A downloadable game

What is Røsvik?

You are a surveyor sent by the Norwegian tourism department to investigate a settlement in northern Norway called Røsvik, once home to outcasts, faith-healers, and pagan holdouts. Officially, the settlement was abandoned due to “unstable terrain,” but the locals speak of something more sinister.

The game focuses on scavenging for resources, unlocking mystical powers, and interacting with an atmospheric, dangerous, emergent environment.

As you uncover ancient relics, lost equipment, and gain access to supernatural abilities, you must navigate the cursed landscape while avoiding mythological threats.


Gameplay Loop

  • Finding resources
  • Backpack crafting in the field
  • Encountering different monster types
  • Tension-based decisions: fight or flight
  • Gaining mystical powers
  • Unlocking new areas with powers
  • Dying and respawning in your rune circle at basecamp

Current State

Røsvik is in a prototype and vertical slice phase. After re-scoping and tightening the design, the focus is on a contained, replayable slice with strong systems and puzzles.


My Role as Designer / Product Owner

I led the design direction, scope, and implementation support across systems, level design, and audio. Highlights:

  • Core Systems: Defined the two core powers (Thrum freeze, Eimr shockwave), the sound and noise rules for stealth, and the diegetic watch, map, and hybrid backpack inventory.
  • Re-scope: Drove the shift to backpack-only crafting, removed the Pesta timer, simplified progression, and focused the experience on two puzzle-heavy monuments.
  • Level & Feel: Designed, set dressed, and lit the Boathouse space. Prototyped player controller feel aimed at grounded, bodycam-like immersion.
  • AI & Gameplay: Contributed to enemy behavior, encounter pacing, and environmental hazards.
  • Audio: Recorded and implemented ambience, reverb zones, cues, and events.
  • Docs & PM: Authored most design documentation, ran standups and planning, set priorities, and kept delivery moving.

Design Pillars

  • Embodied tension: Weighty FPS feel, limited speed, high consequence.
  • Diegetic clarity: Watch HUD, hand-drawn map, physical backpack.
  • Tools over violence: Powers and environment solve problems more than weapons.
  • Readable risk: Noise, light, and movement choices always matter.

Key Alpha Changes

  • Backpack crafting: Heal and recharge in the field, no fixed stations.
  • No Pesta timer: Tension now comes from scarcity, noise, and enemy presence.
  • Lean structure: Two primary monuments with multiple solution paths.
  • No skill trees: Powers are tools, not upgrades. The slice is tight and replayable.

How To Play

Controls:
WASD to move
Tab open inventory
M open map
Ctrl crouch
Shift run
E pick up objects
Space jump
Left click use power
Mouse Wheel change power

Playtester Info

Join our Playtester Discord

Audio & Sound

Royalty-free and original recordings by Daniel Karlberg

Documetnation

Project Rosvik - Game design document