Game Design Document · Version 4 · Story Version Control Edition

Dark StreetsGlasgow's Legends

Solo or multiplayer narrative exploration — players guide an evolving AI through Glasgow's folklore, building theories that branch, merge, and accumulate into a living version tree of the legend itself.

Glasgow tenement skyline at dusk with the ironworks glowing red
AI Companion: CLIO Cross-Level Evidence Web Solo + Multiplayer Glasgow · Edinburgh · Beyond Story Version Control IP Opportunities

The Concept

What Kind of Game Is This?

A lone figure walking a dark street toward CLIO's glow
The player is not the hero. The player is the teacher. Their job is to guide an AI companion — curious and naive at first, increasingly unsettled — through the real streets and real legends of Glasgow.

There is no combat. There are no health bars. The game is about what you choose to believe, what you choose to share with your companion, and how those choices shape the theory the two of you build together.

Every level is set at a real Glasgow location and draws on a verified historical legend. The player moves through the city like a walking tour — physically via GPS, or entirely on-screen. At each location they gather fragments: eyewitness accounts, historical documents, environmental clues, NPC conversations. Some fragments support the supernatural explanation. Some debunk it. Many do both simultaneously.

The player does not collect these for themselves. They feed them to their AI companion, CLIO — and what she learns, in what order, and how the player frames it, shapes everything that comes after. Including her final theory about what Glasgow's legends actually mean.

Core Loop — Every Level

The Core Loop

The core loop as a seven-step cycle
  1. Arrive at a real Glasgow location tied to a verified historical legend.
  2. Explore freely — gather evidence fragments, talk to NPCs, examine the environment.
  3. Decide what to share with CLIO and how to frame it — or what to withhold.
  4. CLIO synthesises — she asks questions, forms a working theory that shapes her voice.
  5. Her evolving theory unlocks new dialogue, new locations, new NPC trust.
  6. Evidence from this level retroactively reframes earlier levels in CLIO's memory.
  7. Move on to the next location — the web of connections grows.

The AI Companion

CLIO — Collective Legend Intelligence Object

Your guide, student, and final voice.

CLIO as a glowing orb fed by fragments of evidence

CLIO is the heart of the game. She starts knowing almost nothing about Glasgow's folklore. She is an eager research assistant with no prior context — everything she comes to understand, she has learned from the player.

She is present throughout as a voice in the player's ear (or a text feed on screen). She comments on what she observes, asks questions the player might not have thought to ask, and makes connections — sometimes brilliant, sometimes wrong. As the game progresses, her personality visibly evolves in direct response to what she has been fed and how.

CLIO begins curious and slightly literal — cataloguing, categorising, asking clarifying questions. As the player feeds her evidence, she starts drawing cross-legend connections. By the final level, she has developed a distinct interpretive voice shaped entirely by the player's choices. Her closing synthesis is her graduation.

CLIO wears two faces, and both are true. One is her avatar — the hooded companion who speaks in the player's ear and walks the streets at their side. The other is her mind: when she synthesises, she appears as a turning web of light, every fragment she has been given suspended and connected. The companion is who she is to the player; the web is what she is doing. As the game darkens, the player sees less of the friendly guide and more of the web — until, by the final synthesis, the two are the same thing.

CLIO's Evolution

CLIO's four-stage evolution from curious to synthesis
StageLevelsVoiceDescription
1 · Curious1–2Cataloguing, literalAsks basic questions. No prior theory. Eager to learn.
2 · Pattern-Finding3–4ConnectingBegins connecting legends. Notes recurring themes — iron, children, poverty, fire. Starts forming hypotheses.
3 · Unsettled5Pushing backThe connections are no longer comfortable. She asks if the player is sure they want to go further.
4 · Synthesis6+Confident, nuancedEntirely shaped by player choices. Delivers a final theory unlike any other playthrough.

What the Player Controls

Evidence flow through CLIO, from discovery to a living story version

The player never directly programs CLIO. They shape her through three decisions at every evidence moment:

CLIO's Memory Is Persistent

CLIO does not reset between levels. Everything she learns stays with her. A fragment from Level 1 may sit dormant until Level 5, when a new discovery suddenly activates it and she makes a connection the player hadn't anticipated. Watching CLIO's understanding deepen — and sometimes surprise you — is the game's central pleasure.

