Image having a son or a daughter, then they go on the show Love Island …. failed as a parent 101
Can you imagine
Can you imagine
Not canon ofcourse… just a fan project of learning from the master him self, but built from the real Liz Sherman themes:
childhood accident, guilt, Catholic fear,
B.P.R.D. containment,
wanting the power gone and discovering the fire is not only a curse, it is also keeping her alive.
The title would be something like
The Firestarter
The Warm Guilt
The Fragile Flame
The idea for for the short comic panels
When Liz puts her finger into the homunculus, her fire is pulled out of her body. In the real world, it happens in a flash.
Inside her mind, it feels like she wakes in a ruined church under the earth.
She has only a tiny flame in her hand. Not enough to fight. Just enough to see.
And something huge is waiting in the dark.
Not a monster from outside.
Her fire, wearing the shape of every person she thinks she killed. Her past is here, hot with rage and fumes.
When in doubt, sketch Mignola
I have actually never seen anyone NAIL the style this well! Specially for the gameplay at the end.
Play as Jodariel from Pyre instead of Zagreus.
Core Mechanic: Refuse the Gods
The Olympians still offer boons, but Jodariel doesn’t equip them. Instead, whenever a boon appears, she grabs the divine gift, crushes it in her massive hands, and absorbs its raw power into a special attack called Judgment Dunk.
Zeus Boon → Slam enemies into the ground, creating chain lightning.
Poseidon Boon → Dunk creates a tidal shockwave that launches foes into walls.
Ares Boon → Leaves a giant Doom sigil where enemies land.
Artemis Boon → Critical-hit meteor impact on landing.
Dionysus Boon → Enemies explode into Hangover clouds.
Athena Boon → Reflective shockwave on impact.
Instead of collecting dozens of passive bonuses, your entire build revolves around making your next Judgment Dunk more ridiculous.
Special Dialogue:
Zeus: “You would reject my blessing?”
Jodariel: “I am not here for blessings.”
Zagreus (spectating): “She just dunked your lightning, Uncle.”
Zeus: ”…What does that even mean?”
The final fully-upgraded dunk would let Jodariel leap into the sky, grab Hades himself, and slam him into the House floor hard enough to briefly knock Charon’s hat off.
Old concept art by Jen Zee very VERY early on Hades development
Sorry I can’t seem to find a Supergiant Game Reddit so i figured to post my game idea here.
That old illustration by Jen Zee feels uncannily like a missing link between Pyre and Hades. It has ritualistic imagery, a throne, a blade, an almost sacred loneliness, and a character who looks less like a warrior and more like a ruler burdened by responsibility.
If Supergiant were to build a game from this image and continue their tradition of “taking one idea from the previous game and mutating it into something completely new,” I think the answer isn’t traditional chess.
It’s a game about becoming a chess piece.
CROWN OF ASHES
“Every move costs a memory.”
Genre
Narrative tactical roguelike.
Part chess.
Part kingdom management.
Part character-driven RPG.
Imagine:
The positioning depth of chess
The storytelling of Hades
The emotional choices of Pyre
The atmosphere of Transistor
The World
Thousands of years ago the world was ruled by immortal monarchs.
To stop endless wars, they created a divine game.
The Crown Game.
Instead of armies fighting, rulers would wager territories, cities, histories, even entire cultures through ritual battles on living boards.
Over centuries the ritual became reality.
The world literally reshaped itself into a gigantic chessboard.
Cities became squares.
Roads became movement lanes.
People inherited roles.
Some were born Bishops.
Some Knights.
Some Pawns.
Nobody remembers why.
The Player
You are the woman from the artwork.
The Last Queen.
The final ruler capable of breaking the game.
But every time you command a piece, you absorb part of its soul.
Every victory makes you stronger.
Every victory also changes who you are.
The Big Supergiant Twist
You’re not controlling an army.
You’re controlling people.
Each chess piece is a character.
A fully voiced character.
A friend.
A rival.
A lover.
A traitor.
Example
Your Bishop is an elderly historian.
She remembers the world before the Crown Game.
She moves diagonally because she sees possibilities others don’t.
During battles she provides support powers.
Outside battles she tells stories.
Then one day she dies.
You can resurrect her.
But to do so you must sacrifice an entire village.
Now the player chooses.
Exactly the kind of choice Supergiant loves.
Combat
The board isn’t static.
Imagine a gorgeous hand-painted battlefield.
Squares crack.
Grow.
Collapse.
Burn.
Flood.
Shift.
The board itself becomes alive.
The Queen can move freely.
Everyone else follows chess rules.
Example
A Knight charges in L-shapes.
But he can leap over collapsing terrain.
A Bishop can create diagonal beams of light.
A Rook can physically push sections of the battlefield.
Pawns evolve over a campaign.
The result feels recognizable as chess without actually being chess.
The Narrative Hook
Every run begins on the Throne.
The throne from the illustration.
The Queen awakens.
One kingdom remains unconquered.
One rival monarch remains.
The White King.
To reach him you must win seven Crown Games.
Every victory rewrites history.
Literally.
Example
You win a match.
Suddenly an entire religion never existed.
Characters remember two versions of reality.
Only the Queen notices.
This is exactly the sort of weird narrative mechanic Supergiant would love.
Music
This is where it becomes very Supergiant.
Instead of Darren Korb writing battle songs…
The board sings.
Every piece contributes an instrument.
Lose a Knight?
A drum disappears.
Lose a Bishop?
The choir vanishes.
Lose a Rook?
The bass line changes.
By the final battle, the soundtrack reflects every decision you’ve made.
Why It Fits Their Evolution
Bastion
Narration reacting to gameplay.
↓
Transistor
Weapon combinations + talking sword.
↓
Pyre
Sports game disguised as RPG.
↓
Hades
Roguelike disguised as character drama.
↓
Hades II
Expansion of mythology and systems.
↓
Crown of Ashes
Chess game disguised as a story about power, memory, and identity.
Not “a chess game.”
A game that uses chess the same way Pyre used basketball.
As a foundation for something emotional and strange.
The most Supergiant detail of all:
At the end, after dozens of runs, you discover that the Queen was never the Queen.
She was originally a Pawn who reached the opposite side of the board centuries ago.
Every Queen before her was the same.
And the true final choice is whether to destroy the game entirely… or become the next immortal ruler and continue the cycle.
That feels very close to the kind of bittersweet, beautiful ending Supergiant tends to aim for.
Look at me! I always blunder in style.
ps: …. the username Bgenio was taken huh… really? 777 times.