Echoes
Tactical RPG - Lovecraftian

A Psychological Fantasy RPG

Setting

In the realm of Avidan, humans are plagued by the Affliction—a mysterious illness that gradually transforms them into monsters. As their souls become separated from their bodies, they lose themselves to violence. The goal is to find a cure for the Affliction in Caleris, a distant port city.

Main Character

The player plays as Lorelia, a healer and adventurer. She was once part of a group of heroes tasked with eliminating the monsters, but the Affliction consumed them all, leaving her as the sole survivor. Yet Lorelia can't bring herself to let go of her companions, who now remain by her side as echoes.

Tactical RPG

Echoes is a tactical RPG where exploration and combat are deeply intertwined. Lorelia can summon her companions as echoes, using their unique abilities at any time during gameplay. Turn-based battles can be challenging, while exploration may reveal hidden secrets—pushing Lorelia to hold onto hope. A cure for the Affliction may still exist.

Production

Technical details

Year and production time

  • 2025 à 2026 - 1 year

Team size

  • 4 people
  • 6 3D artists + 9 artists for the logo

Tools and platforms

  • PC Windows
  • Unreal Engine
  • GitHub
  • Hack'n Plan

My role in this project

  • Writer
  • Narrative Designer
  • Game Document Writer
  • Production management

WORK IN PROGRESS

This game is currently in development as part of my final-year Game Design project at Brassart Toulouse.

Challenges

  • Developing a complete game within one year, designed for a 15-minute play session
  • Defining a clear direction after a full concept reboot
  • Adapting a psychological horror universe (inspired by Lovecraft) into a tactical RPG format
  • Balancing exploration and combat within a small team
  • Integrating mental health themes without relying on a purely theoretical approach

My Contribution

  • Created the story and characters
  • Structured the narrative progression (districts, underlying meanings)
  • Wrote dialogues and narrative elements (scrolls, events)
  • Implemented dialogues and quest journal entries
  • Co-wrote the Game Design Document

Design Intentions

  • Delivering a narrative experience centered on strong themes such as grief, loss of meaning, and self-perception, echoing Lovecraftian influences
  • Using the “Affliction” both as a gameplay mechanic and as a symbol of fading hope, leading to the decay of a once-thriving city
  • Interweaving exploration and combat so they constantly influence one another
  • Providing strategic depth through skills to create dynamic combat encounters