Indoctra is a first-person psychological-mystery game that combines the exploration mechanics and event-driven storytelling of Gone Home with the creepy atmospheres and psychological elements of critically-acclaimed games such as F.E.A.R. and Condemned: Criminal Origins. As the headmaster of a small boarding school in the rural rainforests of Washington State, you find your school completely and eerily deserted after returning from a 3-week-long business trip to Seattle. Search for clues and avoid the psychological elements of the unknown as you struggle to keep your sanity and uncover the terrible, unnatural events that took place while you were away.
Features
- A dynamic environment that can change behind your back.
- The main character's journal in which plot-related entries are written as the game progresses.
- An interactive menu that displays collectible evidence documents picked up throughout the game.
- Puzzles that unlock doors and initiate other events that help you experience the game world.
- Tons of little Easter eggs and references to the genre and real-world crime.
Indoctra isn't a traditional horror game like F.E.A.R. is; instead of focusing on combat, Indoctra focuses on story, and as such, there isn't any combat in the game, which is where the connections with Gone Home are drawn; but instead of an object interaction system like the one in Gone Home, Indoctra has a system that messes with you by making more-or-less subtle changes to the environment behind your back; and lastly, instead of conveying highly-important plot points by bringing you into a horror-filled psychological “flashback” section of game world (i.e., the Alma moments) like in F.E.A.R., Indoctra reveals and conveys its plot points via event-triggered “journal entries” written in the style of the player character's thoughts.f
The Setting
Indoctra is set in November, 1993 in a secluded forest in Forks, WA. Its atmosphere and overall tone are heavily inspired by TV shows such as The X-Files, Millennium, and Twin Peaks, and as such is generally foggy and chillingly cold and creepy. The game world has a very mysterious and uncanny feel to it, but under the sheets of mystery is true terror as the player discovers throughout their journey. There is heavy use of shadows to enforce fear of the unknown similar to Gone Home - usually aesthetically. Sound helps set the mood to enforce the mystery and uncanniness that drives the game world of Indoctra.
Screenshots
Note: Click to view full size.
The Classroom
The Library
A Bedroom
An Office
Another Bedroom
More screenshots coming soon!
Game Team Overview
Design Team
- Aaron Gilbert (Marth)
- Anthony Tran
Art Team
- James Plummer (WULF)
- Jacob Petry
Music
- Richard Savery
Comments? Questions?