Monsters From Beneath is an atmospheric third-person action-survival game set in a world where an elite order known as The Black Vigil stands between humanity and monstrous threats. Players step into the boots of Kaira Solen, a young recruit determined to prove herself worthy of joining their ranks. The game begins with the high-stakes entrance trial at the Severed Bridge, where Kaira must cross a crumbling span over a vast abyss haunted by unseen horrors.
As Kaira advances through brutal trials and missions, she begins to unravel the true nature of The Black Vigil. Born from the ashes of an ancient war against a now-vanished empire, the Vigil’s academy is built atop the remnants of lost technology and buried magic. Echoes of this fallen civilization still shape the monsters, the trials, and even Kaira’s fate.
Though the surface teems with monstrous threats, the real danger lies below — titanic, near-mythical creatures sealed in the abyss for centuries. Their emergence seems tied not only to the land and weather but to the unrest within the academy itself. Why do they gather beneath the Severed Bridge? Are they simply beasts, or something far more intentional?
Kaira’s journey takes a darker turn as she encounters rogue factions within the Vigil who seek to control these creatures or weaponize the academy’s secrets. Visions and cryptic messages from an unknown force begin to haunt her, suggesting that The Black Vigil’s noble image may be a façade, and that her path was chosen long before she arrived.
Survival is not just physical — Kaira must navigate shifting alliances, ancient prophecies, and the crumbling ideals of the institution she once revered. In Monsters From Below, strength is forged in shadows, and the greatest threat may not come from the abyss — but from above.
Name: Kaira Solen
Age: 20
Appearance: Wears standard black cadet leathers. Long red hair. 5' 7" 140lbs
Weapons: Twin daggers, Undiscovered magic
Background: Grew up in Ashfall Reach, a bleak outpost bordering the Deep Black—a chasm whispered about in half-true legends. Her father, a disgraced former Black Vigil, vanished during a monster surge last winter. Before he disappeared, he trained Kaira in secret, passing down his combat skills and survival instincts. Now, armed with his old blades and haunted by unanswered questions, Kaira joins the academy, determined to uncover what really lies beneath the surface—and within herself.
The academy's instructors are seasoned veterans who shape recruits into Monster Fighters through rigorous training and harsh tests. Each instructor has their own philosophy, pushing recruits to their limits and challenging their resolve. Some offer guidance, while others push moral boundaries, forcing Kaira to decide where her loyalty lies.
The Blade of Discipline
A hardened veteran of the academy, Elorrin believes that only absolute obedience and brutal training can prepare recruits for what lies beneath. His methods are harsh, bordering on cruel, and his history with past failed trials is a closely guarded secret. Though he claims loyalty to the academy, whispers suggest he’s hiding something deeper — maybe even involvement in the disappearance of previous cadets.
Role: Mid-game antagonist and authority figure.
Conflict: Challenges Kaira’s sense of morality vs. obedience.
Gameplay Implication: Appears in scripted sequences, possibly fights Kaira later if she defies orders.
The Serpent of Secrets
Elegant, enigmatic, and unnervingly calm, Veyra specializes in tactics, monster psychology, and survival through wit over brute strength. She encourages recruits to question, observe, and adapt — but never reveals where her own loyalties lie. Veyra speaks in riddles, trains in silence, and always seems to know more than she should about both the monsters and the abyss. Some say she used to be part of a rogue faction — others believe she still is.
Role: Mysterious mentor and manipulator.
Conflict: Tempts Kaira toward doubt, independence, and forbidden knowledge.
Gameplay Implication: Guides Kaira in subversive strategies, introduces stealth/observation mechanics, and may later present Kaira with a dangerous choice: uncover truth, or remain blind.
The Cadets at the academy are Kaira’s peers, each with their own strengths, weaknesses, and ambitions. Some will become allies, helping her through trials and sharing their knowledge. Others may turn into rivals, competitors, or even enemies, as the pressure of the trials and the academy’s secrets start to unravel their true intentions.
The Golden Mask
An upperclassman with charm, confidence, and a reputation for surviving the academy's harshest trials. Ryen takes a special interest in Kaira, offering guidance and protection — but his motives are never quite clear. Beneath the easy smile lies a deep trauma, and rumors swirl that he made a terrible sacrifice during a past trial.
