exploration. These items are the "keys" that open new paths, quests, and districts, forcing players to explore every part of Underwood.
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It reinforces the "Earn, Don't Buy" model. Players must earn their core power, just as they must earn their look.
This "Arsenal Hunt," combined with the "K.Rush" social hub, creates the entire loop for Season 1: Get Quests, Find Allies, Reclaim Your Power.
THE "SEASON 1" FINALE: GLADIATORIAL REALITY TV
Season 1 of the game and the animated series climaxes at the "Blood Banquet"—an epic, multi-stage showdown in the Mortem Aeternia arena.
This is not a simple "boss fight." It's a performance. It's "gladiatorial reality TV where fashion sense becomes a literal survival skill."
We've designed this to be the ultimate test of the player's journey, blending all three pillars of the prologue:
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The Analyst: The arena itself is a dynamic, shifting psychological puzzle.
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The Warrior: Players must survive waves of Fresh Fangs and the "Culling" of Baby Vorax.
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The Socialite: The final showdown with Evangelyne is a glorious blend of combat and psychological warfare.
This is where the player finally uses their "fashion" as weapons. The secret to winning isn't a bigger gun; it's a well-aimed paint can ("My artistry!") and a face full of glitter ("My eyes! You tacky glitter bitch!").
THE BUSINESS MODEL
We have two core pillars that make this a disruptive, long-term franchise.
1. THE REVENUE HOOK: "EARN THE LOOK"
Our model rejects pay-to-win microtransactions. Fashion is the reward, not the shortcut.
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Fashion is a Status Symbol: High-fashion items (like the "Death Avenue" collection) are earned through skill, co-op play, and loyalty—not purchased.
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Drives Deep Engagement: This makes every "Iconic" look a true trophy. It drives players to master the game, not just spend on it.
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Premium, Not Parasitic: We will monetize through seasonal "Episode" passes and premium "Iconic" bundles, but the core "arsenal" and fashion is always earned.
2. THE GAMING DNA: A NARRATIVE HYBRID
Our DNA is a purpose-built, genre-bending narrative adventure. The game is the story. The mechanics are the psychology.
The core experience is a hybrid of:
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Social Stealth & Investigation (The "Deep" chapter)
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Strategy & Faction Management (The "Catacombs" chapter)
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Psychological Puzzle & Horror (The "B.L.i.S.S." chapter)
This unique blend, combined with the "K.Rush" social hub, creates an addictive, non-toxic "Third Space" that is impossible for a competitor to clone.