A game concept by BLGardner

SALIGIA

Seven Sins

The room is the enemy.

↓   Descend   ↓


The Premise

A horror game with no monsters.
None you can fight, anyway.

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 - Central Hub

SALIGIA Seven Sins dungeon concept art showing The Atrium and seven sin gateways
Seven gateways. Seven trials. One exit.

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

Six steps between you and the exit.

I
Enter
II
Learn
III
Adapt
IV
Survive
V
Earn Fragment
VI
Return

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

What it actually feels like to play.

All Seven Trials

Seven sins.

Seven completely different games.

01
Gluttony
Gula
The Expansion

A consuming mass grows relentlessly. Feed it the wrong things to induce a purge. Stay above it. Don't stop moving.

02
Sloth
Acedia
The Decay

Stagnation is death. The floor beneath you decays when you stop. Rest and the ground decides it doesn't need you anymore.

03
Wrath
Ira
The Volatility

Noise and speed ignite the room. Move carefully. Speak nothing. One spark and everything apart.

04
Greed
Avaritia
The Weight

Every item you carry slows you down. You need objects to solve the room. Carry too many and the room solves you.

05
Lust
Luxuria
The Distraction

Alluring illusions pull your gaze. Follow them and you fall. The room wants your attention. That's exactly the problem.

06
Envy
Invidia
The Mirror

Two rooms. One truth. What you take from one changes the other. There is no winning without losing something.

07
Pride
Superbia
The Verticality

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

Built to be real, not just playable.

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.

Genre
First-Person Psychological Puzzle / Horror
Engine Target
Godot / Unreal (Standalone)
Tone
Oppressive, Minimal, Atmospheric
Core Systems
Sin Manager, Physics, Modular Environments

Current Status

Concept complete. Ready to build.

Pre-Prototype  ·  Concept / Pre-Production Phase

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

If you're serious, so am I.

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.

Identity
BLGardner
Steam
Snoopy (formerly KillerB)
Availability
Open to discussion

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.