Role: Mentor-turned-rival or ally depending on player choices.
Conflict: Trust vs. manipulation — Is he helping Kaira or using her as a pawn?
Gameplay Implication: May join Kaira in missions, offer critical intel, or betray her depending on relationship progression.
The Whispering Eye
Reserved and intense, Talla spends more time observing monsters than talking to other recruits. She's brilliant, but increasingly unhinged — obsessing over monster behavior, scribbling cryptic notes, and muttering theories about the creatures' purpose. She believes Kaira has a unique connection to them.
Role: Troubled genius and potential key to understanding the monsters.
Conflict: Curiosity vs. obsession — Will Talla's insight save lives, or doom them?
Gameplay Implication: Unlocks deeper monster lore and alternate stealth/pacifist strategies. May become an unstable threat if pushed too far.
The Burning Core
Loud, aggressive, and unshakably confident, Bran thrives on physical strength and adrenaline. He mocks the weak, tests boundaries, and challenges authority — but his bravado hides a terrible secret tied to an early trial. His rage is a shield, and when it cracks, he becomes dangerously unpredictable.
Role: Rival with explosive emotions and buried guilt.
Conflict: Strength vs. shame — Can Kaira break through his defenses, or must she fight him?
Gameplay Implication: Initially a competitor, later becomes a boss-level confrontation if events spiral. Alternate arc allows for reconciliation or co-op combat sequences.
The Last Light
Bright, loyal, and fiercely protective, Mira is Kaira’s first real friend in the academy — someone who believes in her when no one else does. Unlike the others, Mira doesn’t hunger for glory; she’s here out of duty, carrying the weight of a family tragedy tied to the monsters below. She brings levity to dark moments and reminds Kaira what they’re fighting for. But the trials are merciless, and even the strongest bonds can be tested.
Role: Emotional anchor, narrative foil, and potential sacrifice.
Conflict: Hope vs. despair — Will Mira endure the academy’s cruelty, or be broken by it?
Gameplay Implication: Functions as an early-game ally and companion. Her fate can shift depending on Kaira’s decisions — she can survive, fall, or become a tragic turning point in the story.
The academy is not free from division. Beneath the surface, splinter groups operate in the shadows, each with their own vision for how humanity should deal with the monsters. Whether driven by power or religion, these factions pose a threat to Kaira’s journey, offering temptations or manipulation in exchange for her loyalty — or her silence.
The Conquerors Within
Once among the academy's elite, these former warriors now believe the academy should not fear the abyss but conquer it. The Broken Banner seeks to harness the power of the monsters and the abyss for humanity's benefit — to become stronger, not weaker. They operate from within the academy, using their influence to sway recruits and instructors alike. They view Kaira’s potential as the key to breaking the chains that bind humanity.
Role: Militaristic rogue faction; hidden threat and tactical expertise.
Conflict: Loyalty vs. rebellion — They appeal to Kaira’s strength and ambition, but at what cost?
Gameplay Implication: Faction infiltration opportunities; tactical missions where Kaira may be forced to choose between loyalty and breaking away. Could also lead to a boss fight later in the game if Kaira resists their influence.
The Flesh of the Abyss
A fanatic, cult-like faction that reveres the monsters of the abyss as divine entities. To them, the creatures are not threats, but sacred beings worthy of worship. They believe that the monsters’ power can be merged with humanity to create a new, enlightened race. This faction is led by a charismatic and enigmatic figure who sees Kaira’s visions as a sign that she is chosen to help guide the world’s transformation.
Role: Spiritual and ideological antagonists; manipulation through faith and fanaticism.
Conflict: Faith vs. reason — Are they truly mad, or do they understand the abyss better than the academy?
Gameplay Implication: Occasional side quests, spiritual tests, and vision sequences that challenge Kaira’s beliefs. If she joins them, it leads to morally grey choices and potential transformation-related consequences, as well as cultist bosses later in the game.
Stealth Ambusher
Thin, snake-like monsters that move quickly through shadows and cracks. They strike from cover, applying a venom debuff that slows stamina regeneration. Weak to light-based weapons or flashbombs.
Combat Role: Forces players to stay alert and use area lighting.
Attack Pattern: Fast strike-lunge, vanish, reposition.
Pack Hunter
Burnt-looking quadrupeds with glowing ember veins. They attack in groups, coordinating to flank and corner the player. Can be staggered with heavy attacks.
