I Accidently Made a Game: The Origin of The Duck Game
Hey, pausing the not so regularly scheduled Danganronpa rants to talk about a passion project of mine that has complety taking over my brain for the past several months.
You ever start a joke and then wake up one day realizing it’s gone way too far? Yeah. That’s The Duck Game.
It started with a simple board game, a dumb conversation, and a Danganronpa fanfic idea that spiraled completely out of control.
And now, somehow, it’s a real, fully fleshed-out narrative RPG about the dark side of ambition, success, and power.
Let me explain.
One day, my friend Jensen brought in a board game called Abducktion by Very Special Games.
It’s a strategy game where you move colored ducks into formations to score points. The game had this story where you’re an intern at a UFO company abducting ducks, and in the single player mode you could gain promotions based on how many points you earned.
So, as my friends Jensen, and Braylon were playing, we started joking around. What if Abducktion wasn’t just a fun little game? What if the boss was actually using it to weed out the weak to find the best interns, promote them and get rid of the rest?
And that’s when I thought: Wait. This would make a great fanfic.
I didn’t want to write a fic about me and my friends, so I did the next logical thing—turn it into a Danganronpa fanfic. That same day, literally hours later, I had a draft for the first chapter, multiple endings planned, and a whole choice-based structure where readers would click links to different chapters based on their decisions.
Then I realized... that would be alot of work even for an over-obsessed Danganronpa fan.
So, I told my friend Braylon about the idea, and he said:
"If you come up with the ideas, me and my team could make it a game for you."
And just like that, me and his team partnered up. But there was one little problem:
Copyright.
I couldn’t just submit a Danganronpa fanfic as a standalone game and try to market it off as my own that would be a legal disaster.
But then I remembered—my stupid brain had already come up with HCs so OOC they twisted the characters beyond reconigtion.
So I took my favorite (sadly) non canon friend group—Tenko, Kokichi, Maki, Shuichi, Kaito, and Kaede—gave them new names, new roles, new backstories, new trauma, and new relationships and boom.
The Duck Game was born.
What started as a ha-ha funny idea spiraled into something way bigger than I ever expected.
When I was writing the idea down for the first time I literally wrote "The Duck Game, lmao no way this will go anywhere"
And now, several months later, here I am—actually making a real game. And honestly? I’m really proud of myself (which is rare, so that’s how you know this means something).
It's also really weird to be super fixated on something that isn't Danganronpa for once.
So What Is The Duck Game?
It’s a narrative-driven RPG about climbing the corporate ladder at a shady company called Luxus Enterprises. You play as Bennett Brooks, an anxious intern who slowly gets tangled in a world of corruption, power, and moral compromise.
Every decision you make shapes his relationships, his career, and who or what he ultimately becomes.
With multiple endings, branching choices, and a heavy focus on ethical repercussions, The Duck Game asks one question:
"How far would you go for success?"
If you're into narrative driven games, power struggles, and complex characters you'll love The Duck Game. It's got drama, tough choices, and dark themes, with a unique twist on corporate ambition and moral dilemmas.
It's still a WIP but I'm excited to share as it develops. Follow @theduckgameoffical for updates!
If you're intrested I'd appreciate you checking it out! Your feedback and support let me know people are invested, but no pressure.
Thank you so much for all the support you’ve shown on my rants and projects in the past—I’m really excited to work towards making The Duck Game a fully fledged game with all of your help!
Working on converting placeholder assets to all-original work. This three frame animation still needs some work. Particularly on the flailing green shirt and waving hair.
DOPROS is a tense, narrative-driven Orwell-inspired interrogation game coming to Linux PC, Mac, and Windows. All credit goes to the creative team at the Witches Circle, who are bringing fresh and exciting ideas to life. Due to find its way onto Steam.
The light hits your eyes before you even remember your name. Someone is already watching you. Waiting. And in DOPROS, every word you say could be the one that breaks you.
You wake up already losing
I like games that drop you straight into the tension, no tutorials, no warm-up. DOPROS does exactly that. So, when you open your eyes, blinded, stuck in a chair, and now there is this presence across the table. The Interrogator. Calm. Patient. Dangerous.
You are not a hero or special. You are just Dough, a regular person who somehow ended up here. And the worst part is you do not even know what you did.
That uncertainty hits hard. It feels personal. It feels real.
Every answer builds who you are
Here is where DOPROS is due to get interesting for anyone who likes narrative systems. You are not picking from some preset personality. You are also building one on the fly.
Every answer shapes Dough.
Your tone, attitude and also your beliefs.
You can push back, play nice, or lie through your teeth.
But some choices might cross the line. And yeah, the gameplay makes it clear that laws exist here. Break them and things get messy fast.
It is not just about surviving the interrogation. It is about who you become while doing it.
The interrogation feels like a boss fight
DOPROS is not just dialogue clicking. The Interrogator pushes. Hard.
So they twist your words, trap you, and they make you doubt yourself.
And sometimes, talking your way out is not enough. That is where the persuasion techniques kick in. These mini-games feel like quick bursts of pressure where you either hold your ground or crack.
You might try to sound confident.
You might try to dodge.
You might fail completely.
And when you fail, the title does not just shrug it off. It reacts. The tension spikes. The room feels smaller.
DOPROS - Announcement Trailer
A branching story that actually matters
We have all heard “branching narrative” before. But DOPROS leans into it in a way that feels earned.
Different approaches lead to different outcomes. Some cleaner than others. Some… not so clean at all.
You will miss things on your first run. That is part of the design. The game also wants you to come back, try new angles, say different things, and uncover the pieces you did not even realize were there.
It is the kind of system that respects your curiosity.
Why Linux players should keep an eye on this
Let’s be real. We do not always get day-one love. So seeing DOPROS confirmed for Linux, alongside PC, Mac, and Windows in 2026 on Steam, is a big win.
Narrative-heavy games like this are perfect for performance-focused setups. Since you are not chasing frames. You are locked into atmosphere, choices, and consequences.
And honestly, this feels like the kind of experience that fits right in with the open-source crowd. Systems-driven. Player-defined. No hand-holding.
This one is about pressure, not power
What sticks with me is the lack of control. You are not dominating the situation. You are reacting to it.
And that is rare.
DOPROS narrative-driven Orwell-inspired interrogation is not trying to make you feel strong. It is trying to make you feel watched, tested, and slowly cornered.
And somehow, that makes it even more exciting.
If you are into story-driven Linux titles that respect your choices and mess with your head a little, this one is worth watching.