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
Revere's Guard
Traditionalist Militias of the Mountain West
Federal
What's left of the Federal Government
The Gulf Compact
The black market dealer of the Valley
Aegis Pacific
Foreign capital with a license and no leash
Everyone Else
The Attuned
They think the Tear was divine contact
Bandits
The Valley's bottom predator tier
Drifters
They all have their own reasons for being here
Mutants
The tainted fauna of the Valley
Why Should I Care?
What we're building
Status is honest about where each system actually is. Nothing here is locked in, scope evolves with the dev log.
Living, Breathing World
Simulation Driven Factions
Brutal Combat
Co-op PVE
Modding, First Class
Atmosphere > Spectacle
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.