Many indie VTubers keep their lore relatively simple, often beginning with a paragraph or two and allowing their community to build on it over time. I wanted to take a different approach with Vestige Soul.
My goal is to create expansive lore that continues beyond a character introduction. Through my website, I have been building a collection of Codex entries, world lore, characters, factions, and story chapters connected to Postremo Limine.
I also wanted people to have more than one way to discover and experience that world. Streaming and clips are still important parts of the project, but not everyone connects with lore in the same way. Some people may want to read the story, browse the Codex, watch the streams, or eventually experience the setting through a game.
Creating a game gives people a way to interact with the lore rather than only reading about it.
Why Postremo Limine Works as a Game
Postremo Limine is built around exploration, dangerous Nodes, uncertainty, factions, squads, and survival. Those ideas naturally translate into gameplay where players must prepare for incomplete information, adapt when situations change, and decide how much risk they are willing to take.
Nodes can contain different environments, Safe Zones, hostile Entities, faction-controlled territories, and unstable conditions. Players may know some information before entering a Node, but they should rarely know everything that will happen during an expedition.
That uncertainty is an important part of the world, and I want the game to capture it.
Choosing a More Manageable Starting Point
My original ideas were much larger. At first, I considered creating either an extraction shooter or a strategy simulation game.
Those concepts still influence the project, but they would have been difficult to build as my first serious game. Instead, I decided to begin with a more manageable roguelite structure inspired by Darkest Dungeon and other games I enjoy.
This format still allows me to include squad management, expeditions, resource decisions, dangerous encounters, and consequences without immediately building a massive simulation or action game.
What the Current Prototype Can Do
The current prototype allows players to select a four-person squad and send them into a mission.
During the mission, the squad travels along a node-based path containing different events. Some events lead to enemy encounters, while others will eventually include decisions, discoveries, hazards, resources, or faction interactions.
After completing the expedition, the squad returns to the main hub, where the player can prepare for another mission.
The current loop is still basic, but the main structure works:
Choose a squad → enter a Node → encounter events → survive the mission → return to the hub
Experiencing the World as a Diver
The game is intended to give players a sense of what it is like to be one of the Divers who explore Postremo Limine.
Each mission will take place within a Node. Players may travel through Safe Zones, fight or interact with Entities, encounter different factions, and uncover information about the area.
Knowledge will matter. Learning about a Node’s environment, laws, enemies, and hazards should help players prepare for future expeditions. However, even a familiar Node may become unstable, introducing unexpected conditions that force the squad to adapt.
The goal is not for every run to be completely random. Players should be rewarded for learning about the world while still facing enough uncertainty to keep expeditions dangerous.
How the Community Can Take Part
Once the game reaches a stable enough point, I want members of the community to test early builds and provide feedback.
Players may be able to suggest:
- New Divers or character concepts
- Improvements to existing systems
- New encounters or mission ideas
- Which parts of development should receive priority
- Changes that would make the game clearer or more enjoyable
I may not be able to use every suggestion, but community feedback can help shape which areas of the game I develop next.
Current Development Goals
My near-term goal is to strengthen the basic gameplay loop.
That includes:
- Expanding the choices available during missions
- Adding more events and encounter variety
- Developing a basic home base
- Creating mission choices for different Nodes
- Improving squad preparation and selection
- Giving players meaningful reasons to begin another expedition
Once those systems are working together, I want to release an early build that people can test.
The project is still in an early stage, but the foundation is beginning to take shape. Postremo Limine started as VTuber lore, expanded into a world and story, and is now slowly becoming something people will be able to explore for themselves.








