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CABIN IN THE 
WOODS 
(The Video Game)
THE ADAPTATION: 
Based on the 2012 Horror/Satirical film “Cabin in 
the Woods”, directed by Drew Goddard and 
produced by Joss Whedon.
BASIC PREMISE: 
The film centers on five survivors (each of whom embodies a 
different archetype of victims in horror movies) trying to escape from 
a mysterious cabin and its surrounding area while being attacked by 
supernatural creatures.
…Little do they realize that these creatures are being sent and 
controlled by a mysterious organization in an underground facility 
beneath the cabin, tormenting the survivors as part of a centuries-old 
ritual sacrifice to (SPOILER ALERT) appease and provide 
entertainment for an ancient evil.
THE GAMEPLAY 
Five players form a team, each one controlling a different one of the 
five horror archetypes (more on those later) 
If one of the characters is killed by monsters, that player is effectively 
“out”, and eliminated from play until the next round 
In order to win a round in the game, these five survivors have to 
navigate the game’s setting, avoid the monsters and keep at least 
two members of their group alive for the duration of the round’s time 
limit (represented in-game by the transition from night to sunrise).
Meanwhile, a sixth player takes control of the Director of the 
Organization, and is set in direct competition against the other five 
players. 
Instead of controlling a character directly, the Director has a full 
overhead view of the map, and can direct the monsters towards the 
survivors in a manner similar to a real-time strategy game (RTS) 
In order for the Director to win a round, he or she must direct the 
monsters and have them successfully kill at least four of the five 
survivors before the time limit runs out.
EXTRA CONDITIONS: 
At the start of the round, the Director is given a randomized list telling 
him/her the order in which the survivors must be killed (this deviates 
from the set order established in the movie, in order to make 
gameplay less formulaic) 
If the Director fails to abide by this set order and kills a survivor out of 
sequence, the round automatically ends and is considered a loss for 
the Director. 
This list is not shown to the survivors themselves, meaning they have 
no way to predict who the Director will go after first.
THE SURVIVORS 
As stated earlier, it is the goal of the survivors to try and keep 
themselves alive until sunrise. 
To try and achieve this goal, survivors can attempt to hide from 
monsters, scavenge tools and weapons to fight back, coordinate 
strategies amongst themselves, and so on. 
Each survivor character embodies one of the five following horror movie 
archetypes: 
The Athlete The Scholar The Fool The Whore The Virgin
THE SURVIVORS 
(CONTINUED): 
Each survivor has a set of specific strengths and weaknesses, based 
on their respective archetypes. 
• The Whore: Fastest running speed, second-best physical 
attributes, difficult to scare 
• The Athlete: Best physical attributes; able to fight monsters 
without use of a weapon 
• The Scholar: Able to identify important items/monster 
weaknesses as well as notice traps before they are activated 
• The Fool: Immune to mind-altering monster effects, able to 
give a “morale boost” to allies’ stats, able to sneak past some 
monsters 
• The Virgin: Starts off with the lowest stats, but gets stronger as 
the situation becomes more dire, eventually surpassing the 
other four characters in terms of ability
THE MONSTERS 
At the start of the game, the Director can choose a limited number of 
monsters from an overall “pool” to be usable in that round. Like the 
survivor, each monster has specific strengths and weaknesses that 
affect how useful they are in different situations, meaning the 
Director will have to employ strategy to use each monster effectively. 
While some monsters are purely physical, others are able to inflict 
different fear-based or mind-altering effects on the survivors, 
negatively impacting their stats in various ways. Some monsters can 
also plant traps and interfere with the environment, such as by 
causing lights to flicker out.
