Noosphere

The Valley is alive.

A brutal, co-op stalker-like set in Oregon's Columbia River Gorge, just after the violent end of the 2nd American Civil War. A government project gone awry has torn a rift above the Valley, and the substrate of thought and consciousness now physically manifests upon the world. You and your friends are drifters in the Valley, siding with the faction of your choice as you play. Survive, explore, and uncover the story of what actually happened through environmental storytelling, emergent gameplay, a main story, side quests, and missions built from the state of the world as you play.

Everything on this page is a work in progress. Names, factions, mechanics, and lore will shift as the game gets built.

Welcome to the Valley

Quiet Chaos, Brutal Beauty.

Ten years ago, someone opened a door that was never meant to open. The stories and theories range across the Valley and beyond: A weapons program, a black project out of the old government, nobody knows for sure. Some call it "Citizen", if you believe the old-timers who claim to know. What everyone agrees on is the result. The membrane between what's thought, what's felt, and what's real tore along the Columbia River Gorge that day, and it has been leaking ever since.

The state that occupies the land around it keeps a perimeter and pretends that's the same as control. Inside, you hear fault fields before you can see them, weather rewrites physical reality on a whim, and the shards the Valley leaks are the most valuable things left in a nation broken beyond repair.

Drifters go in for the money, to pay off debt, to escape, and sometimes for reasons they don't say out loud. You're one of them, and your allegiances are your choice.

The people who opened the door are still there, that part isn't a rumor. Will you uncover the origins of this god-forsaken place, or will you let greed control your path? That's up to you and your crew.

How the Valley works

Rules to die by.

The Valley doesn't operate in a way you'd recognize... but it seems to run on three rules. Learn them.

Belief & feelings have weight

What you're sure of is a little more likely to be true in here than it has any right to be. A stressful day can devolve into chaos as the world around you feeds off of your psyche. Faults respond to your state of mind, and so do the creatures the Tear created. Veterans of the Valley are quiet, calm, and boring on purpose. They've trained themselves not to feed it.

Memories become reality

Strong memories stick to the places they were made. On bad nights a building that was torn down years ago comes back, solid enough to walk through, carrying everything that ever happened inside it. Usually it's harmless. Sometimes it remembers you back.

Minds bleed

The wall between one head and the next is thin in the Valley. You'll dream things that were never yours. So will whatever's out there in the trees, and it will use them. Fortify your thoughts... or dull them enough to drown it out.

Faults, Squalls, Shards

The Valley is Just as Alive as its Inhabitants.

Faults

Pockets where the Tear is at its worst. Often they wear the shape of a building the Valley dragged back. Sometimes they cover areas with a checkered past in dangerous patterns with strange properties. The drifters who come home are the ones who learned to read the Faults, and when traversal isn't worth it.

Squalls

Every so often the sky goes wrong, all at once, everywhere. Get caught in the open and you come out changed, dead, or something in between. After a Squall, Shards surface in new places and the Faults rearrange themselves. Plan accordingly.

Shards

Crystallized leakages from the Tear itself with properties that are still yet to be understood. A Shard might make you braver, kill your pain, or lead you to your next big score. All of it costs something, and the cost is rarely money. One shard is a life-changing payday, and Shards are the true currency of the Valley. Shards both give, and take.

The Valley is crowded.

Various powers reach in from outside, each with their own reasons. You answer to none of them at first, but the choice is yours. Chances are you'll end up working for most of them.

Primary Factions

Pacific Workers' Alliance

The west coast workers' state that holds the Gorge

Pro-worker, corrupt, and highly militarized. They run the checkpoints, the grid infrastructure, and the trains. The lights staying on for the West Coast is the whole basis of their legitimacy. Bribable at the bottom, true believers at the top.

Revere's Guard

Traditionalist Militias of the Mountain West

Hostile to the PWA, rugged, and self-reliant. They're in the Valley to bleed their rivals, lift shards, and find the origins of Citizen. Some RG didn't want to stop smoking PWA troops after the war ended, and the Valley is never at peace.