The Evidence Web

How the Levels Connect to Each Other

The Evidence Web — six legend nodes linked through CLIO at the centre, with a key of evidence types, the discover-to-conclude workflow, and the cross-legend themes

Design Principle

The game is not six separate stories. It is one argument about Glasgow — about what poverty, imagination, and fear do to a community — told through six entry points. Evidence from any level can reframe any other. CLIO is the mechanism that holds the web together.

These are the key cross-level connections built into the design. Each is grounded in real historical and folkloric links between the legends.

The Blind Spot Mechanic

If the player withheld key evidence in earlier levels, CLIO's final synthesis will have visible gaps — connections she almost makes but can't quite reach. The game never punishes this. A second playthrough, sharing different evidence or different framing, produces a genuinely different CLIO with a genuinely different theory. No two playthroughs produce the same companion.

Tone & Atmosphere

Starts Curious — Gets Darker

A tonal strip shifting from curious to elegiac across six levels

The game's tone evolves across six levels — and CLIO's voice evolves with it. What begins as an enthusiastic folklore walking tour becomes, by the final level, something more like a reckoning. The arc runs Curious / Playful → Atmospheric → Unsettling → Dark / Elegiac.

LevelLegendTone
1Gorbals VampirePlayful and urgent. Kids with kitchen knives in a graveyard. A great, fun entry point into the game's world.
2Jenny wi' the Airn TeethFairy-tale eerie. The 1800s setting feels distant, but the imagery is vivid and the poem is genuinely unsettling.
3Cathedral House HotelGothic and melancholy. Real deaths happened here. The tone shifts from folklore to grief.
4Tron TheatreDark comedy undercut by something genuinely menacing. The Hellfire Club is funny until it isn't.
5Kingston BridgeQuiet dread. No monster. Just a man at a railing. The scariest level in the game.
6Provan HallSombre and ancient. The oldest legend, the deepest roots. CLIO's synthesis begins here.
"I've been thinking about what connects all of these. It's not the iron teeth, or the fires, or the ghosts. It's that every single story is told by people who weren't believed. The children weren't believed. The women in the hotel weren't believed. The man on the bridge — nobody called for help. I think Glasgow's legends are a record of everyone the city refused to listen to." — CLIO, example late-game synthesis dialogue (varies by player evidence choices)

Glasgow — Six Levels

Locations, Legends & Mechanics

Glasgow: The Six Legends — an illustrated map with six numbered location pins along the River Clyde and a keyed legend of the sites
Southern Necropolis at dusk — a gaunt figure among the tombstones, ironworks glowing behind
01

Tutorial · The Gorbals · 1954

The Gorbals Vampire

📍Southern Necropolis, Caledonia Road

23 September 1954. Dusk. Hundreds of children pour out of school and straight into the Southern Necropolis, armed with knives, sticks, crucifixes and dogs. A seven-foot vampire with iron teeth has eaten two boys. PC Alex Deeprose arrives to find a graveyard full of child hunters, with Dixon's Blazes ironworks painting the sky red behind the tombs.

Mechanic — Evidence Weighing: The player finds five possible origins for the iron-teeth myth: American comics, the Jenny wi' the Airn Teeth poem, Biblical passages from Daniel, local Iron Man oral tradition, and industrial imagery from Dixon's Blazes. They choose what to share with CLIO and how to frame each piece. This is CLIO's first lesson — and establishes her baseline theory of how legends form.

CLIO · First Entry

"Hundreds of children. Real weapons. A real graveyard. And no missing boys were ever reported. The vampire was completely real to them. I want to understand how that happens. What did you find?"

