ଅ essay

game-design · serverbound · investigation · design-process

Designing serverBound

How a turn-based cybersecurity RPG became a detective game, and why the investigation is how you learn the rules of the fight.

Recon buys legibility, not damage.

serverBound spent its first two years as a turn-based RPG about cybersecurity. You walked a map, met bots and fought them in an affinity-based combat system, picking moves from a menu. It also felt static, and for a long time I couldn’t say why.

The answer turned out to be the genre. I had been building the skeleton of a generic RPG and wondering why the soul of a detective game wouldn’t move in.

What I actually wanted

When I finally wrote down the fun I was chasing, it wasn’t combat. It was this:

The joy of investigating online scams, incursions, attacks, or baits throughout the internet, like a treasure hunt, collecting issues, deducting stuff, and then finding the perpetrators and fighting them in a 1 vs 1 interesting unique battle.

Read that again and the fight is the last ten percent. The hunt is the game. So the whole design got rebuilt around one rule: everything you do is either gathering knowledge or spending it.

The world

Corporate AI broke the old internet. Nobody was surprised. So people built a new one by hand, the World Wide Wonder: a patchwork of tiny self-hosted islands full of guestbooks, zines and visitor counters. It’s drawn in grey paper and ink. Anything red is a problem.

You are a lurker. That’s your actual rank. People call you “runner” to be nice.

An island is somebody’s homepage, made walkable. The buildings are its parts: a house, a relay tower, an archive. The cables between them carry messages you can listen in on. The locals have opinions, and some of their opinions are wrong.

Read, report, prove

A case has three beats.

Read the island. Walk it. Read its records, listen on its cables, ask the locals what they saw, look at what’s lying around. Each of those is a different kind of clue: a record, something overheard, something said, something found.

Fill in the case. The case board is a report with blanks. You drag the words you’ve read into it. A sentence only locks when clues of two different kinds back it, because one witness is gossip and two is a case. Three small puzzles on the board (a match table, a timeline and a prediction) confirm some of the words.

Plug in and prove it. The duel is turn-based. You move along cables, fence buildings off and clean them out. Nobody rolls anything.

Recon buys legibility, not damage

This is the line the whole game hangs on. Reading the island doesn’t make you stronger. There are no levels and no hit points. It makes the fight readable.

Every threat plays by a rule. Ransomware always takes the shortest way to the archive, and it’s booby-trapped. A phisher hooks the nearest house. A cryptominer grows out of the building you’d never suspect. An ad server keeps making bots, of course it does.

If you’ve read the island, you know which rule you’re facing, and the duel is a puzzle. If you skipped the homework, it’s a slot machine that hates you. Same board, same pieces. The only difference is what’s in your head.

I wanted that to be literally true, so I checked it. A solver plays every board, and from at least one door on every island it confirms the duel can be won. Going in cold has to be worse than going in knowing, every time, or the investigation is decoration. If you lose, it wasn’t the game. You can undo a turn, and what you learned survives a restart. Your pride might not.

The cuts

The old build had two real-time pieces: an infection that crept every fourteen seconds while you explored, and loose bots that ambushed you if you walked too close. Both made a “thinky” game about timing, so both went. The world now moves only when you act. That also made looking free and safe, which an investigation needs.

The other cut was jargon. The game’s words were too technical for anyone who’d never heard of a port or a packet, and the ideas didn’t need them. So the game now says “messages on the cable” and “a fence”, and the real command sits dimmed beside the plain one for anyone curious. That deserves its own essay.

Why this genre

Deduction games end at the accusation. Tactics games hand you the rules up front. serverBound joins them: the rules of each fight are the mystery. Papers, Please taught players to read documents. Obra Dinn taught them to read a death scene. I want serverBound to teach people to read the internet, to tell what’s real from what’s manufactured, without ever feeling taught.

There’s no test at the end. The ransomware is the test.


Budding. The demo has four islands. The serverBound page has the trailer and the Steam link.

The World Beneath

turn-based roguelike · 8×8 textmode · CRT

Under the site there’s a small world. Click the screen to start: pick a companion, find the ten caches, and see how far down the temple goes.

The ring

water douses fire · fire burns root · root grounds spark · spark shocks water. Lead with what beats what’s in front of you: ×2 one way, ×½ the other.

Walk
arrows, WASD, or click
Act
Enter · Z waits · M menu
Margins
more marks hide in long reads
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