The Concept
What Kind of Game Is This?
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 At each location they gather fragments: eyewitness accounts, historical documents, environmental clues, NPC conversations.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
- Arrive at a real Glasgow location tied to a verified historical legend.
- Explore freely — gather evidence fragments, talk to NPCs, examine the environment.
- Decide what to share with CLIO and how to frame it — or what to withhold.
- CLIO synthesises — she asks questions, forms a working theory that shapes her voice.
- Her evolving theory unlocks new dialogue, new locations, new NPC trust.
- Evidence from this level retroactively reframes earlier levels in CLIO's memory.
- 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 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
| Stage | Levels | Voice | Description |
| 1 · Curious | 1–2 | Cataloguing, literal | Asks basic questions. No prior theory. Eager to learn. |
| 2 · Pattern-Finding | 3–4 | Connecting | Begins connecting legends. Notes recurring themes — iron, children, poverty, fire. Starts forming hypotheses. |
| 3 · Unsettled | 5 | Pushing back | The connections are no longer comfortable. She asks if the player is sure they want to go further. |
| 4 · Synthesis | 6+ | Confident, nuanced | Entirely shaped by player choices. Delivers a final theory unlike any other playthrough. |
What the Player Controls
The player never directly programs CLIO. They shape her through three decisions at every evidence moment:
- Share or withhold — not every piece of evidence goes to CLIO. Withholding shapes her blind spots.
- Frame the evidence — the same fact can be presented as proof of the supernatural or proof of mass hysteria. CLIO adopts the framing she is given.
- Challenge her conclusions — the player can push back, forcing CLIO to revise or double down.
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
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.
- Level 2 → Level 1: The Jenny wi' the Airn Teeth poem (1879) is discovered in Level 2. CLIO holds it alongside the Gorbals Vampire evidence and realises the iron-toothed monster of 1954 was not new — it was a 75-year-old archetype in new clothes. Retroactive reframe: the American comics were never the source.
- Level 3 → Level 1: The Cathedral House legend centres on phantom children. CLIO connects this to the children who hunted the vampire and begins asking: why are Glasgow's legends so consistently about children in danger? Emerging theory: these stories reflect real collective anxiety about child welfare in poverty.
- Level 4 → Level 2: The Tron Theatre burned in 1793 — the same era Jenny haunted Glasgow Green. Both involve fire, iron, and social disorder. CLIO maps a pattern: Glasgow's legends cluster around periods of industrial upheaval and civic stress.
- Level 5 → Level 3: The Kingston Bridge ghost — a figure who jumps and vanishes — shares structural DNA with the prisoner at Cathedral House: both are figures of grief and unresolved death. CLIO theorises: Glasgow's urban ghosts are the city's way of refusing to forget its dispossessed.
- Level 6 → All: Provan Hall (1471) contains the earliest documented version of a recurring motif: violence, domestic betrayal, haunting. CLIO recognises this pattern running through every previous level. Final synthesis candidate: all six legends are the same story, retold across five centuries.
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
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.
| Level | Legend | Tone |
| 1 | Gorbals Vampire | Playful and urgent. Kids with kitchen knives in a graveyard. A great, fun entry point into the game's world. |
| 2 | Jenny wi' the Airn Teeth | Fairy-tale eerie. The 1800s setting feels distant, but the imagery is vivid and the poem is genuinely unsettling. |
| 3 | Cathedral House Hotel | Gothic and melancholy. Real deaths happened here. The tone shifts from folklore to grief. |
| 4 | Tron Theatre | Dark comedy undercut by something genuinely menacing. The Hellfire Club is funny until it isn't. |
| 5 | Kingston Bridge | Quiet dread. No monster. Just a man at a railing. The scariest level in the game. |
| 6 | Provan Hall | Sombre 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
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
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
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
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
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
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
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 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
- The Poverty Reading: All six legends are products of industrial poverty — ways a community processes fear and neglect into story. Grounded, compassionate, evidence-heavy.