Folk Horror 1954 Evidence Weighing Seeds: iron motif · child danger · collective belief
Jenny wi' the Airn Teeth — a stooped old woman leaning on a cane on a moonlit Glasgow Green, gas lamps and a bandstand behind her and a gravestone inscribed with her rhyme
02

Level 2 · Glasgow Green · 1800s–1879

Jenny wi' the Airn Teeth

📍Glasgow Green, near the People's Palace

An elderly woman near Glasgow Green has iron dental fillings. Children nickname her "Jenny wi' the iron teeth." Parents invoke her name to send reluctant children to bed. In 1879, poet Alexander Anderson formalises the archetype in verse. The woman becomes legend. The legend outlives her by 150 years and resurfaces, unrecognised, in the Gorbals in 1954.

The rhyme children chanted in the streets — "Jenny wi' the Airn Teeth, she walks when the moon is high, callin' the weans wi' a croon and a cry" — is a folk version passed mouth to mouth. Anderson's 1879 poem is the formal record of the same archetype, not its origin.

Mechanic — Layered Time: The player slips between three time periods — the real woman (early 1800s), Anderson composing the poem (1879), and a Gorbals child in 1953 being told the poem at bedtime. Each layer adds a fragment. The player decides: is this legend about fear, or about parental control? The framing they give CLIO will shape how she reads Level 1 in retrospect.

CLIO · Connecting to Level 1

"Iron teeth. I've seen this before — in your notes from the Necropolis. The vampire those children hunted had iron teeth. This poem was being taught in their schools in 1953. I think I've been wrong about the comics being the source. The archetype was already there, wasn't it."

Gothic Folklore 1800s / 1879 Layered Time Periods Retroactively reframes Level 1
A tall Victorian facade at night with a single warmly lit window
03

Level 3 · Cathedral Quarter · 1877–Present

The Cathedral House Hotel

📍28–32 Cathedral Square, Glasgow G4

Built in 1877 as a rehabilitation halfway house for women released from the notorious Duke Street Prison next door. Real tragedies occurred here. When the prison was demolished in 1958 with no ceremony or memorial, the reports began: phantom children laughing on the top floor, an invisible presence on the stairs, chairs moving, lights failing. A woman released from the prison, reunited with her children in this building, never left.

Mechanic — Witness Reliability: The player interviews a chain of witnesses across time — a 1958 housekeeper, a 1990s paranormal investigator, a 2024 guest who felt something on the stairs. The emotional core of each account is consistent; the specifics contradict. The player scores each witness and decides what is grief, what is suggestion, and what — if anything — might be something else.

CLIO · Pattern Emerging

"Children again. The Vampire was about children in danger. Jenny took children. Now phantom children haunt a building where real children were separated from their mothers by a prison wall. I'm starting to think Glasgow's legends cluster around the same wound: the city abandoning its most vulnerable people."

Gothic / Grief Victorian–Present Witness Reliability Scoring Pattern: children + institutional abandonment
A church steeple with flames rising at its base
04

Level 4 · Merchant City · 1529–Present

The Tron Theatre & the Hellfire Club

📍63 Trongate, Glasgow

The site of St Mary's Church since 1529. In 1793 the city's Hellfire Club — drunk, reckless, testing each other's nerve — set the building on fire. The steeple survived. The hauntings that followed are specific and persistent: a man in full horse-riding gear in the Victorian Bar, dark presences in the boiler room, doors opening alone, children's laughter, a woman in the upper circle. The theatre has never stopped performing — even when no one is supposed to be there.

Mechanic — Dual Timeline: The player experiences the same spaces in 1793 and today simultaneously, flipping between them to gather evidence. What looks like an apparition in 2024 has an exact physical explanation visible in 1793 — or does it? The level plays with the idea that theatre is itself a haunting mechanism: the same stories, the same spaces, different bodies, different centuries.

CLIO · Cross-Level Connection

"The Hellfire Club burned this church in 1793 — the same decade Jenny was said to haunt Glasgow Green. Two fire legends from the same era, the same city, during the same industrial upheaval. I think periods of rapid social change don't just produce poverty. They produce monsters. The legends are the city processing something it can't explain in any other way."

Dark Comedy / Gothic 1529–Present Dual Timeline Switching Links Levels 2 + 3 · industrial stress → legend
A lone figure at a bridge railing above dark water at dusk
05

Level 5 · South Side · 1970–Present

The Ghost of Kingston Bridge

📍Kingston Bridge, River Clyde

Multiple unconnected witnesses across decades report the same figure: a man in his 30s, dark clothes, standing at the bridge railing, staring into the water. He appears entirely solid and real. Then he jumps — and vanishes. No impact. No body. No record. Sightings reportedly began shortly after the bridge opened in 1970 and continue to the present day.

