Escape the castle. Change the castle. Survive it.
A multi-floor gothic maze where the player can change the layout itself.
DRACULAR GAME PITCH ANDROID · STEAM
Proposed DraculaR game icon
GAME ICONProposed visual direction
THE GAME

VAN HELSING IS TRAPPED IN THE CASTLE

DraculaR is a multi-floor gothic castle labyrinth. Van Helsing is trapped inside the castle, and the layout itself can change.

Explore

Move through corridors, rooms and vertical connections.

Observe

Read the castle and its inhabitants before acting.

Escape

Find a safe route out of the castle.

Castle space
Blocked route
Open route
CORE MECHANIC

THE CASTLE CHANGES WITH THE PERMUTATOR

The Permutator shifts chambers and changes which passages are available. Reconfiguring the castle changes the navigable space — and therefore the gameplay situation.

01 / PLAYER ACTION

PERMUTATOR

The player activates the Permutator to shift chambers.

02 / GAME STATE

TOPOLOGY CHANGES

Chambers move and routes open or close.

03 / CONSEQUENCE

THE SITUATION CHANGES

Van Helsing and inhabitants gain new possibilities.

Opening a path for Van Helsing may also open a path for something else.
CONTROLS

MOVE · RECONFIGURE

Two complementary controls drive movement and castle reconfiguration.

JOYSTICK

Move Van Helsing

Move Van Helsing through the castle using a virtual joystick.

PERMUTATOR

Change the Castle

Shift chambers to create new connections and close others. The layout changes the routes available to everyone.

SPACE

ONE CASTLE — MULTIPLE FLOORS

The castle is built from ordinary connected floors. The current scope focuses on the standard floor structure, with additional spaces considered as the game expands.

Closed stairs
Opened stairs
Vertical route
LEVEL 03Upper Floor
LEVEL 02Ground Floor
OPTIONALDungeon
OPTIONALTower / Attic
STRATEGY

LOOK BEFORE YOU RECONFIGURE

The player can inspect another floor before committing to a change. The important question is not only whether a route opens — but what else changes with it.

01 / SITUATION

Blocked Route

Van Helsing cannot reach the desired area.

02 / INSPECT

Check Another Floor

A different configuration could create a useful route.

03 / CONSEQUENCE

Permutate & React

The route opens — but an inhabitant may gain access too.

The puzzle is not simply “Can I open the door?” — it is “What else will I release?”
INHABITANTS

THE CASTLE IS NOT EMPTY

Van Helsing is not solving a static puzzle. Different inhabitants create different kinds of danger and react to the changing situation.

THREAT

Dracula

A supernatural inhabitant whose presence changes the player's available options.

MOON-DRIVEN

George

His behaviour is connected to the moon phase and changing danger.

REACTION

Frankenstein

Fire can make him panic and break through a wall to escape.

THREAT

Zombie

A persistent inhabitant adding pressure to the changing maze.

ITEMS & MANIPULATION

SURVIVAL IS ABOUT USING THE CASTLE

Objects support observation, planning and escape rather than turning DraculaR into conventional combat.

Chest ITEMS ARE FOUND IN CHESTS. Searching the castle can reveal useful tools, collectibles and resources.

Garlic

Can trigger Dracula’s Bat transformation and relocation.

Silver

Prevents George from transforming into the Wolfman.

Torch

Can force Frankenstein to panic and break through a wall.

Vampire fang collectible

Vampire Fangs

Collectibles that determine the score. The more fangs you collect, the higher your score.

The player manipulates both the castle layout and the situations created inside it.
GAMEPLAY LOOP

EXPLORE → OBSERVE → PLAN → RECONFIGURE → REACT

01

EXPLORE

Use the joystick to move through the castle.

02

OBSERVE

Inspect routes, floors and inhabitants.

03

PLAN

Choose a change and consider consequences.

04

RECONFIGURE

Use the Permutator to shift chambers and change the castle layout.

05

REACT

Adapt to new routes, threats and opportunities.

The cycle continues until Van Helsing finds a way out.

The player is constantly deciding whether changing the castle helps — or makes the situation worse.
DIFFERENTIATOR

NOT A MAZE ON A SCREEN

Conventional Maze

The player navigates a world whose layout is essentially fixed.

The challenge is finding the correct path.

DraculaR

The player navigates and changes the world.

The player creates and destroys routes by changing the castle layout with the Permutator.

The castle layout itself is part of the game logic — not merely the level design.
CURRENT PROTOTYPE

THE CORE TECHNOLOGY IS ALREADY WORKING

An existing prototype demonstrates the systemic foundation for the Android version.