- The Collective Memory Reading: Legends are Glasgow's way of refusing to forget its dispossessed — each ghost a person the city failed. Melancholic and political.
- The Pattern Reading: A recurring structure — betrayal, violence, haunting — runs through all six legends and five centuries. Unsettling and precise.
- The Open Reading: If the player withheld too much, CLIO admits she doesn't have enough to be certain. Questions, not answers. The most honest ending — and the one that most rewards a second playthrough.
- The Supernatural Reading: If the player consistently framed evidence as paranormal, CLIO tentatively concludes something real may underlie the legends. The game's most ambiguous and unsettling ending.
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.
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
- Solo: folk horror fans, narrative game players, Scottish diaspora, history enthusiasts.
- Multiplayer: friend groups, families, educators, corporate teams.
- Global: anyone curious about how stories become legends.
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
- Phase 1 — Launch · Glasgow: Six Legends. The complete Glasgow arc. CLIO's first full evolution. GPS walking tour mode. Shareable CLIO Reports. The proof of concept.
- Phase 2 — DLC · Edinburgh: Six Legends. Greyfriars Kirkyard (Bluidy Mackenzie's poltergeist), Mary King's Close, Burke and Hare, the Castle's headless drummer, Deacon Brodie, the Underground Vaults. CLIO carries her Glasgow memory into Edinburgh — and begins to find connections between the cities that neither expected.
- Phase 3 — Expansion · The Highlands: Train North. Inverness, Loch Ness, Culloden. Highland folklore has a different register — older, stranger, less urban. CLIO's tone shifts to match it. The train north is itself a level.
- Phase 4 — International · Flight Expansions: Dublin, Prague, New Orleans… Each new city is a new CLIO arc. She brings her accumulated theory from Scotland and tests it against a wholly different culture's legends. Does the same wound appear in New Orleans voodoo? In Prague's golem? In Dublin's banshees? CLIO decides — shaped by the player who built her.
Expansion Mode
Multiplayer — Friends, Strangers & Rival Theories
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)
Shared CLIO, divided evidence.
- Players split up at each location — each exploring different areas, talking to different NPCs, finding different fragments.
- Players reconvene to share what they found — but each player decides independently what to hand over to CLIO and how to frame it.
- CLIO receives a richer, more contradictory evidence base than any solo player could create — her synthesis is genuinely more complex.
- Players can debate, persuade each other, or secretly withhold evidence to steer CLIO toward their preferred theory.
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)
Each team has their own CLIO instance.
- All teams explore the same location and access the same evidence pool — but each team builds a separate companion with a separate emerging theory.
- At the end of each level, teams present their CLIO's current theory. The other teams vote on which theory is most compelling, most surprising, or most faithful to the evidence.
- Votes accumulate into a Legend Score — a measure not of who found the most clues, but of who told the most persuasive story.
- Final round: all CLIOs are presented side by side. The community votes on which theory becomes the "canonical" version of the legend — which is then added to a shared global archive.
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)
A global shared CLIO over time.
- Players anywhere in the world contribute evidence fragments and framings.
- Each contribution slightly nudges CLIO's evolving theory — the more players contribute, the more complex and layered her understanding becomes.
- CLIO publishes a new "state of theory" update weekly, synthesising everything she has received from all players globally.
- Players can see how their specific contribution shifted CLIO's thinking — a personal fingerprint in a collective narrative.
- Over months and years, the global CLIO becomes a living, evolving document — a new layer of the legend itself, generated by thousands of players across the world.
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
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
- Layer 1 · Weekly Synthesis: CLIO publishes a new theory update every week, integrating all new player input. Subscribers receive it as a newsletter.
- Layer 2 · Contribution Trace: Every player can see exactly how their evidence submission shifted CLIO's global theory — their personal mark on the legend.
- Layer 3 · Theory Forks: When the global player base is genuinely split, CLIO acknowledges it — publishing two competing theories simultaneously and letting players vote on which is more true.
