GTA ancient Mesopotamia: 1200 BC
GTA ancient Mesopotamia: 1200 BC
Codename: Chariot Vice: Bronze Fade
This isn't another sanitized historical sim. It's an open-world chaos sandbox set during the Late Bronze Age Collapse (~1200–1100 BC) — when cities burn, gods go silent, and warlords ride chariots through the ashes of civilization. Think GTA meets Mesopotamia, with tech trees on fire and society in freefall.
? Setting
Timeframe: ~1200 BC, at the height of the Late Bronze Age Collapse.
Location: Eastern Mediterranean and Near East — including collapsing Hittite cities, smoldering Canaanite ports, half-ruined Mycenaean outposts, and corrupted Babylonian shrines.
Tone: Gritty, desperate, mystical. No “chosen hero” — you’re a criminal hustler trying to profit while the gods look away.
? Core Gameplay Loop
Steal, bribe, forge, smuggle, kill, flee, and rise.
Exploit city-state politics, economic collapse, and divine superstition to climb from lowlife scribe to regional warlord.
Urban centers are half-intact. You roam a post-collapse world in flux — roads dangerous, order breaking down, everyone armed or cursed.
? Chariots Are Your Whips
Fully customizable chariots:
Wheel types, animal pairings (horse, donkey, ox, mythic unlocks).
Frame upgrades: speed, durability, stealth.
Sacred sigils, bone trophies, temple graffiti.
Chariots have real-time combat (javelins, bows, drive-by sling attacks).
Options for war chariots, smuggler carts, or priest-wagons disguised as shrines.
?️ Vehicle/Tech Modding
Pimp carts with:
Animal armor and paint.
Inlaid wheels, talisman hangers, horn-bladder honks.
Storage upgrades for black market goods or kidnapped NPCs.
Limited metallurgy options: tin, bronze, obsidian, + divine artifacts.
? Factions & Social Ladder
Factions include:
Hittite Remnants (bitter bureaucrats turned raiders).
Egyptian Overwatch (barely functioning imperial outposts).
Sea Peoples (nomadic pirate-gang AI faction).
Temple Syndicates (corrupt priesthoods hoarding silver and info).
Canaanite City Gangs (local warlords clinging to turf).
Reputation, fear, and piety all affect how NPCs react.
?️ Economy & Hustle
Currency in flux — barter, silver rings, grain rations, temple tokens.
Fraud, extortion, forgery, smuggling, and relic theft as core gameplay.
Real cases from clay tablets inspire quests (yes, ancient tax fraud happened).
⚖️ Gods as Mechanics
Omens system: stars, dreams, sacrificed goats, and temple pronouncements.
Divine wrath meter: steal from a god’s temple, expect plagues or NPC revolt.
Favor mechanics: align with gods, gain boosts (rain, fertility, visions).
Mysticism is playable: prophetic dreams, demon summons, cursed items.
? Sound & Music
Dynamic soundtrack:
Mouth harp techno + beatboxing + reed flutes + clay pot percussion.
Ambient chanting, donkey groans, whispering gods.
Reactive mix: stealth = throat singing + harp drones, combat = lyre riffs + beatbox breaks.
Local musicians act as mobile in-game sound system if paid to follow you.
? Narrative & Side Quests
Start as an ex-scribe or petty thief with forged ancestry scrolls.
Quests from:
Prophets in withdrawal,
Drunk warlords hallucinating omens,
Starving priestesses blackmailing nobles,
Trade caravan captains selling military intel.
Player can forge tablets, incite city uprisings, manipulate astrology, or become a regional warlord.
? Systems to Build:
Dynamic city-state AI with shifting loyalties and crumbling trade routes.
Pimp-my-chariot garage with animal genetics system.
Modular economy tied to disasters (drought, plague, locusts).
Factional espionage with bribable scribes and astrologers.
Procedural loot from temple vaults, abandoned fortresses, and wrecked shrines.
Non-linear divine event chain that influences world state.
? Engine / Tech Stack Wishlist:
Needs physics for carts/chariots, terrain deforming, and mod support.
NPC AI that reacts to social status, divine events, and memory of player actions.
Highly moddable — historical and mythic sliders (e.g. realism mode vs mythic god-ride mode).
? Not Wanted:
No boring “historical accuracy” where everything’s a clean museum sim.
No modern UI overlays or magic minimaps. You find places via rumors, signs, stars.
No sanitized empire narrative — this is bottom-up chaos, not top-down glory.