PC Game Concept · Immersive Sim

Object
Permanence

You are dead, invisible, and stuck in one house — so you move people the only way left to you: by moving their things.

Immersive Sim PC / Windows Keyboard & Mouse · Controller ~8–10 nights per campaign $22.99 USD
Object Permanence — key art: an empty manor corridor at night, a tipped brass lamp guttering on the carpet, fog curling through a half-open door
Ashcombe House, Scottish coast · Early 1930s · A haunting with no ghost in frame
The Pitch

Every other imsim gives you a body. This one doesn't.

Dishonored gives you Blink. Prey gives you a GLOO cannon. Ctrl Alt Ego lets you hop between robot hosts. Object Permanence removes the host entirely — you're a presence in a convalescent home who can only possess objects: a lamp, a door, a kettle, a floorboard. You move people by staging incidents they interpret through their own psychology. No weapon. No dialogue wheel. No body, ever.

Target Player

For the Shadows of Doubt three-time finisher

You've read Ctrl Alt Ego's pitch and wondered what happens if you take the body away for good. You don't need combat — a level is a machine you lean on until it surprises its own designer. You liked Obra Dinn for the deduction and Gone Home for the idea that a house can carry a plot on its own.


The Loop

30 seconds of possession, 30 minutes of consequence

30-Second Loop

  • Possess a reachable object
  • Spend Presence to act on it
  • NPC notices or doesn't
  • Belief shifts: Mundane or Uncanny
  • Traverse to the next linked object

30-Minute Loop

  • Pick a thread for the night
  • Spend your Presence budget steering it
  • The house runs its own routines regardless
  • Dawn breaks; the loop resets
  • The house remembers what you did
Three or four nights in, the "puzzle" is solved — you know the eight-object chain that flips a skeptic to terrified in ninety seconds. A haunted house where the ghost gets bored of haunting is the real failure mode here, and the fix is structural: the house's memory of your own past success is what raises the difficulty, not a harder puzzle.

Systems

The house is a wiring diagram. The people are two counters and a personality curve.

🔌

Possession Graph

Every object sits on a node linked by a real physical medium — shared wiring, shared plumbing, shared air, mechanical linkage. You move only along real connections. The floor plan becomes something you learn by touch.

👁️

Belief, Not Health

Each NPC carries two independent counters — Mundane and Uncanny — that both rise from unexplained events. Whichever crosses its threshold first decides how they act. Same event, different character, different outcome.

🕯️

Presence Economy

Every act costs Presence, regenerating slowly at anchors tied to your former life. Big theatrical acts risk a flare — a moment where sensitive NPCs can actually perceive your shape. For once, you're the one who gets caught.

📓

Night-Loop Memory

The house keeps a diary you don't get to read. A maid who fled a flickering lamp on night two arrives on night four already carrying rowan. Your own competence becomes next night's obstacle.

🧵

Threads

Two or three situations run concurrently each night — a poisoning, a forced confinement, a theft. Solving one cleanly can make another harder: the witness you scared into hiding was the only one who could've stopped the other plot.

🗝️

Anchors & Memory

Possessing objects from your former life triggers short, wordless vignettes piecing together how you died. Optional texture, never a gate — ignore it for a dozen nights and still finish every thread.

Belief Poles — every NPC leans toward one
Mundane — "the wind," "mice," "this old house"
Uncanny — "something's here"

Key Features

What makes Object Permanence distinct in a genre built around embodiment


World & Setting

Ashcombe House, early 1930s

A converted manor on the Scottish coast, serving as a convalescent home for shell-shocked officers, difficult wives, and guests whose families paid for discretion rather than treatment. No bleeding walls, no demons — the dread here is closer to cold morning fog than a scream.

Tone & Direction

A held breath, not a scream

Muted, overcast coastal light — sea-grey plaster, lamp-oil amber, damp charcoal shadow — closer to the restrained dread of The Innocents than any modern horror shooter. No blood, no combat animation. The tension is entirely in watching a domino chain land exactly where you meant it to, or not.


6-Week Prototype Plan

From one wired room to a playable night

W1
Possession-graph traversal in one room — six to eight linked objects, a working possess/act/traverse loop.
Deliverable: a three-object chain reaction that feels good to trigger on purpose.
W2
One NPC with a two-counter Belief meter reacting to three event types.
Deliverable: a player who's never been told the mechanic can infer it from behavior alone.
W3
Full wing — twelve to fifteen objects, two NPCs with distinct trait weights, internal graph-authoring tool.
Deliverable: designers can wire a new room without touching code.
W4
Night-loop reset and cross-night memory for one thread with two outcomes.
Deliverable: an NPC visibly remembers a prior-night flare-up.
W5
Presence economy (cost, regen, flare risk) and one sensitive NPC who can perceive the player mid-flare.
Deliverable: the risk/reward of a big theatrical act is testable.
W6
Vertical slice — one full night, three NPCs, one thread with two endings, blind playtest.
Deliverable: testers describe their own strategy back to us, unprompted.