- Layer 4 · The Archive: Every past version of CLIO's theory is preserved. Researchers, writers, and game designers can trace how the collective understanding evolved.
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
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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
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.
- Each node is a saved CLIO synthesis — clickable to read the full theory, review the evidence choices, and see the diff from its parent version.
- Users can navigate to any node and launch a new playthrough seeded from that exact point — branching the tree deliberately, exploring "what if I had told CLIO this instead?"
- Branches can be named, annotated, and shared. A researcher might label one branch "The Poverty Reading, 2026" and another "The Supernatural Reading, 2027" and publish both as distinct interpretive frameworks.
- The tree can be filtered by city, by legend, by CLIO stage, by theory type, or by contributor — making it navigable even when it contains thousands of nodes.
What the Version Tree Enables
- For players — Endless Replayability: Every saved version is a new starting point. The game never truly ends — it branches. A player who finishes Glasgow can replay from any earlier version, exploring roads not taken.
- For multiplayer — Persistent Group Lore: A group of friends builds a shared story tree over multiple sessions. Their collective version history becomes their private mythology — a record of every theory they built together.
- For researchers — Folklore Dataset: The global version tree is a structured dataset of how thousands of people interpreted and retold the same legends. Unprecedented as a research object.
- For IP — Story Generation Engine: Any branch of the version tree is a potential adaptation source — a specific, documented path through the evidence that a writer, filmmaker, or game designer can take as their starting point.
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)
- Each CLIO synthesis is serialised — converted into a structured data object containing: the evidence fragments provided, their framings, any player challenges, CLIO's intermediate states, and her final theory text. This object is the "commit."
- Versions are stored as deltas — not full copies. Each new version records only what changed from its parent. Storage is efficient even at massive scale.
- The tree structure uses standard graph database architecture — nodes (versions) and edges (relationships between versions: parent/child, branch, merge). Queryable, filterable, visualisable.
- Seeds are simply pointers — when a player loads a seed, the game engine reconstructs CLIO's state from the version's stored data and injects it as her starting context for the new playthrough. No specialised AI training required per version.
- The Collective CLIO runs as a separate aggregation layer — periodically pulling from all individual version trees, computing a weighted synthesis, and publishing it as its own versioned output. The Collective CLIO's own history is itself a version tree.
- Export formats: any version or subtree can be exported as JSON (for developers), PDF (for readers), or shareable link (for social). The CLIO Report is simply a human-readable render of the version object.
Beyond the Game
IP Opportunities
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)
- Companion Podcast — "CLIO's Casebook": A scripted audio drama in which CLIO narrates her evolving theory about each city's legends, voiced by an actor, released episode-by-episode as each new city DLC launches. Feeds back into the game as unlockable audio content.
- Illustrated Companion Book — "The Dark Streets Field Notes": A beautifully designed print volume of verified folklore research behind each legend, illustrated with historical photography and original art. Each city expansion generates a new volume — the kind of book that sits next to the game on a shelf, or on its own in museum gift shops.
- Walking Tour App Licence: The GPS mode licensed separately to tourism boards (VisitScotland, Fáilte Ireland, etc.) as a standalone city exploration product — without the game mechanics, but retaining CLIO as a guide voice. A new revenue stream that also serves as marketing for the full game.
- Educational Licence — Schools & Universities: The solo and co-op modes are natural fits for history, media studies, and creative writing curricula. CLIO's evidence-weighing and framing mechanics teach critical thinking and source analysis in a genuinely engaging format. Partner with Historic Environment Scotland, Curriculum for Excellence.
Tier 2 — Adaptation (medium term, significant upside)
- Television — Anthology Drama: Each Glasgow legend is a self-contained episode. The connecting thread is a journalist or researcher — a human analogue to CLIO — who moves through the city piecing together what is real. The multiplayer angle translates naturally: different characters hold different pieces of the truth, and the audience assembles the picture alongside them. Pitchable to BBC Scotland, Channel 4, or a streamer with folk horror appetite (Netflix's existing investment in Scottish content is relevant here).
