Project Overview

Developer Report

Cascade Protocol is a new and evolving project in the backrooms / SCP game genre. We have a ton of cool game play features and ideas in our build and can´t wait to share them.
As a pretext, if this project is to be catagorized as a "backrooms game" then it is important for us to try to emphasise that this is unlike any other backrooms game. Our game generates an entire simulation of the backrooms dimension, within which to play out scenarios which form a larger campaign, rather than a set of levels with a linear path to complete.

Here are some cool things we have developed, which are now in production phase:

1. Rogue-like narrative level generator.

Our own in-house created level generator, designed specifically to create backrooms style environments with built in game design elements such as; theme blending, mission paths, branches and POI areas and sequential objective based progression unlocking.

2. Dualistic dynamic dimension simulation.
In the way that Frontier Developments based their game Elite Dangerous on a simulation of the entire galaxy, we have based our backrooms game on the simulation of the entire backrooms dimension and it´s location based connection to our reality. With a huge campaign map to explore and unlock (and being the backrooms these sectors are not static maps), each sector is setup with dynamic variables that are used to regenerate the sector each time it is entered. The campaign map is randomly generated for each campaign, creating lots of replay value.

Version 1 of the Sector Vector Quantification Director (the big campaign map) gives our world a matrix of 4096 sectors each with a corresponding sector in the backrooms making 8192 unique sectors.

3. Backrooms Instability Weather Simulation.
The Dynamic nature of the backrooms simulator is showcased in the simulation of Cascade storms that travel across the sectors. They move the contents to new sectors, randomly changing and blending and shuffling the backrooms areas and creating chaos in their wake.

4. Cascade Storms.
When a storm hits a sector, the players can experience the terror of a reality-ripping cascade tornado. It destroys the level itself, tearing up walls and floors and throwing them into the dark abyss that fills the backrooms dimension. The cascade protocol dictates that players must attempt to discover and research these storms. We are not here to escape the backrooms, we are here to conquer them with science and violence.

5. A blend of FPS gameplay elements.

Players can take on a range of missions within the dynamic universe simulation, from deep exploration expeditions, to combat and defence of outposts, to speed running evac scenarios in front of cascades or entity incursions.

6. Custom hybrid inventory and weapons system.
Our inventory system is designed to blend the speed of a combat based inventory system, with the depth of an RPG inventory. Everything is simulated down to each bullet in each clip. It´s like something between the Half Life 2 and Project Zomboid inventory systems.

7. Flexible and accessible.
The game can be played single or multiplayer. In single player, you command the whole cascade organisation and can use NPCs to build squads and go on missions creating a long term campaign.
In multiplayer, there is a strong focus on cooperation and community goals, with server admins commanding the organisation in-game, by having access to admin areas in the control room. Players complete objectives to gain rewards and progression for themselves and the server.

8. Lore.

Embracing the backrooms universe and lore we seek to respectfully extend it. We´ve included a variety of subjects and theories that provide a structure to make the backrooms a world-wide phenomena, with connections to historical and mythical elements and real world locations, items and events. We invite the creative community to help us develop these storylines and create new ones which we could include into the core game.

9. Community Content Pipeline.
Using the in-game multiplayer editor, members of the community can collaborate to create new environments and themes and add them to the campaign generation system.

9a. Easy content creation.

Creators do not need to create large complex maps. As everything is generated, they can simply create single rooms and they have the freedom to make that room anything from a simple corridor to a huge panoramic scene.

10. Privately funded for long term support by lead developer.
The small team is both funded and led by a 20+ year industry veteran, fullstack developer and former quality assurance manager on award winning games for a major publisher.

This ensures the development can be nurtured to support the project´s path, leveraging practical experience and best practices. We can remain focused on the development of the game´s features and content and supporting the community.

11. Unreal 5 awesomeness.
It´s built on Unreal 5, so everything works and looks lovely.

Location Details

Our coalition operates from undisclosed locations, ensuring utmost secrecy in the exchange of sensitive scientific and military information.

Coordinates

Classified, Restricted Access Only

Hours

24/7 Operations