Team of Determination - Lead Designer Bailey


Hello future City of Abominations players, and welcome! My name is Bailey, and I have the honor of working on this Precipice Games title as its Producer/Lead Designer. Over the course of the last week and a half, I've been overwhelmed with the joy of watching conceptual design evolve into determined game development. In my first Devlog, I'm here to announce that the combination of hard work from our teams’ departments has moved from the minds-of-many to a paper-of-one, the Game Design Document.

CoA

Stick with us on this journey, as the many ideas from the Precipice team become a virtual reality, playable before your very eyes! But, what is City of Abominations? What are these other Devlogs talking about? Well...

City of Abominations takes the duality of human nature and the power of karmic choice and turns them into a cohesive, top-down action-RPG experience. You will play through the game as a human living in a supernatural world. Now, you and the world have that in common; being supernatural. City of Abominations is all about making in-game decisions and adapting to their consequences. You are fighting your preternatural werewolf form from inevitably taking over, only to once it wears off, act from the shadows until it happens once again. Throughout the course of the game, you will watch and experience your story unfold in more than one way each playthrough. Venture through the Slums, the Rich and the Royal districts of a world that can no longer coexist, a world whose harmony is fading into a bleak dissonance, leaving you questioning why. 

So I ask you, future players, 

In a world of monsters, vagrants, and thieves living among humans, which side will you act for when the monsters attack?

Get City of Abominations (2021)

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