Greetings true believers! Above is a concept image of a game I’m developing called Seeds of Empire.
I wanted to share a lil bit about it and get some feedback from people who know CYOA game potential.
Seeds of Empire:
Fifty years after the industrial collapse, you arrive in overgrown Boston to rebuild civilization. Every choice matters: Will you grow living architecture from plants, or embrace the returning factories? Align with eco-settlers or industrial revivalists? Your decisions shape not just your survival, but the future of humanity itself.
No zombies. No mutations. Just choices, consequences, and the eternal question: what does progress really mean?
CORE CONCEPT:
You are a settler arriving in post-collapse Boston with basic skills, limited supplies, and a choice: claim your place in this new world, or fade into the overgrowth.
Your decisions determine:
Your survival strategy (tree-weaving, permaculture, or industrial trade)
Your relationships (allies, rivals, romances, animal companions)
Your faction alignment (eco-purists, industrial sympathizers, or neutral mediator)
Your legacy (6+ distinct endings based on your choices)
Key Mechanic: Every major choice affects your stats, reputation, and available future options. No choice is purely good or evil—only trade-offs.
Most post-apocalypse stories ask: “How do you survive?”
Mine asks: “What kind of world do you want to rebuild?”
The Central Conflict:
The Settlers (eco-centric) believe sustainable, nature-integrated living is the only way forward
The Artificials (industrial revivalists) believe factories and technology can support populations at scale
You choose where you stand—or forge a third path!!
I tried to make the stat driven narrative meaningful!!
Your core stats are:
Ecology (plant knowledge, sustainable practices)
Engineering (construction, chemistry, innovation)
Combat (defense, tactical decisions)
Animal Bonding (taming, breeding, companions)
Charisma (diplomacy, leadership, romance)
Scavenging (finding resources, salvage skill)
Stats will determine:
Which choices are available to you (skill checks)
How NPCs react to you
Which endings you can achieve
Romance options unlocked or unfound.
RELATIONSHIP-DRIVEN NARRATIVES:
Faction Reputation (-100 to +100):
Settler Rep: Earn trust through sustainable practices, refusing industrial shortcuts
Artificial Rep: Gain favor through pragmatic trades, technological cooperation
Balanced play: Act as mediator, unlock unique diplomatic paths
Animal Companions:
Start with a stray dog (loyalty affected by your treatment)
Tame urban wildlife (raccoons, coyotes, ravens, wolves)
Companions aid in combat, scavenging, and provide emotional support just like in real life
.
Multiple playthrough paths with 7 Class Builds:
Firefighter (combat, construction)
Scavenger (stealth, salvage)
Engineer (tree-weaving master)
Medic (healing, chemistry)
Ecologist (plants, ecosystems)
Educator (diplomacy, knowledge)
Beastmaster (animal companions)
6+ Major Endings:
Total War (destroy Artificials, eco-purity)
Uneasy Peace (diplomatic solution, zones of control)
Synthesis (merge philosophies, “green industry”)
Exodus (abandon Boston, start fresh elsewhere)
Artificial Victory (defect, industrial takeover)
Personal Ending (reject leadership, find peace)
4 Romance Endings (can combine with above)
GAMEPLAY FLOW:
Character Creation
Choose your background:
What brought you to Boston?
Survivor (balanced stats, pragmatic)
Idealist (↑ Ecology, ↓ Combat, nature-focused)
Scholar (↑ Engineering + Charisma, knowledge-seeker)
Fighter (↑ Combat, ↓ Social, protective)
Nomad (↑ Scavenging + Animal Bonding, wanderer)
Choose your motivation:
Why rebuild?
Survival (flexible morality, adaptation)
Revenge (hidden agenda, unresolved past)
Curiosity (neutral stance, gather knowledge)
Hope (optimistic, inspire others)
Sample Choice Sequence (Chapter 1)
CLAIMING YOUR BROWNSTONE
Three brownstones stand before you. Each shows promise, each has dangers.
Which do you investigate?
A) The intact brownstone (Raccoon family inside—encounter/taming opportunity)
B) The collapsed one with gardens (Dangerous structure, but food source)
C) The flooded brownstone (Water access, fishing, but mold risk)
[You chose A]
You push the door. Scratching sounds upstairs. A mother raccoon and three kits.
How do you handle this?
A) Kill them (↑ Food, ↑ Fertilizer, ↓ Animal Bonding, aggressive reputation)
B) Scare them away (Quick, they may return, neutral)
C) Coax them out with food (↑ Patience, ↑ Animal Bonding, costs resources)
D) [Animal Bonding 25+] Attempt to tame the mother (Companion if successful)
[You chose D - Stat Check]
Roll: Animal Bonding (30) + Patience Bonus (5) = 35
Required: 30
Success!
The raccoon sniffs your outstretched hand. Minutes pass. Finally, she allows you to scratch behind her ears. Over the following days, she becomes your companion: Bandit.
Gained: Raccoon Companion (Loyalty: 50)
↑ Animal Bonding +10
↑ Morale +5 (companionship).
Again this is a brief overview of the concept. I’m currently running sample CYOA playthroughs on my own for tweaking purposes but would love some feedback from people who play these types of games regularly!
Thanks for any feedback!!!