Orfanato Nossa Senhora das Dores
Orfanato Nossa Senhora das Dores
Status: 80% Complete π― Format: Hybrid (physical box + companion app) Players: 1-4 (cooperative) Duration: 2-3 hours Language: Portuguese
The Concept
Three nuns are found dead at 03:33 AMβeach killed in a different way, in different locations, at the exact same moment. As investigators, players must piece together impossible evidence that defies logic.
The deeper they dig, the darker the truth becomes: these weren’t innocent victims. The orphanage hides decades of child abuse, and the killers… aren’t human.
Core tension: All evidence is physically impossible. No single person could have done this. The solution requires accepting the supernatural.
What Makes This Different
Hybrid Physical + Digital
- Physical: A box with locked compartments, documents, photographs, evidence to pin on a cork board with red string (detective style)
- Digital: Companion app with videos, historical records, and the darkest secrets
Self-Running
No game master needed. The game guides itself through locked phasesβeach unlock reveals new evidence and deeper horror.
Deduction Over Discovery
Players aren’t told “it was ghosts.” They must deduce the supernatural through logical elimination of all human possibilities.
Game Structure
THE BOX
β
ββ Setup Layer (open)
β ββ Cork board, pins, string, floor plan, QR to start
β
ββ INTRO VIDEO β Question β Unlock Phase 1
β
ββ Phase 1: CRIME SCENE (locked)
β ββ Autopsies, scene photos, impossibilities emerge
β
ββ Phase 2: TESTIMONIES (locked)
β ββ Witnesses, contradictions, first hints of abuse
β
ββ Phase 3: THE PAST (app)
β ββ Historical records, the dead children, the truth
β
ββ Phase 4: FINAL EVIDENCE (locked)
β ββ Everything connects, solution becomes clear
β
ββ CONCLUSION VIDEO
The Story (No Spoilers)
An isolated Portuguese orphanage with an impeccable reputation. Three devoted nuns found brutally murdered. Impossible evidence. Terrified orphans who won’t talk about what happens after 21:00.
And three children who died in “accidents” over the yearsβchildren whose belongings keep appearing at the crime scenes.
Development Approach
This is my second Artefactum game, but the first with:
- Hybrid format (previous was pure roleplay)
- Escape room mechanics (locks, codes, phases)
- App integration (companion digital experience)
- Darker tone (horror vs period drama)
AI Integration
Using AI throughout development for:
- Narrative consistency checking
- Document generation (testimonies, reports)
- Puzzle design validation
- Potentially: in-game AI features (hints, atmosphere)
Current Progress
CONCEITO ββββββββββββββββββββ 100%
NARRATIVA ββββββββββββββββββββ 100%
PERSONAGENS ββββββββββββββββββββ 100% (22 fichas!)
ESTRUTURA ββββββββββββββββββββ 100%
DOCS INGAME ββββββββββββββββββββ 40%
TESTEMUNHOS ββββββββββββββββββββ 55%
Major Milestone: 5-Act Structure Complete
The game now follows a LucasArts-inspired puzzle dependency methodologyβeach document exists to unlock something. No filler.
Design Philosophy: “The player is a DETECTIVE, not a spectator. Emotion comes from DISCOVERING, not being TOLD.”
Done β
Concept & Narrative:
- Complete Narrative Bible
- VERSΓO_CANΓNICA.md - Single source of truth
- 5-Act structure with minute-by-minute player experience
Characters (22 total):
- 4 living nuns (including Madre Superiora Francisca)
- 3 murdered nuns (ConceiΓ§Γ£o, Beatriz, Carmo)
- 3 ghost children (JoΓ£o 1973, Sofia 1987, Miguel 2008)
- 4 staff members (Manuel, Rosa, Padre Henrique, Dr. AntΓ³nio)
- 5 adult survivors (Carla, TomΓ‘s, InΓͺs, Rui, Vera)
- 3 current orphans (Lucas 17, Ana 15, Matilde 12)
Game Structure:
- 5-Act blueprint with emotional arc mapped
- Puzzle system: 0333 β MIGUEL β 2008 β 1960
- 6 essential testimonies identified (from original 11)
- ~19 pages of core documents designed
Act 1: The Crime - PRODUCTION READY:
- Police report (Typst format, authentic visual design)
- 3 autopsies with impossible deaths (Typst format)
- Dr. AntΓ³nio testimony
- Production guide created
Act 2: The Suspicions - COMPLETE:
- Rosa testimony (reveals abuse)
- Ana testimony (sees ghosts)
- Matilde testimony (witnessed death)
- Helena testimony (MIGUEL cipher)
Technical:
- GitHub repo: artefactum_games
- Real Sintra facts integrated (1982 flying stones phenomenon)
- Typst templates for authentic document production
In Progress π§
Act 2 support materials:
- 3 newspaper clippings (1973, 1987, 2008)
- Matilde’s 4 drawings
- Orphanage floor plan
Act 3: The Dead:
- Sofia’s letter (child voice)
- Miguel’s diary (3 entries)
- JoΓ£o’s death certificate
- Carla’s testimony β (already written)
Next Steps
| Act | Status | Documents |
|---|---|---|
| Act 1 | β Ready | Print and test |
| Act 2 | π‘ 90% | Support materials |
| Act 3 | β³ Pending | 3 documents |
| Act 4 | β³ Pending | Transfer records, foundation letter |
| Act 5 | β³ Pending | Final letter, conclusion video |
Technical Exploration: App-Controlled Locks
One of my goals with Artefactum games is to implement new tech in each project. For Orfanato, I’m exploring electronic locks controlled by the companion app.