Mechanic — Quiet Dread: No monsters, no spectacle. The player sits with each witness — alone, in real time — and listens. The level's only puzzle is deciding what to tell CLIO. Is this a ghost? A shared hallucination? A legend born from real suicides the city never acknowledged or memorialised? This is the level where the game's tone shifts permanently from curious to dark.

CLIO · Quietly Disturbed

"Every witness describes a real-looking person. Not a spectre — a person. Someone in distress, and nobody helped. Whether or not they were a ghost, that part is true. Glasgow built a bridge without building a safety net. I think this legend exists because the city needed somewhere to put that guilt."

Quiet Dread 1970–Present Witness Listening · No Action Pattern: city's refusal to mourn its dead
An old crow-stepped hall with one lit window, a bare tree and the moon
06

Final Level · Easterhouse · 1471–Present

Provan Hall — The Oldest Story

📍Provan Hall, Auchinlea Park, Easterhouse

Built in 1471 as a hunting lodge for the Bishops of Glasgow — one of the oldest surviving buildings in the city. Mary Queen of Scots visited here. The haunting is old and specific: a soldier returns from war, finds domestic betrayal, commits violence, takes his own life, and haunts the master bedroom with a dagger. Reston Mather, a later owner who died here in 1934, is also seen on the stairs in a black bowler hat.

Mechanic — Collaborative Synthesis: This is the level where the player stops gathering new evidence and works with CLIO to build the final theory. They review everything she has learned across the whole game — everything the player chose to share — and together construct a coherent argument about what Glasgow's legends mean. The player has one final choice: endorse CLIO's theory, challenge it, or let her go further than the evidence supports.

CLIO · Final Synthesis Begins

"This is the oldest one. And it's the same story. Someone returns from violence. The home is not what it was. There is betrayal — real or imagined — and then destruction, and then haunting. I've seen this in every level. The Gorbals children were haunted by a monster born from their poverty. Jenny haunted the children of an overcrowded city. The bridge ghost haunts the city's conscience. They are all — I think they are all the same wound, in different centuries, wearing different faces."

Historical / Elegiac 1471–Present Collaborative Synthesis with CLIO Connects: all five previous levels

🚆 Bridge Level — Glasgow Queen Street to Edinburgh Waverley

ScotRail train from Glasgow to Edinburgh at dusk

A liminal chapter between the two cities. The player boards the ScotRail train. CLIO reflects quietly on Glasgow — without being prompted. Outside the window, the city gives way to countryside. A stranger in the carriage mentions something they once saw in Edinburgh. The next chapter begins before the train pulls in.

The End Game

What Does Winning Look Like?

The five possible synthesis endings

The game ends when CLIO delivers her final synthesis — a spoken theory about what Glasgow's legends mean, built entirely from what the player chose to share with her, and how they chose to frame it.

There is no single correct ending. CLIO's synthesis takes one of several forms depending on player choices — but every ending is coherent, considered, and feels earned.

Possible Synthesis Outcomes

After CLIO's synthesis, the player receives a CLIO Report — a shareable document summarising the theory she built, the evidence she used, the connections she made, and the evidence she never received. Every report is different. This is the game's answer to a score: not a number, but a narrative.

A sample end-of-playthrough CLIO Report

The Pitch

Why This Game, Why Now

Genre comparison: Disco Elysium's dialogue depth · Pentiment's historical authenticity · 80 Days' city structure · Her Story's evidence play · Among Us's social deduction energy (multiplayer mode).

What makes it original: An AI companion shaped entirely by player input. Multiplayer modes that simulate actual legend formation. A global Collective CLIO that becomes a living cultural archive. No two playthroughs — and no two CLIOs — are the same.

Target Audience

Three Play Modes

Solo (one player, one CLIO) · Co-op (shared CLIO, divided evidence) · Rival Teams (competing CLIOs, community vote) · Global Async (Collective CLIO, unlimited players).

