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Dagon's Call

"Some places remember things better left forgotten."

Overview

Dagon's Call is a planned third-person investigative horror ARPG set in a fictionalized version of Eastern North Carolina during the mid-2000s.

The project combines:

  • Southern Gothic atmosphere
  • Investigative gameplay
  • Survival horror tension
  • Cosmic horror themes
  • Psychological horror systems
  • Grounded realism
  • Environmental storytelling

The game is heavily inspired by:

  • Call of Cthulhu
  • Silent Hill
  • Resident Evil
  • Alan Wake
  • S.T.A.L.K.E.R.
  • Southern Gothic literature and folklore

Unlike action-focused horror games, Dagon's Call emphasizes:

  • mystery
  • atmosphere
  • exploration
  • isolation
  • psychological tension
  • dangerous combat
  • investigative immersion

The horror escalates gradually from believable rural mystery into incomprehensible cosmic dread.


Setting

The game takes place in Eastern North Carolina including:

  • New Bern
  • Beaufort
  • Morehead City
  • Havelock
  • rural coastal communities
  • swamp backroads
  • decaying industrial areas
  • isolated churches
  • fishing towns
  • storm-damaged landscapes

The intended atmosphere is:

  • humid
  • oppressive
  • melancholic
  • eerie
  • grounded
  • authentic

The setting intentionally avoids caricature or parody of Southern culture.


Core Design Philosophy

Atmosphere Over Spectacle

The game prioritizes:

  • immersion
  • environmental storytelling
  • sound design
  • silence
  • tension
  • uncertainty

over constant combat or cinematic excess.


Investigation Is Gameplay

Players are expected to:

  • search environments
  • interview NPCs
  • interpret clues
  • revisit locations
  • connect fragmented information
  • question unreliable accounts

The player should rarely feel completely certain.


Combat Is Dangerous

Combat is intended to feel:

  • grounded
  • desperate
  • resource-limited
  • brutal

The player is vulnerable.

Enemies should remain threatening throughout the game.


Cosmic Horror Remains Ambiguous

The unknown should stay frightening.

The game avoids:

  • overexplaining eldritch entities
  • excessive exposition
  • generic "evil monster" storytelling

Lore is intended to remain:

  • fragmented
  • contradictory
  • partially hidden
  • unreliable

Current Status

Phase: Pre-Production / Design Foundation

The project is currently focused on:

  • worldbuilding
  • gameplay architecture
  • design documentation
  • modular production planning
  • vertical slice preparation

A modular project bible structure has been established to document:

  • gameplay systems
  • narrative
  • factions
  • NPCs
  • combat
  • investigation systems
  • sanity systems
  • world design
  • Unreal Engine architecture
  • production planning

Planned Features

Gameplay

  • Third-person exploration
  • Investigative systems
  • Dangerous melee and firearm combat
  • Resource management
  • Environmental storytelling
  • Psychological horror mechanics
  • Dynamic weather and atmosphere
  • Day/night progression
  • Semi-open interconnected world design

Character System

Planned long-term systems include:

  • grounded investigator character creation
  • age ranges
  • realistic body variation
  • selectable backstories
  • stat-driven dialogue variation
  • profession-based gameplay modifiers
  • psychological personalization

Customization is intentionally realism-constrained to preserve immersion and atmosphere.


Signature Interface

A planned signature feature is a ring-style radial menu inspired by the project's original RPG Maker XP prototype.

Potential functions:

  • inventory
  • weapon selection
  • tools
  • investigation shortcuts
  • occult items
  • journal access

Technical Direction

Engine

  • Unreal Engine 5.7.1

Development Philosophy

  • Prototype first
  • Modular systems
  • Vertical slice before expansion
  • Placeholder assets early
  • Scope control prioritized
  • Gameplay feel before content scale

Repository Structure

The repository is intended to function as both:

  • a game project
  • a modular design knowledgebase

Documentation is organized into granular folders covering:

  • lore
  • gameplay systems
  • characters
  • locations
  • audio
  • UI
  • AI
  • combat
  • sanity mechanics
  • Unreal architecture
  • research references
  • production planning

Project Goals

The long-term goal is to create a horror experience that feels:

  • authentic
  • immersive
  • oppressive
  • mysterious
  • regionally grounded
  • psychologically disturbing

rather than purely action-driven.


Disclaimer

Dagon's Call is an original fictional project inspired by cosmic horror literature, tabletop roleplaying experiences, Southern Gothic storytelling, and Eastern North Carolina regional culture.

This repository currently represents an active long-term pre-production effort.


Status Warning

This project is currently in active conceptual and systems design phases.

Many systems, names, locations, mechanics, and narrative details remain subject to revision as development progresses.

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