Federal

What's left of the Federal Government

The best-equipped outsiders and the least honest. Whatever they're really doing, they don't want it found. The Feds maintain control of most of the upper East Coast and the Rust Belt. PWA and RG troops are always targets.

The Gulf Compact

The black market dealer of the Valley

A neutral trade federation who controls the Southeast/South portion of the post-war US. When the pay is better than it should be and the gig seems shady, you've been hired by the Compact. GC fighters are well trained, as most were former armed forces members.

Aegis Pacific

Foreign capital with a license and no leash

A corporate consortium taking the Valley apart for profit with the permission of the PWA. Their clinics have the best medicine you can buy in the Valley. Their Recovery Division is the reason people quietly stop showing up. They enjoy hunting Compacters for sport.

Everyone Else

The Attuned

They think the Tear was divine contact

A young, fractured faith that worships the Valley and treats Shards as sacraments. Mostly devotional. Sometimes lethal. The ones who call themselves the Choir have learned to bend the Tear's power on purpose, turning them into bloodthirsty fanatics with otherworldly abilities.

Bandits

The Valley's bottom predator tier

Scavenger crews with no creed past whatever the boss wants today. Bad gear, worse intentions, endless willingness to ambush. The cartel-blooded crews are the kind you don't talk your way out of.

Drifters

They all have their own reasons for being here

The Valley's unaligned population. You work for any of them and belong to none. The only thing you really build is a reputation, traded around campfires and in firefights... and it's the only thing that matters to folks like this.

Mutants

The tainted fauna of the Valley

Twisted horrors of the Valley. Some were animals, some were humans, some are beyond recognition. Mutants of the Valley vary widely, the less dangerous ones are hunted for food. Funnily, there's not many stories about the dangerous ones.

Why Should I Care?

What we're building

Living, Breathing World

In progress
Factions and NPCs aren't waiting for you to show up. Squads patrol, hunters track prey, traders move stock between regions. When you walk into a town, what's happening is what was already happening.

Simulation Driven Factions

In progress
Squads don't follow patrol routes and forget you exist after a firefight. They have grudges, hierarchies, supply lines. Burn down their depot and the next patrol you see will be hunting you specifically.

Brutal Combat

Planned
Per-limb wounds, real ballistics, bleed timers, fatigue. Field-dressing a femoral with one hand while your buddy covers the door, and someone else tries to flank. That's kind of moment we're building around.

Co-op PVE

Planned
P2P over Steam for a quick session with a friends, or stand up a dedicated server for a campaign with persistence and a bigger crew. You pick what works.

Modding, First Class

Planned
Every weapon, item, faction, region, and NPC behavior lives in TOML configs. Drop your own configs, assets, and scenes in; and you're off to the races. You'll be using the same toolchain we used to author the game.

Atmosphere > Spectacle

Planned
We don't really care about being a next-gen AAA studio. We're building a game where your late night session with your buddies that was fine one moment falls apart spectacularly the next, and you have a blast doing it. Eerie beauty, bookended by brutal combat in a world you don't control.

Built by trapframe + the community. Sold on Steam. Profits shared back.

Most games get made behind closed doors and sold once. We thought we'd try something different.

SIMN, our simulation and networking engine, is on GitHub right now, open source under the MIT and Apache 2.0 licenses. Nothing's hidden.

Contributions that end up in the repos earn a share of net Steam revenue. The bigger the work, the bigger the slice.

The world, the lore, the art, and the assets remain trapframe IP, closed source. The game ships as a paid Steam release, which funds development and what pays contributors.

You'll be able to clone our work in progress as we build, and even when the game's finished... but if you like what we made, buying it on Steam is a great way to support the artists and developers who made it a reality.

We're trying to build a game studio that doesn't have to compromise on production values, and rewards passionate contributors like they actually deserve to be... not enrich founders and private equity.

Engineers, artists, writers, sound designers; we'd love to work with you. See what we need and reach out.

Under the hood

Want to know how it's actually built?

Noosphere runs on SIMN + Godot. The whole technical writeup, including the why, lives on its own page.

Follow along

Transparency. What a Concept.

Development happens in public. Star the repo to keep an eye on it, and jump in if you want to build.