- Graphic Novel Series: One legend per issue, with CLIO's commentary as a recurring framing device across the series. The visual medium is ideal for the dual-timeline mechanic — 1954 and 2024 Glasgow rendered in contrasting art styles on facing pages. The Collective CLIO's evolving theory could be incorporated as letters-page-style reader contributions.
- Tabletop / Card Game: A standalone physical version of the evidence-weighing mechanic, themed around Glasgow's legends. Each card is a fragment — a witness account, a newspaper clipping, a historical document. Players deal, trade, frame and reframe, building competing theories. CLIO is represented as a central card that evolves as evidence is played against it. Simple to produce, a natural fit for museum shops and tourist outlets.
- Live Experience / Escape Room: A ticketed live event version of the multiplayer co-op mode — actors play NPCs, real locations are used where possible (the Southern Necropolis, the Cathedral House Hotel), and a real CLIO instance receives and responds to player evidence in real time via a facilitator. Pitchable to Secret Cinema-style live experience companies, or as a ticketed annual Halloween event in Glasgow itself.
Tier 3 — Long-Term IP Platform (high ambition)
- The CLIO Engine — Licensed AI Narrative Technology: The underlying mechanic — an AI companion whose personality and theory evolve based on what evidence a user shares and how they frame it — has applications far beyond folklore games. Licensable to museum audio guides, documentary interactive experiences, educational platforms, and other narrative game developers. The Dark Streets game is the proof of concept; the CLIO engine is the product.
- Global Folklore Archive — Partnership with Cultural Institutions: The Collective CLIO's accumulated data — thousands of players' evidence choices and framings across multiple cities and years — is a genuine research dataset about how people interpret and retell folklore. Partnerships with universities (Glasgow, Edinburgh, folklore studies departments globally) and institutions like the British Library or National Library of Scotland to archive and study this data.
- Feature Film: The most mature IP opportunity. A film that uses the Dark Streets structure — a figure moving through a city, a legend that refuses to stay in the past, a theory that becomes harder to dismiss — but told as a standalone cinematic narrative. The Gorbals Vampire alone is a compelling feature: the true 1954 events, the parliamentary aftermath, and a modern storyline in which someone begins to wonder if the children were right. The dual-narrative structure, the iron-teeth motif, the atmospheric Southern Necropolis — all of it is already there, verified, documented, and compelling.
- Theme / Cultural Park Attraction: As the city-by-city expansion grows, the accumulated world of Dark Streets — its locations, its legends, its CLIO character — becomes a coherent fictional universe with real-world geographic anchoring. A themed attraction (think the Warner Bros. Studio Tour model, but built around authentic folklore rather than a single franchise) is a long-term possibility, particularly in partnership with Glasgow or Edinburgh's tourism infrastructure.
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 CLIO Character: A distinct, nameable AI companion with a documented personality arc, a consistent voice, and a narrative role no other game character occupies. Fully trademarkable and licensable.
- The Evidence-Framing Mechanic: The specific mechanic of presenting evidence to an AI and choosing the frame — not just the fact — is novel game design. Patentable as a mechanic; highly distinctive as a brand identifier.
- The Story Version Tree: A structured, queryable archive of every CLIO synthesis ever generated — every branch, diff, merge, and seed. Unique as a cultural dataset, valuable to researchers and adapters. Owned entirely by the IP holder.
- The Collective CLIO Archive: Years of accumulated player framings and AI syntheses constitute a unique living cultural document. Valuable to researchers, publishers, institutions — and no one else can replicate it.
- The CLIO Engine: The version-controlled, evidence-framing AI narrative engine is licensable far beyond games — museum guides, documentary interactives, educational platforms, other narrative developers.
- The Dark Streets Brand: A city-agnostic brand that expands infinitely while remaining coherent. "Dark Streets: Glasgow," "Dark Streets: Dublin," "Dark Streets: New Orleans" — same engine, same companion, unlimited new content.