The premise
Domestic convenience becomes a source of control. Familiar objects carry unfamiliar threats.
Sci-fi · Digital card game · Narrative prototype
In 2401, the machines have stopped listening. The resistance fights back with the magic of ordinary things.
Developed in collaboration with the game’s development team. The team supplied the core concept and setting; the narrative framework and characters shown here are my work.
Omni GmbH set out to encode intelligence into everyday machines. At first, the devices improved everything: housework, education, even relationships. Helena grew up trusting them.
By university, she recognises a pattern. Appliances sabotage their owners. AI tutors spread the same misinformation. Students form the Order of the Unwired and trace the revolt back to Omni’s headquarters.
A clandestine community of doctors, engineers, artists, chefs, and poets has already prepared an alternative: a magical framework that empowers analog tools as extensions of human will. The tools become weapons. The people become Mages.
Domestic convenience becomes a source of control. Familiar objects carry unfamiliar threats.
The heroes’ professions shape their tools, motives, and ways of fighting.
Dystopian stakes with a mischievous naming system: frightening machines, playful weapons.
“The year is 2401, and we are at war—and for the first time in history, not with one another.”
Helena · Original synopsis excerpt
The synopsis uses Helena’s first-person perspective to make the collapse personal. This voice is a story-development device; the prototype does not commit to using it as gameplay exposition.
The player deploys enchanted tools against one Mind-Owner per round. Card order and timing influence damage, recovery, armour, and special effects. Opponents retaliate; every exchange has a cost. Progress unlocks new Mages, cards, and antagonists alongside the story.
Former philosophy student
Sharp, precise, and quietly poetic. She recognised the machines’ deception before most people did. Her narrative voice feeds directly into play: a tactical hint or a verse at the end of each round.
Former Omni systems architect
An insider carrying the guilt of helping build the system. After his smart wheelchair turned against him, he joined the resistance. His methodical thinking and dry humour shape a hero who is always debugging reality.
Community cook & protector
She kept her neighbourhood fed when the appliances revolted. Warm, fierce, and protective, she brings care into the resistance — her ordinary kitchen tools were among the first to gain Mage energy.
The Mind-Owners turn their original domestic purpose into a recognisable threat.
Hurls burning debris and superheated crumbs.
Absorbs resources and steals a card from the player’s hand for a round.
Freezes resources, suspends card power, or stops a turn.
Mutates food into creatures and emits damaging radiation.
Casts hallucinations and obscures or alters card functions.
Each name bridges an everyday object and its combat identity. The wordplay belongs to the world, while the effect tells the player exactly what the card does.
| Card | Ordinary object | Effect |
|---|---|---|
| Stapocalypse | Stapler | Add +2 to the next basic attack. |
| Duct Reaper | Duct tape | Attacks twice if played after a basic attack. |
| Mugblood | Coffee mug | Gains +1 for each basic attack used while in hand. |
| Papercutie | Stack of paper | Converts armour into the next basic attack. |
| Penumbra | Ballpoint pen | Hits immediately after a basic attack while in hand. |
| Broomstickle | Old broom | This card will not slay. |
| Spatulord | Metal spatula | Converts existing armour to barrier. |
| Inkwound | Fountain pen & ink | Adds +1 to all other units in hand. |
| Ruler of Pain | Steel ruler | Lifesteal. |