A game concept by BLGardner
Seven Sins
The room is the enemy.
↓ Descend ↓
The Premise
SALIGIA is a first-person psychological puzzle game where the environment itself is trying to kill you. No combat. No chasing enemies. No health bar to manage. Just you, a series of rooms that hate you, and the slow realization that the space you're standing in is not on your side.
Each of the seven levels is built around one of the deadly sins — and each sin changes the fundamental rules of how that room behaves. The room doesn't want you to solve it. It wants to consume you.
Minimal UI. Heavy atmosphere. Physics that actually matter. The kind of game that stays in your head long after you put it down.
Spatial Pressure
The environment is the enemy. Rooms expand, collapse, decay, and distort. Survival means reading the space before it reads you.
No Combat
Outthink it. Outlast it. There's nothing here to fight — only puzzles made of geometry and consequence.
Physics Driven
Real interactions with real consequences. Nothing is scripted that doesn't have to be. The room reacts to you.
World Map
The Atrium is the spine of the game - a central hub that connects all seven sin-themed environments. Each gateway leads to a distinct trial with its own rules. Earn a Seal Fragment from each, and the exit opens. It won't be waiting forever.
Core Loop
Each sin level teaches you its rules by almost killing you. There's no tutorial screen. The room tells you what it wants through what it does to you.
Level Breakdown
Gula · The Expansion
You're in a massive banquet hall. At the center is a growing mass - organic, relentless, expanding every minute. Touch it and you're dead. The room is running out of space. So are you.
The only way to stop it is to break it. Not with force - with the wrong kind of feeding. You hunt for heavy, inedible objects scattered through the hall: pipes, machinery, loose debris. You throw them in. Overload it with what it cannot process, and it purges. Collapses back on itself. Buys you time.
In the meantime, you're climbing. Shelves. Chandeliers. Whatever is still above the rising floor of mass. Every second you spend not finding the next object is a second the room gets smaller.
All Seven Trials
A consuming mass grows relentlessly. Feed it the wrong things to induce a purge. Stay above it. Don't stop moving.
Stagnation is death. The floor beneath you decays when you stop. Rest and the ground decides it doesn't need you anymore.
Noise and speed ignite the room. Move carefully. Speak nothing. One spark and everything apart.
Every item you carry slows you down. You need objects to solve the room. Carry too many and the room solves you.
Alluring illusions pull your gaze. Follow them and you fall. The room wants your attention. That's exactly the problem.
Two rooms. One truth. What you take from one changes the other. There is no winning without losing something.
The higher you climb, the thinner your path. Pride is the last trial for a reason. Fall, and it all comes with you.
Technical Direction
The game is designed around a central "Sin Manager" system - one controller that drives world behavior per room. Modular environment assets mean each level can be constructed, destructed, and tuned independently without rebuilding everything. Physics interactions are real, not canned animations.
Current Status
The design work is done. The seven levels are mapped, the core loop is defined, the technical architecture is outlined and a 24 page GDD is available. What's needed now is the team - or anyone crazy enough to prototype it.
SALIGIA is a concept. If you want to build it with the person who conceived it, that conversation is worth having.
The only real requirement is that it exists.
The Architect
I'm not a developer - I'm the person who spent too long thinking about how rooms could be enemies and had to write it down before it drove me crazy. If you have the skills to build this and want a collaborator, I'd like to hear from you.
I respond to real questions from real people. If you're reaching out, tell me what you're thinking - not just that you're interested.