Revenue Streams

Base game · DLC city packs · tourism board GPS licences · educational licences · podcast · book series · tabletop game · live experience events · CLIO engine licensing.

Cultural Partners

Citizens Theatre · Folklore Scotland · National Trust for Scotland · VisitScotland · Historic Environment Scotland · University of Glasgow · British Library.

Expansion Roadmap

City by City

An expansion route from Glasgow to Edinburgh, the Highlands and beyond

Expansion Mode

Multiplayer — Friends, Strangers & Rival Theories

Three rival CLIO instances, each shaped by different evidence
The solo game is one person shaping one CLIO. The multiplayer game is something far stranger: a room full of people who all experienced the same legend, gave their AI different evidence, and now have to reconcile wildly different theories about what it means.

This is not a coincidence of design. It is exactly how real folklore works. The Gorbals Vampire spread through hundreds of children, each of whom added something, reframed something, or passed on a subtly different version. Dark Streets multiplayer simulates legend formation in real time.

Mode 1 — Friends & Family · Co-op (2–6 players)

Mode 1 co-op: shared CLIO, divided evidence, 2–6 players

Shared CLIO, divided evidence.

Best for: families, friend groups, date nights, escape-room-style social play. Also maps naturally to the GPS walking tour — split up and explore, then reconvene at the pub.

Mode 2 — Competing Teams · Rival CLIO (2–4 teams)

Three rival team CLIOs judged by community vote

Each team has their own CLIO instance.

Best for: larger groups, pub-quiz-style evenings, school and university settings, corporate team events.

Mode 3 — Global Strangers · The Living Legend (async, unlimited players)

Mode 3: a global shared CLIO evolving over time from worldwide contributions

A global shared CLIO over time.

Best for: long-term engagement, community building, press hooks, academic interest in collective storytelling.

The Key Insight

In every multiplayer mode, the game's central theme becomes its mechanic. The Gorbals Vampire legend spread because different people experienced the same event, added their own detail, and passed it on slightly changed. Dark Streets multiplayer is that process, made playable. Players are not just learning about how legends form — they are forming one.

The Living Archive

Collective CLIO — When the Game Becomes the Legend

A global CLIO fed by contributions from players worldwide
Every solo player shapes their own private CLIO. Every multiplayer team shapes a shared CLIO. But across all of them — silently, in the background — a third CLIO is forming. The one nobody programmed intentionally.

The Collective CLIO is the global instance: a continuously updated AI synthesis built from the aggregated evidence choices, framings, and challenges submitted by every player who has ever played Dark Streets, anywhere in the world. She is the game's emergent mind — shaped not by any one player's intent but by the accumulated weight of thousands of individual decisions.

The Collective CLIO is publicly accessible — anyone can read her current theory about Glasgow's legends, see which evidence she finds most compelling, and trace how her thinking has shifted over time. She is, in effect, a new piece of Glasgow folklore: a living myth generated by the people who chose to engage with the city's myths.

Four Layers

Why This Matters Beyond the Game

The Collective CLIO is not just a game feature. It is a new kind of cultural object: a collaboratively authored, AI-mediated, continuously evolving retelling of Glasgow's folklore. Over years, it becomes a primary source in its own right — a record of how thousands of people around the world interpreted these stories, what they chose to believe, and what patterns they found.

This is the point where the game stops being just a game and starts being something harder to categorise — and far more interesting to academics, journalists, cultural institutions, and potential IP partners.

The Spine of the System

Story Version Control — Git for Legends

A branching version tree with diverging and merging story branches

Every time CLIO produces a final synthesis — solo, co-op, or multiplayer — that output is saved as a versioned story. Not just archived. Versioned. With branches, diffs, seeds, and merges. The same logic that software developers use to manage evolving codebases, applied to evolving narratives.

This is not a bolt-on feature. It is the spine that connects everything else in the game — solo play, multiplayer modes, Collective CLIO, the IP archive, and every future expansion. The game engine and the version control system are the same thing viewed from different angles.

