DEEPTALES wordmark — a door ajar, light spilling into forking paths

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

Nothing ships until it's green.

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.

3
genres
12
director tools
234+
files per game
7
module kits

the machinery

One line in, a game out.

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.

DeepEngine One-line pitch in → a complete, runnable mobile horror game (2D or walkable 3D): architecture, autoloads, scenes, theme, locales, export presets, tooling.
the pen Write the story, not the spread — narrative authoring with validation-gated compile, Mermaid story graphs, round-trip safety.
the archive The framework remembers — FTS5 RAG corpus of proven patterns, asset records, standing decisions; the Director answers from it, not from memory.
the echo The self-feeding loop — every choice appends to the Studio; six rules read the signal and propose grounded edition deltas (review-first, human-merged).
the director An AI guide that knows the craft — answers from the knowledge base, helps write scenes, fixes validation errors, grounds every edition in real play sessions.
the threshold Red means it doesn't ship — every game scratch-built and verified on every commit; the framework refuses to pass until each one runs.
the static Analog horror on tap — CRT scanlines, VHS decay, glitch, blood overlay, vignette: six shaders, registered and wired.
the touch Point, click, answer — hotspots, a mobile walker, 2.5D parallax, the verbs every branching game needs.
the hum Sound at zero credits — synthesizes the full cue list in-house; no sample packs, no license debt.
the press The rest of the factory — manifest-driven art pipeline, two-locale string extraction, one-click device deployment.

the tapes

Two tales, in the dark.

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.

narrative choice

Dead Hours

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.

51 checkpoints · 7 chapters · 7 endings · in development
fate arbiter · 2D + 3D

The Visitor

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.

20 visitors · 40 signs · 7 nights · content-complete

the threshold

The Threshold — door ajar, forking light paths

Where every tale begins.

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.