Rayclast

A Location-Based Narrative Game

Walk your own city. Make landfall somewhere that isn’t on any map.

Read on

What it is

The streets you already walk, over a darker sea.

Rayclast is a location-based narrative game. Fictional zones are anchored to real coordinates, and your physical movement is what discovers them — walking isn’t how you reach the game, it’s how you play it. Walk far enough and you make landfall at a harbour that exists only in the app, where a story is waiting that only you, in that place, at that hour, can open.

It descends from Fallen London and Sunless Sea: no levels, no experience bars. Everything you are is a quality — a stat, a flag, a rumour, a thing in your pocket — and every scene is gated on them. The world reshapes itself around what you have already done.

In development · not yet publicly released

Pioneer Square

You step into Pioneer Square as the gas-lamps begin to glow. Red brick warehouses lean over narrow alleys; the statue at the heart of the square watches with patient, painted eyes. Tourists drift past, oblivious. The neighborhood remembers older things — and so, perhaps, do you.

pioneer-square-arrival

Three modes

The game knows
where you are.

Rayclast alternates between three states, and which one you are in is decided by your feet — not a menu.

At Sea

You’re moving. The distance is real; the encounters aren’t. Resources tick down and something rises out of the fog every few minutes. Travel never costs you an action — exploring is never punished.

In Port

You’ve walked into a harbour. Sit on a bench and take your time; the place has its own stories, and they are gated on who you’ve become on the way here.

At Home

Your own designated safe zone. Low stakes, letters, slow-burn threads. Rayclast from the couch, on the days the city is too much.

Design

What the game is made of.

  • Walking is the mechanic

    Movement discovers, unlocks, and advances. Harbours are neighborhood-sized zones — a radius or a hand-drawn polygon — and inside them venues pin specific storylets to real named places. Stand at the right counter and a different story is open.

  • Qualities, not levels

    There is no XP. A quality is anything the world can remember about you, and requirements read them directly, so progress is legible and every flag you pick up is a door somewhere else.

  • Odds you can see

    Skill checks are Broad (a percentage) or Narrow (a threshold), and you are shown your chances before you commit — “A coin flip · 50%”. Clear something genuinely hard and the attribute you used trains.

  • Terror and the dark

    Terror rises with time spent in the dark and the unknown, and falls at harbour. Let it climb and nightmare storylets open — though a steady Mind will hold it off a while longer.

  • A journal that is yours

    Every choice and outcome is written into a running log: a record of a voyage that happened, turn by turn, in your actual city.

  • Allegiance, once

    Past a point in the main story you may swear to one of three powers — permanently, or not at all. Each has a five-tier Renown ladder and a questline of its own. The story completes unaligned, if you’d rather owe nobody.

Five attributes

Five ways through
a locked door.

Most obstacles will take more than one of these. Which you reach for says something — Tongue or Guile: would they feel betrayed, or just beaten?

  • Hand

    Physical risk, force, endurance. Climbing, fighting, holding on — the body in motion.

  • Eye

    Present-moment perception. What you notice now, and what you spot before it spots you.

  • Tongue

    Open social work: charm, threat, bargain, performance. The other party knows what you’re doing.

  • Mind

    Deliberation and composure — lore, deduction, recall, and the steady head when the lamp goes out.

  • Guile

    Getting away with it. Deception, sleight, the caper, the back way taken without permission.

Landfall

It takes you a long moment to understand what you’re seeing. The island moves. Slowly, ponderously, but unmistakably. Then you see the head — a reptilian skull the size of a warehouse, breaking the water’s surface.

chelonate-arrival

The world

The Unterzee, and
the Pacific Northwest.

Two strands share one map. The Unterzee is the vast underground ocean — dark, cold, and full of things that should not be. The other is the Pacific Northwest rendered slightly wrong: real Seattle neighborhoods where the smoke comes from no fire.

Out on the zee

  • The Chelonate

    A city built on the shell of a colossal zee-turtle. It drifts. It is never in the same place twice.

  • Venderbight

    The tomb-colony, where the dead are sent to live out their un-lives in exile.

  • Gaider’s Mourn

    Ruins older than memory. The stones weep salt water and the shadows move independently of the light.

  • Hunter’s Keep

    A lighthouse island. Three sisters, and hospitality you will think about later.

  • Port Carnelian

    The last outpost before the salt flats.

On real ground

  • Pioneer Square

    Gas-lamps, red brick, and a statue that watches with patient, painted eyes.

  • Alaska Junction

    Where a door stands that shouldn’t be there.

  • Green Lake

    Three miles around, and the lake has counted you.

  • The Pale Sound

    A region where the boundary between cities thins.

  • The Quay

    The tutorial quay. Where stories begin.

Where it stands

Built, and being walked.

Rayclast is playable today on iOS and Android through development builds, and in a browser harness with simulated GPS. Shipped end-to-end: the narrative engine, GPS tracking with radius and polygon geofencing, a map with fog of war, resource simulation, onboarding, Journal, Profile, Quest Log, achievements, factions, a full web authoring tool, and a versioned server-side content pipeline.

The current focus is the thing the whole design was for: a real walking playtest, on real Seattle pavement, in real weather.

224
storylets
14
harbours
115
venues
6
regions

A dream of the surface

You dream of the surface. Of sunlight on water. Of a city on a hill overlooking a sound, its bridges gleaming, its ferries cutting white lines through blue water. Was it ever real? Does it matter?

a-dream-of-the-surface