Overview

"On the last day of August a mad star falls into the town. Its flame raises passions, brews conspiracies, and gives desires a physical form... It is up to Io to uncover the nature of the Star and stop it before its presence hurts too many people."

Harvest of Names is a narrative single-player RPG in development that fuses social simulation, a round-based fighting system, and time/character management to explore identity, agency, and myth. Set in a university town in the UK, players confront cultural “Big Names” (Dionysus, Prometheus) while shaping the protagonist’s [IDEAL]—a playable, constantly evolving expression of self that bridges dialogue and combat.

Official Site One-page Pitch (PDF)

Our scope

  • Unity (C#) prototype
  • Early vertical-slice focus
  • Hybrid social sim × JRPG × management
  • In-engine combat systems prototyped

Our design goals

  • Integrate narrative and systems
  • Play as self-creation
  • Combat as dialogue
  • Names as power
  • Procedural unity

My role

  • Core systems & gameplay design (early phases)
  • C# combat systems in Unity (inputs, rounds, effects)
  • Enemy/boss visual concepting aligned to narrative tone
Dialogue & choices

My design approach

    In short, within my responsibility, I worked myseld and with others to translate thematic questions about identity into mechanics —what we called a procedural dialectic—so narrative stakes are felt through play. The [IDEAL] system ties personality to combat loadouts; combat itself is framed like a stage, emphasizing deliberate inputs and readable feedback. Across systems, the goal is cohesion: social choices, time management, and encounters all co-author the player’s self.

Engine/Stack Unity + C#
Team Independent team led by Seva Khusid