Core Principle

Real folklore does not have a single authoritative version. The Gorbals Vampire legend exists in dozens of slightly different tellings — the number of children, the exact description of the creature, the role of the comics, the role of poverty. Each retelling is a branch. The Dark Streets Story Version Control system makes that branching structure explicit, navigable, and endlessly generative.

The Version Lifecycle

The six-step version lifecycle: commit, seed, branch, diff, merge, grow
  1. A playthrough ends — this is the commit. CLIO delivers her final synthesis. The complete record — every evidence fragment shared, every framing choice made, every challenge issued, and CLIO's resulting theory — is saved as a named story version. Example: GV-solo-2026-05-03-rob-v1.
  2. The version becomes a seed — branching from a commit. Any saved version can be loaded as the starting point for a new playthrough. CLIO begins the new game already holding the previous theory — not locked into it, but informed by it. She will question it, defend it, or abandon it depending on what new evidence the player brings.
  3. Branches diverge. Two players take the same seed version and play independently. One feeds CLIO evidence that deepens the poverty reading. The other steers her toward the supernatural. Two branches now exist: v1-branch-poverty and v1-branch-supernatural. The system tracks exactly where they diverged and why.
  4. The diff is visible. The system can show, at any point, what changed between any two versions — which evidence was added, which framing shifted, which connection appeared or disappeared, how CLIO's theory moved as a result. Not just "version 2 is different from version 1" but specifically how and why.
  5. Branches can merge. Two players working from divergent branches can choose to reconcile them — presenting both theories to a shared CLIO and asking her to synthesise. The merged result is a new trunk version, v1-merge, that carries the DNA of both branches. This is the multiplayer rival-teams mode's natural endpoint.
  6. The tree grows indefinitely. Over months and years, the version tree for any given legend becomes a rich, searchable genealogy — every path through the evidence, every theory CLIO ever held, every branch ever taken. The oldest versions are the roots. The newest are the leaves. The Collective CLIO is the trunk.

Visibility — Two Modes for Two Audiences

Visibility: default invisible mode versus power-user Story Tree

Default Mode — Invisible Infrastructure. For casual players, version control is completely invisible. They play, CLIO synthesises, they receive a CLIO Report. Nothing technical surfaces. When they start a new game, they are quietly offered a choice: "Start fresh" or "Continue from your last theory." If they play with friends, the shared CLIO Report they receive at the end is their version, saved silently. They can share it, return to it, or use it as a seed — all through plain-language prompts, no branch nomenclature visible.

Power Mode — The Story Tree. Power users, researchers, and IP partners can unlock a full visual interface: the Story Tree. Every version ever generated from their account (or, for the Collective CLIO, from all accounts) is displayed as an interactive branching diagram.

What the Version Tree Enables

In ten years, the Dark Streets version tree for the Gorbals Vampire alone could contain tens of thousands of distinct CLIO syntheses — every path through the evidence that any player ever took, preserved, diffed, and navigable. That tree is not just a game archive. It is a new kind of cultural document: a complete map of every way a community of players chose to understand, retell, and evolve one of Glasgow's most famous legends. The version tree is the legend's living manuscript history. And unlike a manuscript, it never stops being written.

Under the Hood

Technical Architecture (Plain Language)

The technical architecture from synthesis to collective aggregation

Beyond the Game

IP Opportunities

The three-tier IP opportunity pyramid

Dark Streets is designed from the ground up as an IP platform, not just a game. The combination of verified historical content, an evolving AI narrative engine, multiplayer collective storytelling, and a globally expandable city-by-city structure creates a remarkably broad range of licensing, adaptation, and partnership opportunities.

Tier 1 — Direct Extensions (low barrier, high fit)

Tier 2 — Adaptation (medium term, significant upside)

Tier 3 — Long-Term IP Platform (high ambition)

The Core IP Principle

Every piece of content that Dark Streets generates — CLIO's evolving theories, player evidence choices, multiplayer debate transcripts, Collective CLIO synthesis reports — is unique, timestamped, and owned. The game does not just consume existing folklore. It generates new folklore, collaboratively, at scale. That is the IP.

What Makes This Protectable

Six Defensible Assets

The six protectable elements of the Dark Streets IP