01 Water · machinery · cooperation
Tideworks
Make the harbour work together.
A rising tide lifts a platform. A counterweight opens a gate. Two people turn a broken harbour into a place that can carry its next delivery.
Interactive concept illustrations
Explore four proposed Gameloom games through distinct illustrations and the choices that could make them worth playing.
A harbour, a suspended ruin, a city of promises, a room that remembers. Different games should ask different things of the foundation they share.
These are game ideas, not footage or playable games. The controls compare illustrated possibilities; they do not run a simulation. Names and rules are proposals. The first game has yet to be chosen.
01 Water · machinery · cooperation
Make the harbour work together.
A rising tide lifts a platform. A counterweight opens a gate. Two people turn a broken harbour into a place that can carry its next delivery.
02 Height · momentum · trust
Find a way back with more to carry.
Suspended ruins offer a route of anchors and moving platforms. Reach the object together, then discover how its weight changes the journey home.
03 Identity · promises · private knowledge
What does a borrowed name owe?
An archive opens to one name, a guild recognizes another. In a city of stolen identities, two players exchange rights, clues and promises to find their way back to themselves.
04 Memory · timing · shared intentions
The same plan. A changed room.
Two people attempt a heist, then agree to rewind. Echoes return to their earlier intentions. This time, arrange the room so those intentions can help you.
What comes next
Small shared-world experiments will let us discover how these ideas feel to play. Their differences should shape the engine—and help us choose the first game.
Follow the worlds taking shape