The Game
A kingdom built from everything one man saw, believed, and failed to become.
Genesis takes place inside the subconscious of an Andalusian miner who falls into a coma at the moment his wife is pregnant with their child. His mind constructs a baroque kingdom as an act of survival , built from Semana Santa imagery, gothic cathedrals, candlelit processions, and the stone weight of southern Spanish culture.
The kingdom is decaying. The player is The Architect. His mission: rebuild what is dying. His burden: every act of creation attracts the Delirium.
Concept art , Thomas Benard
Design
Three pillars.
No exceptions.
Every design decision in Genesis runs through one of these three filters. If it doesn't serve the ritual, the devotion, or the atmosphere , it doesn't ship.
01
Death is Ritual
Combat is deliberate and punishing. You don't fail , you participate in the cycle the world is built on. Every death carries meaning.
02
Exploration is Devotion
The world is dense, interconnected, and withholding. You earn understanding through patience , the way you'd navigate a cathedral you've never entered before.
03
Atmosphere over Exposition
The story lives in the world, not in cutscenes. Lore is embedded in ruins, enemies, symbols. You piece together the truth the way archaeologists do , from fragments.
Characters
Protagonist
The Architect
28 years old. An artist forced into combat. Carries the Pésame , a sacred greatsword 170cm long , and a chisel. His hands were made to build, not to kill.
Attacks like a compass: wide, rotational, architectural. The more he creates, the more the Delirium comes for him.
NPC , The Silent
Fidelia
Fidelia lost her voice. Without it, no more psalms can be born. She remains wrapped in heavy fabrics, arms outstretched toward something that no longer answers.
The Psalm-Born drift toward her. No one calls them. Something in her presence allows them to exist close to the silence that created them. A figure bearing the name of fidelity, trapped in the gesture before crying. A cry she can no longer release.
Enemy , The Grieving
The Mourners
Women trapped in perpetual grief. They inhabit a village where their husbands abandoned their homes, and they remain in a state of constant lamentation that has turned into ritual.
Each carries an urn containing the ashes of someone she refuses to let go of, a physical weight that materializes the impossibility of moving on. Veiled silhouettes, moving with the ceremonial slowness of someone performing a rite that no longer has a recipient.
Enemy , The Unfinished
Psalm Born
Born from psalms that Fidelia can no longer sing. Their heads weigh more than their bodies. A wax-like substance was poured on them at birth, freezing their expression into a saint fossil, a death mask they cannot remove.
They drift. They cry. They cluster around the silence that made them. Each one locked in the moment just before sound.
Enemies
Enemy , The Wax Penitents
Ciriones
Penitents covered in wax who carry colossal candles in slow, endless processions. Their bodies have fused with the dripping wax, and the flame they bear is meant for a presence that abandoned them long ago.
They walk with a predictable, tragic rhythm. Heavy, ritualized steps. Their candles sway and spill burning wax as an area-of-effect attack. Figures that feel torn from a forgotten Semana Santa float, burdened by the weight of what they carry.
Bosses
Boss , The Bride of Silence
Perfidia of Broken Vows
Fights with metallic rose-whips that bleed black oil. Her movements imitate a flamenco saeta: choreographed pain, penitence without repentance.
Prudencia & Providencia
The World of Genesis
Location 01
The Mausoleum
The architectural heart of Prudencia. A cathedral-scaled burial ground where the kingdom keeps its dead and its faith in the same stone. Light enters only through narrow windows. Never enough to see clearly, always enough to cast shadows.
Location 02
The Thorned One Repose
A chapel built at the edge of the kingdom where something ancient rested and never left. The architecture is intact but the faith that built it has long since curdled. The sky above it never fully darkens. It just turns the wrong colour.
Location 03
Broken Palms Village
Where the Mourners live. A village frozen in the moment of abandonment. The men left and never returned, and the women stayed, carrying the ashes of the fallen, performing grief that has no end date. The streets are quiet, surrounded by the sound of crows and birds that somehow provide hope to the village.
Development Status
We're building this
in public.
Genesis is currently in early development , greyboxing, systems design, and concept art. No release date yet. Follow the process on YouTube as it happens , raw, unfiltered, and honest about every mistake made along the way.