Multi-floor maze generation
Castle topology evaluation
Dynamic passage changes
Autonomous NPC movement
Multi-floor NPC movement
NPC route selection
Stair transitions
Dynamic NPC reactions
Deterministic maze generation
Basic route selection
WHY ANDROID

FROM A PHYSICAL PROTOTYPE TO A STANDALONE MULTI-PLATFORM GAME

01

EXISTING FOUNDATION

The WOWCube prototype already demonstrates the core systemic architecture and dynamic castle behavior.

02

ANDROID + STEAM ADAPTATION

Move Van Helsing with a virtual joystick and bring the Permutator-based castle system to Android and Steam.

03

STANDALONE GAME

Turn the prototype into a complete multi-floor game with objectives, inhabitants, items, progression and platform-ready builds.

The technology already exists. The project is about turning that foundation into a complete Android + Steam game.
THE PERSON BEHIND DRACULAR

SOLO INDIE DEVELOPER

Solo indie developer. Programming since 1988/89. Professional software engineering since 1996.

GAME DEVELOPMENT

FROM 1988 TO TODAY

1993 · BRIX CLONE
Complete, market-ready game for Atari 65XE, prepared for commercial publication.

INDEPENDENT DEVELOPMENT
Own startup attempts, followed by games, mobile projects, XR and hardware-focused development.

TECHNICAL RANGE

FROM LOW-LEVEL TO XR

PROGRAMMING
Assembler · C/C++ · Delphi · Objective-C · Swift · C# · Flutter

GRAPHICS & REAL-TIME
DirectX · OpenGL · OpenGL ES · Unity · AR/XR

CONNECTED SYSTEMS
Backend · Cloud · IoT · Embedded · Hardware integration

PROVEN EXPERIENCE

BUILDING REAL SYSTEMS

LM-X
10,000+ concurrent clients

PLANĀTON
Android · XREAL · WOWCube
Developed for WOWCube through the WOWCube Grant Program.

RECENT PROJECTS
Laser Bot · Color Killer · Code Cracker · Sclaveni: Kings of Poland
Recent independent releases and projects.

DRACULAR IS THE NEXT STEP
GAME DESIGN · SYSTEMIC WORLDS · MOBILE · XR

CONTACT
Grzegorz Górnisiewicz · grzegorz.gornisiewicz@gmail.com · timeline.lorogast.online

FUNDING & ASK

$7,500 TO COMPLETE DRACULAR FOR ANDROID + STEAM

Seeking funding / publishing support to bring the existing WOWCube prototype to a complete standalone Android + Steam game.

$7,500
TOTAL PROJECT FUNDING
3 MONTHSPROJECT PERIOD
$2,500 / MONTHDEVELOPER & PROJECT COSTS
1 DEVELOPERSOLO PRODUCTION
USE OF FUNDS

KEEPING DEVELOPMENT LEAN

Developer time
Dedicated time to implement and complete the Android + Steam version.

Development tools
AI-assisted development and other software required during production.

Project & store costs
Assets, audio, testing, publishing and Steam Direct fee.

BUSINESS MODEL

BUY THE GAME. OWN THE GAME.

Premium game for Android and Steam with a simple one-time purchase model.

ANDROID

$4.99 · ONE-TIME PURCHASE

Buy the complete game once. No recurring payment is required to play.

NO ADS NO ENERGY SYSTEM NO PAY-TO-WIN
STEAM

$9.99 · ONE-TIME PURCHASE

Buy the complete PC version once. The same core game, adapted for Steam.

Future optional expansions can add new castle areas, scenarios and gameplay systems.

ILLUSTRATIVE BREAK-EVEN · ~1,770 Android sales or ~1,075 Steam sales at list price, using simplified platform-fee assumptions and excluding taxes.
NO ADS · NO ENERGY SYSTEM · NO PAY-TO-WIN · OPTIONAL EXPANSIONS
NEXT DEVELOPMENT

FROM PROTOTYPE TO PLAYABLE DRACULAR

OCTOBER 2026

FOUNDATION

  • Castle topology
  • Multi-floor maze
  • Dynamic passages
  • NPC movement
  • Stairs & transitions
  • Android + Steam project foundation
NOVEMBER 2026

GAME SYSTEMS

  • Van Helsing movement: joystick
  • Dracula / Bat
  • George / Wolfman
  • Frankenstein
  • Zombie
  • Items, noise, moon phases
DECEMBER 2026

FULL EXPERIENCE

  • Escape objective
  • Scoring & progression
  • Android + Steam builds
  • Audio
  • Store assets & testing
  • Content & polish
TARGET: ANDROID + STEAM RELEASE · A living multi-floor castle maze whose topology changes when the player reconfigures its chambers.
RESOURCE REQUIREMENTS · Solo development · Android device/testing · PC/Steam testing · Development & AI tools · Audio/assets as required