A downloadable game

Game Description (CATS)

Occult is a game that explores fate, the mystical, and the supernatural. Guided by the symbols they see in a tea leaf reading, players develop their characters and perform a ritual of their choosing. The aim of the game is to work together with a guild to imagine a mystical ritual and determine its outcome. Inspired by parlor games and séance culture, the game's tone is distinctly mysterious and Victorian. Some subjects the game covers are tea reading, mysticism, witchcraft, sci-fi, fate, occult, Victorian gothic, paganism, co-op, PVP, and exploration.

Artist Statement for CRWR 312

While playing tabletop RPGs for class, I found it difficult to suspend reality and stay present in the imaginary worlds we built. So, I wanted to build an RPG game that was easier to immerse into, for those of us that are a bit rusty in the make-believe department. I thought back to imaginary games I played as a kid that were successful in suspending reality like Mafia and Clue. I also recalled an immersive experience called “Avalon” at the King Arthur-themed summer camp I attended as a kid, where all the girls would gather in the mountains, (sometimes at night and sometimes during the day) for a cult-like secret meeting where we would sing songs, tell stories, and discuss feminist topics. I realized that the secretive, mysterious, and sometimes supernatural elements of these games made them feel exciting and that energy made it easier to immerse myself in imaginative experiences. So, I incorporated collaborative, secretive, and mysterious elements into my game design to try and capture that exciting energy.

In the section of my Magpie book on things I enjoyed doing and found fun, I realized that drinking tea came up more than once. I think that the sensory experience of making and drinking tea helps me stay present in the moment. During my game of Dream Askew, I hosted and made tea for everyone, and I found the experience of sharing tea helped place me in the collective world we were exploring. I recalled tea readings I used to do as a kid, and in the interest of building a world that was easier to stay present in, I decided this would be a great element to add to my game. I also took inspiration from my obsession with the documentary show Victorian Flower Garden that I documented in my magpie book. The series explores Victorian practices of collecting and growing decorative plants, but it also touches on cultural aspects of Victorian society. The show led me to become interested in Victorian seance culture and the occult, which became a primary concept for this game.

Occult explores the mystic and supernatural by simulating the performance of a collective ritual. It also deals with fate and chance. My visual design is heavily inspired by Victorian labels and tarot cards because this imagery aligns with concepts of fate and the occult. I even turned the cover and back of the zine booklet into a character card to be used in the game. I also incorporated tealeaf reading into the game as a way to guide the story. This element also deals with fate, because the shapes in tea leaves are traditionally used as a form of fortune-telling. Finally, I explore chance using pickup sticks, which decide whether the outcome of an action is positive or negative. The game of pickup sticks was a popular Victorian parlor game and like tea-leaf reading, it mirrors traditional fortune-telling practices, which fits in with the game’s overall tone. I hope the game will entertain players in a collaborative ritual experience while developing their ability to make-believe and bring back some chance and mystique in their everyday lives. 

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Occult The Game 216 kB

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