! REPORT
Halloween Historia
3D Render by xcasigus2This sequence was built in a game project I'm working on called Titanic Historia, that blends memories of the past and a strange dark era, the exact time scale is never explained in the story, and will never be. It will be down to the player to try and figure that out them selves.
The world of Historia, is a strange mix of retro futurism, with a mixing pot of old and new technology.
Historia was founded to explore memories. IT was discovered centuries ago that objects could hold onto the memory of events, with those memories existing as a living breathing universe held with in the object in to which they where cast.
The first game, Titanic Historia explores what happens when those memories are pushed to hard, causing grief, loss and pain to manifest.
The game explores two unique worlds, the world of 1912, where you explore history like never before, and the world of Historia its self, that begins with your ship, the Augustus Borealis II caught in a violent storm. Just as the bridge is bombarded with distress calls, the radios fall silent.
It has become quite clear something terrible has happened at Historia Atlas. A memory experiment pushed to far.
These screen shots show off the Augustus Borealis II, and whilst this level and environment was always going to be a part of the opening sequence, this competition hosted by renderhub helped craft the direction of the world and level until it took its final shape today.
The Video included will be added in to the level as a memory sequence, but it won't be just given to you, it will be something you'd have to uncover in the environment.
The video showing the memory sequence, wasn't originally going to be apart of the game at all, and was purposefully crafted to answer the call put out by this competition.
I'm still fairy new to Unreal. Only picked it up in January. Ive been working on Titanic Historia for 5 years, however due to failings of Game Guru max, and basicly being scammed, I not only lost 5 years of work, but they also refused to give me a way to save my assets from that old project. So. In January I had to begin again.
doing all that through extreme mental health struggle's, adhd, and being trapped inside my own flat for 5 years, its been a massive challenge for my head and heart.
There has been so many set backs, so many losses but carried on as I have a story to tell.
This game isn't driven by a need for fame or fortune, hell I want to release it for free if I ever finish it.
its very very ambitious, especially when I'm working alone.
"The sense that something lingers… that places remember.
Once, we called them ghosts. Echoes.
The ancients felt it.
The dying feel it.
And survivors… feel it every time they walk through places that should not be silent.
To believe the past leaves an imprint — it’s not pseudoscience.
It’s not mysticism.
It’s something deeper. Something older.
Something… fundamentally human.
The idea that buildings could absorb trauma, then replay it — like film.
We laughed at that. Dismissed it.
And then… we built Historia.
The Augustus Borealis was the flagship of the Order.
The second to bear the name.
She crossed oceans like veins — from continent to continent — ferrying memory objects sealed in containment crucibles.
Each one a fragment of history too volatile to forget.
Each one a risk.
Because memory objects aren’t relics.
They’re live.
Unstable.
One fracture, one misalignment, and the past doesn’t just echo — it detonates.
That it never happened before?
A statistical lull.
Mistaken for control.
And that illusion — that silence meant safety —
was how the rupture began.
Not with noise.
But with stillness.
The kind that settles over places where something irreversible has already happened.
The world of Historia, is a strange mix of retro futurism, with a mixing pot of old and new technology.
Historia was founded to explore memories. IT was discovered centuries ago that objects could hold onto the memory of events, with those memories existing as a living breathing universe held with in the object in to which they where cast.
The first game, Titanic Historia explores what happens when those memories are pushed to hard, causing grief, loss and pain to manifest.
The game explores two unique worlds, the world of 1912, where you explore history like never before, and the world of Historia its self, that begins with your ship, the Augustus Borealis II caught in a violent storm. Just as the bridge is bombarded with distress calls, the radios fall silent.
It has become quite clear something terrible has happened at Historia Atlas. A memory experiment pushed to far.
These screen shots show off the Augustus Borealis II, and whilst this level and environment was always going to be a part of the opening sequence, this competition hosted by renderhub helped craft the direction of the world and level until it took its final shape today.
The Video included will be added in to the level as a memory sequence, but it won't be just given to you, it will be something you'd have to uncover in the environment.
The video showing the memory sequence, wasn't originally going to be apart of the game at all, and was purposefully crafted to answer the call put out by this competition.
I'm still fairy new to Unreal. Only picked it up in January. Ive been working on Titanic Historia for 5 years, however due to failings of Game Guru max, and basicly being scammed, I not only lost 5 years of work, but they also refused to give me a way to save my assets from that old project. So. In January I had to begin again.
doing all that through extreme mental health struggle's, adhd, and being trapped inside my own flat for 5 years, its been a massive challenge for my head and heart.
There has been so many set backs, so many losses but carried on as I have a story to tell.
This game isn't driven by a need for fame or fortune, hell I want to release it for free if I ever finish it.
its very very ambitious, especially when I'm working alone.
"The sense that something lingers… that places remember.
Once, we called them ghosts. Echoes.
The ancients felt it.
The dying feel it.
And survivors… feel it every time they walk through places that should not be silent.
To believe the past leaves an imprint — it’s not pseudoscience.
It’s not mysticism.
It’s something deeper. Something older.
Something… fundamentally human.
The idea that buildings could absorb trauma, then replay it — like film.
We laughed at that. Dismissed it.
And then… we built Historia.
The Augustus Borealis was the flagship of the Order.
The second to bear the name.
She crossed oceans like veins — from continent to continent — ferrying memory objects sealed in containment crucibles.
Each one a fragment of history too volatile to forget.
Each one a risk.
Because memory objects aren’t relics.
They’re live.
Unstable.
One fracture, one misalignment, and the past doesn’t just echo — it detonates.
That it never happened before?
A statistical lull.
Mistaken for control.
And that illusion — that silence meant safety —
was how the rupture began.
Not with noise.
But with stillness.
The kind that settles over places where something irreversible has already happened.
Halloween Historia
[+] Give Award
15 Hours ago
15
0
15
5
0Software Used
Artist Stats
Member Since:
Karma:
Followers:
Likes Received:
Karma:
Followers:
Likes Received:
May, 2022
113
0
5
113
0
5
Gallery Images:
Wallpaper Images:
Forum Topics:
Marketplace Items:
Wallpaper Images:
Forum Topics:
Marketplace Items:
1
0
0
0
0
0
0

1















