The Challenge
How do you make a physical box that opens when the app says so?
Options Explored
| Approach | Cost | Complexity | iOS Support |
|---|---|---|---|
| Manual combo locks | β¬10 | Zero | Yes |
| ESP8266 + WiFi/WebSocket | β¬15 | Medium | Yes |
| ESP32 + Bluetooth | β¬20 | Medium | No* |
| NFC tags | β¬5 | Low | Limited |
*Web Bluetooth API not supported on iOS/Safari
Current Direction: ESP8266 + WebSocket
The most promising budget solution:
π± Phone connects to "Orfanato-Box" WiFi
β
βΌ WebSocket
βββββββββββββββββββββββ
β ESP8266 β
β β β
β ββββββ΄βββββ β
β β RELAY β β
β ββββββ¬βββββ β
β β β
β ββββββ΄βββββ β
β βSOLENOID β β
β β LOCK β β
β βββββββββββ β
βββββββββββββββββββββββ
Total cost: ~β¬15 for 3 electronic locks
Open Source Resources
Projects I’m studying:
- ArduinoProps - Escape room prop library
- Node-REDscape - Complete control system
- arduinoWebSockets - WebSocket library
Questions I’m Working Through
- ESP8266 vs ESP32-C3? - β¬2 vs β¬3, Bluetooth worth the extra?
- WiFi AP mode vs existing network? - Portability vs convenience
- Battery life? - How many unlocks per charge?
- Fallback for failures? - Manual override needed?
Shopping List (AliExpress)
- Wemos D1 Mini (ESP8266): β¬2
- 3x Solenoid Lock 12V: β¬9
- 4-channel Relay Module: β¬1.50
- Battery holder + wires: β¬2
Total: ~β¬15
Links
- Repository: github.com/marialu1/artefactum_games
- Key Documents:
- ESTRUTURA_5_ACTOS.md - Game blueprint (START HERE)
- VERSΓO_CANΓNICA.md - Single source of truth
- GDD - Game Design Document
- Technical Docs:
Development Log
| Date | Update |
|---|---|
| Dec 2024 | Initial concept created |
| Dec 7, 2024 | Restructured project, started GDD, GitHub repo created |
| Dec 7, 2024 | Defined puzzle system, codes, hints, app architecture |
| Dec 7, 2024 | Researched electronic locks, open source options, budget solutions |
| Dec 7, 2024 | Complete Narrative Bible - 10 characters, timeline, deaths, atmosphere |
| Dec 8, 2024 | Major sync: Created ORFANATO_MASTER.md - unified GDD + Bible into single source |
| Dec 8, 2024 | Fixed hierarchy: Francisca is Madre Superiora (alive), ConceiΓ§Γ£o is educator |
| Dec 8, 2024 | Integrated real Sintra facts: 1982 flying stones, Capuchos convent, haunted quintas |
| Dec 8, 2024 | Added trigger warnings, finalized character list (15+ characters) |
| Dec 8, 2024 | 5-Act Structure: Created ESTRUTURA_5_ACTOS.md - LucasArts methodology |
| Dec 8, 2024 | Reduced scope: 11 testimonies β 6 essential (less docs, more impact) |
| Dec 10, 2024 | All 11 witness testimonies written (keeping extras for expansion) |
| Dec 11, 2024 | Puzzle dependency chart complete |
| Dec 11, 2024 | Act 1 complete: Police report in Typst with visual authenticity |
| Dec 11, 2024 | 3 autopsies created (Typst format) - impossible deaths finalized |
| Dec 12, 2024 | Character expansion: 22 characters fully documented |
| Dec 12, 2024 | Act 2 complete: All 4 testimonies (Rosa, Ana, Matilde, Helena) |
| Dec 12, 2024 | Consistency audit: Fixed autopsy/character sheet inconsistencies |
| Dec 12, 2024 | Dr. AntΓ³nio testimony - Act 1 now production ready |
| Dec 12, 2024 | Created VERSΓO_CANΓNICA.md - definitive source of truth |
Key Learnings
1. Less Documents = More Impact
Started with 11 testimonies, ended with 6 essential. The “LucasArts methodology” - every document must unlock something or advance understanding. No atmospheric filler.
Before: 11 testimonies + 16 characters = player gets lost After: 6 essential testimonies = player is invested
2. Canonical Source of Truth
After finding inconsistencies between autopsies and character sheets, created VERSΓO_CANΓNICA.md. Now every change goes through one document first.
Ghost-Victim relationships (corrected):
- Miguel β killed ConceiΓ§Γ£o (impacts)
- JoΓ£o β killed Beatriz (internal burns)
- Sofia β killed Carmo (drowned in bucket)
3. Emotional Arc Design
Mapped minute-by-minute player experience:
Act 1: Curiosity β Confusion β Intrigue
Act 2: Discomfort β Horror β Determination
Act 3: Empathy β Sadness β Rage
Act 4: Understanding β Ambivalence β Acceptance
Act 5: Reverence β Peace β Satisfaction
4. Typst > LaTeX for Game Docs
Switched from LaTeX to Typst for document production. Faster compilation, easier syntax, beautiful authentic-looking police reports and autopsies.
5. AI as Quality Control
Claude checks consistency across all documents. When autopsies said one thing and character sheets another, the system caught it.
Writing Process
This project is being developed through collaborative ping-pong with Claude. The AI handles:
- Narrative consistency checking across 22 characters
- Document generation (testimonies, reports)
- Puzzle logic validation
- Production planning
Read more about the process: Collaborative Storytelling with Claude: A Ping-Pong Method
This project is part of the Artefactum Mystery Crimes series.
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