SOME MONSTER EXAMPLES: 
Werewolf Zombie 
Dragon-Bat
Giant Snake 
Dolls 
Hell Lord
Vampire 
Evil Clown 
Merman 
Mummy
OTHER IDEAS 
• Potential to have multiple “maps” with different locations and 
environments to play in 
• Online leaderboards to rank overall performances as either a 
survivor or the Director

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Cabin2

  • 1. CABIN IN THE WOODS (The Video Game)
  • 2. THE ADAPTATION: Based on the 2012 Horror/Satirical film “Cabin in the Woods”, directed by Drew Goddard and produced by Joss Whedon.
  • 3. BASIC PREMISE: The film centers on five survivors (each of whom embodies a different archetype of victims in horror movies) trying to escape from a mysterious cabin and its surrounding area while being attacked by supernatural creatures.
  • 4. …Little do they realize that these creatures are being sent and controlled by a mysterious organization in an underground facility beneath the cabin, tormenting the survivors as part of a centuries-old ritual sacrifice to (SPOILER ALERT) appease and provide entertainment for an ancient evil.
  • 5. THE GAMEPLAY Five players form a team, each one controlling a different one of the five horror archetypes (more on those later) If one of the characters is killed by monsters, that player is effectively “out”, and eliminated from play until the next round In order to win a round in the game, these five survivors have to navigate the game’s setting, avoid the monsters and keep at least two members of their group alive for the duration of the round’s time limit (represented in-game by the transition from night to sunrise).
  • 6. Meanwhile, a sixth player takes control of the Director of the Organization, and is set in direct competition against the other five players. Instead of controlling a character directly, the Director has a full overhead view of the map, and can direct the monsters towards the survivors in a manner similar to a real-time strategy game (RTS) In order for the Director to win a round, he or she must direct the monsters and have them successfully kill at least four of the five survivors before the time limit runs out.
  • 7. EXTRA CONDITIONS: At the start of the round, the Director is given a randomized list telling him/her the order in which the survivors must be killed (this deviates from the set order established in the movie, in order to make gameplay less formulaic) If the Director fails to abide by this set order and kills a survivor out of sequence, the round automatically ends and is considered a loss for the Director. This list is not shown to the survivors themselves, meaning they have no way to predict who the Director will go after first.
  • 8. THE SURVIVORS As stated earlier, it is the goal of the survivors to try and keep themselves alive until sunrise. To try and achieve this goal, survivors can attempt to hide from monsters, scavenge tools and weapons to fight back, coordinate strategies amongst themselves, and so on. Each survivor character embodies one of the five following horror movie archetypes: The Athlete The Scholar The Fool The Whore The Virgin
  • 9. THE SURVIVORS (CONTINUED): Each survivor has a set of specific strengths and weaknesses, based on their respective archetypes. • The Whore: Fastest running speed, second-best physical attributes, difficult to scare • The Athlete: Best physical attributes; able to fight monsters without use of a weapon • The Scholar: Able to identify important items/monster weaknesses as well as notice traps before they are activated • The Fool: Immune to mind-altering monster effects, able to give a “morale boost” to allies’ stats, able to sneak past some monsters • The Virgin: Starts off with the lowest stats, but gets stronger as the situation becomes more dire, eventually surpassing the other four characters in terms of ability
  • 10. THE MONSTERS At the start of the game, the Director can choose a limited number of monsters from an overall “pool” to be usable in that round. Like the survivor, each monster has specific strengths and weaknesses that affect how useful they are in different situations, meaning the Director will have to employ strategy to use each monster effectively. While some monsters are purely physical, others are able to inflict different fear-based or mind-altering effects on the survivors, negatively impacting their stats in various ways. Some monsters can also plant traps and interfere with the environment, such as by causing lights to flicker out.
  • 11. SOME MONSTER EXAMPLES: Werewolf Zombie Dragon-Bat
  • 12. Giant Snake Dolls Hell Lord
  • 13. Vampire Evil Clown Merman Mummy
  • 14. OTHER IDEAS • Potential to have multiple “maps” with different locations and environments to play in • Online leaderboards to rank overall performances as either a survivor or the Director