DEEPTALES /
enter the studio
deep tales, branching games
DeepTales is an engine for horror games that learn. Every tale it ships watches how you play — who you trust, who you turn away, where you break — and answers back with new editions shaped by your choices. The more you play, the deeper the dark gets.
the contract
Every generator guarantee is verified from scratch on every commit — the framework scratch-builds real games in CI and refuses to pass until each one runs. No drift, no silent breakage, no vibes-based shipping.
the machinery
Feed the generator a pitch and a mood. It stamps out a full project — scenes, shaders, story graph, localization, audio, icon, export presets. The Studio's Director draws from a knowledge base of proven patterns; telemetry flows back from every play session; a rules engine turns it into edition proposals grounded in what players actually did.
the tapes
Two canonical blueprints define what the generator can tell: a branching thriller, and a nightly tribunal of strangers at your door — 2D or with a walkable shelter to search between knocks.
A job that only exists at night. Choices ripple through 51 checkpoints across seven chapters, and the ending you get is the one your decisions earned.
Someone knocks every night. Inspect them through the peephole, read the signs, decide who gets in — some of them are already infected, and they know. Search a walkable shelter between knocks: procedural rooms, flashlight, placement-audited props, en/pt-BR.
the threshold
A door stands ajar. Light spills through into forking root-paths — every story is a corridor of choices, and every choice is a door you can't walk back through. The mark is the threshold all DEEPTALES games are built to cross.