Blackspire Cove
A turn-based investigation RPG set in a decaying late-1890s New England whaling port.
OVERVIEW
High Concept
A field investigator enters Black Spire Cove and confronts occult forces through turn order, tactical positioning, and a sanity system that makes mental pressure as dangerous as physical damage.
SYSTEM DESIGN
Turn-Based Combat & Action Order
Agility determines the initial order, while the shared action bar keeps future turns visible. Players choose ACT, ITEM, MOVE, or ESCAPE while anticipating the enemy cycle.
Positioning & Targeting
Position controls valid targets, exposure, and movement value. Reality and Mental attacks test different defenses, so formation changes the value of every action.
Sanity System
Sanity falls through damage, non-human encounters, and enemy skills. Crossing the 50 and 0 thresholds introduces unpredictable negative effects that disrupt reliable plans.
DESIGN ITERATION
Iteration focused on showing turn order, valid targets, damage type, and mental risk before the player commits to an action.
Unclear order, range, and target feedback.
Visible timeline, target states, and sanity pressure.