Synopsis
The Vessel is a psychological sci-fi horror game set aboard a damaged spaceship drifting in deep space. Players assume the role of Vic, the ship’s captain who unknowingly becomes the host of an alien parasite. As the days unfold and crewmembers die, relationships fracture, and the line between reality and hallucination blurs, players must navigate suspicion, grief, and truth.
Setting
The Story takes place on a spaceship that is on its way back to the mothership after a failed mission and brief communication blackout. The game progresses over six in-game days as the player explores not only the physical ship but the emotional landscape of the crew. As relationships fracture and trust erodes, the player gains deeper access to character-specific spaces.
Tone
Inevitable
The parasite in The Vessel spreads silently, not through violence, but through proximity. We want players to feel the weight of inevitability, not in explosive action, but in slow, irreversible change. Like a fever that won’t break, or a memory you can’t shake, the tension builds as days pass, and each choice becomes more difficult to undo.
Intimate
Relationships between characters—lovers, siblings, friends—are at the heart of the game, and the horror comes not just from loss, but from the desperate effort to hold onto one another in the face of rising fear and impossible choices. Players will share quiet moments: a conversation in the kitchen, a gift that never had the chance to be given, a soft lie told to protect someone. These interactions are meant to feel intimate and personal, connecting the player emotionally even as the situation spirals beyond anyone’s control.
Unstable We want the world to reflect Vic’s declining mental state. By day, the ship appears calm, structured, rational. By night, it shifts. Familiar rooms don’t line up the way they used to. We want players to question not just what’s real, but whether what they do is real. The goal is not to jump-scare the player, but to erode their certainty over time.
Gameplay
Our game is a 2D narrative-driven psychological horror game that blends relationship exploration, light puzzle-solving, and mental degradation mechanics across six tightly structured in-game days.
The player takes on the role of Vic, the infected protagonist, navigating a side-scrolling spaceship environment that feels increasingly oppressive as the infection takes hold. Core gameplay unfolds through:
- Dialogues and choices that shape relationships and unlock different story paths.
- Environmental storytelling via interactable objects, hidden logs, and subtle scene details.
- Puzzle sequences embedded in ship systems, personal memory fragments, or coded medical notes.
- Day-night transitions, with nighttime triggering eerie hallucinations or hidden events.
Concept and Plot Info!
The Vessel (1)
Character Profiles

Liam

John

Emily

Emma

🧑🚀 Sarah


🧒 Noah

Character Relation Map

Timeline & Plot Detail
Day
|
Core Events
|
Character Focus
|
Key Player Experience
|
Day 1
|
Routine patrol, infection unknowingly begins; [hidden: John kills Evin]
|
John, Doctor (Liam)
|
Build relationships, subtle dread and foreshadowing
|
Day 2
|
Evin disappears, John kills Liam, suspicions rise
|
Girlfriend (Sarah), John, Emma
|
Breakdown of trust, paranoia begins
|
Day 3
|
John mutates, execution scene, first direct kill
|
Girlfriend (Sarah), Child (Noah), John
|
Emotional shock, forced to confront monstrousness
|
Day 4
|
Player realize Vic infected, Sarah starts covering up, Vic kills Noah
|
Noah, Girlfriend (Sarah), Sister (Emma)
|
Moral collapse, irreversible descent, Sarah’s dark turn
|
Day 5
|
Noah missing, false hope, Sarah restrains Vic, intimacy turns twisted
|
Girlfriend (Sarah), Sister (Emma)
|
Psychological horror, intimacy vs. primal hunger, player critical choice point
|
Day 6
|
Arrival, parasite takes over, final branching endings (devour/protect/sacrifice)
|
Girlfriend (Sarah), Sister (Emma)
|
Final consequence of choices, fate sealed: survival or tragedy
|
Endings & Branches of the Story
The story branches based on your choices, each leading to a unique fate shaped by the infection and the parasite’s grip. Here are the key outcomes:
Branch 1: Sarah Did Not Tell the Truth
-
Sarah keeps the infection secret, trying to protect you. This results in losing control during the return to the mothership as the parasite overtakes you.
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👉 Branch 1-1: Shot Down (Ending 1 — Shot Down)
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Emma Alive
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Emma shoots you down to stop the parasite’s spread.
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Sarah Alive
-
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👉 Branch 1-2: Devoured (Ending 2 — Devoured)
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Emma Suicide
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The parasite forces you to kill Sarah, and you board the mothership as a monster.
-
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Branch 2: Sarah Tells the Truth
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Sarah reveals the truth about the infection, giving you the chance to make a crucial decision.
-
👉 Branch 2-1: You Refuse to Infect Her
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You stay behind on the patrol ship, while Sarah and Emma return to the main ship.
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Tragic Ending: You sacrifice yourself by igniting the ship’s thrusters to contain the parasite.
-
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👉 Branch 2-2: You Choose to Infect Her
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Together, you and Sarah stay behind, while Emma takes the data and leaves a dire warning.
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Bittersweet Ending: Over time, you both lose your humanity, but you hold onto the memory of each other with a final message: “At least I still remember who you are.”
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Links to individual concept docs!
Olivia: https://mechanicsofmagic.com/2025/05/05/individual-team-member-deliverables-checkpoint-1/
Alex: https://mechanicsofmagic.com/2025/05/05/individual-concept-doc-4/
Victor: https://mechanicsofmagic.com/2025/05/05/individual-concept-doc-victor-chen/
Cecilia: https://mechanicsofmagic.com/2025/05/05/individual-team-member-deliverables-checkpoint-1-2/
Sue: https://mechanicsofmagic.com/2025/05/06/individual-team-member-deliverables-checkpoint-1-sue-shen/
Richard: https://mechanicsofmagic.com/2025/05/06/individual-team-member-deliverables-checkpoint-1-4/