Combat Role: Crowd pressure, encourages mobility and crowd control.
Attack Pattern: Bite–lunge, backstep, howl to summon others.
Corrupted Human Fighter
Twisted ex-recruits with erratic movement and corrupted versions of player weapons. Parryable but dangerous in groups. Can mimic player abilities.
Combat Role: Mirrors player behavior, challenges reflexes.
Attack Pattern: Fast combos, dodge-rolls, sometimes feint attacks.
Trap Predator
A stationary monster that burrows underground and only appears when a player steps too close. Has a brief wind-up before lunging upward to swallow the player whole.
Combat Role: Area denial, creates environmental tension.
Attack Pattern: Buried until triggered, one-shot bite unless dodged.
Flying Disruptor
Bat-like creatures that circle from above, shrieking to disorient and blur player vision. Weak to ranged attacks or high-speed melee.
Combat Role: Forces vertical awareness and ranged strategy.
Attack Pattern: Dive-bomb shriek, retreat, regroup.
Swarm Debuffers
Swarms of leech-like bugs that attach to the player and drain a random stat (stamina, focus, etc.). Can be shaken off or burned off with fire.
Combat Role: Stat debuff, increases pressure mid-combat.
Attack Pattern: Jump in waves, latch on impact, slow drain over time.
Kaira Solen grew up in Ashfall Reach, a crumbling outpost clinging to the edge of the Deep Black—a vast chasm full of myth, shadow, and half-buried truths. Her father, once a respected member of the Black Vigil, fell from grace and vanished during a monster surge last winter. But before he disappeared, he trained Kaira in secret, teaching her to fight with purpose and precision, preparing her for a world darker than most ever see.
Now, driven by unanswered questions and carrying the weight of his old blades, Kaira leaves Ashfall Reach behind. Her journey to the Black Vigil Academy begins across broken terrain and silent ruins—places marked by battles long lost and whispers of rogue Vigil factions. During the day, the monsters keep to the woods, and Kaira knows better than to stray near the treeline. She moves carefully, staying in open ground where the sunlight gives her a sliver of safety.
Her journey begins with the Severed Bridge—a spine stretching over the Deep Black. It is said to be the academy's first trial for new recruits, but for Kaira, it’s more than just a passage. It’s a way to confront her past, face the abyss her father vanished into, and take the first step into a world she’s only heard whispers about. But crossing the bridge is no simple task—it is a test of resolve, strength, and the courage to face the unknown.
The theme of this level is Departure and Unveiling. Kaira Solen’s journey from Ashfall Reach to the Black Vigil Academy marks the start of her path toward uncovering dark truths about her father’s disappearance, the monsters he fought, and the hidden forces at work in the world. While Kaira is focused on finding answers about her father, she unknowingly steps into a larger conflict that involves rogue factions and a shadowy network of conspiracies. The Severed Bridge represents the divide between her past life, filled with the uncertainty of the monsters and the unknown, and the academy, where things are not as they appear. There are hints of an insidious conspiracy within the academy itself, along with whispers of forces that control far more than Kaira realizes.
The atmosphere is steeped in mystery and foreboding, suggesting that Ashfall Reach and the Black Vigil Academy are only small pieces of a much darker world. The monsters Kaira’s father fought, the rogue factions, and the hidden forces manipulating events all lie just below the surface, waiting to be uncovered as she advances.
Atmosphere: Somber and tense, with a sense of foreboding as Kaira leaves behind her home and steps into the unknown. The rainy day reflects her inner uncertainty.
Lighting: Overcast, dim daylight with heavy rain. The gray skies cast a cold, muted light over the journey, creating an oppressive atmosphere.
Sounds: The constant sound of wind and rain, with distant, haunting growls echoing from deep within the Black Deep. The rhythm of raindrops against stone bridge.
This level is designed with a clear progression, but it provides the player with opportunities to explore the environment and uncover additional lore and items along the way. Certain locations, such as the tower, the Severed Bridge, and the Main Hall, are tightly controlled to keep the narrative flow intact.
1. Leaving Ashfall Reach (Foreshadowing & Personal Stakes)
The level opens in Kaira’s childhood home, nestled in the crumbling outpost of Ashfall Reach. Rain patters on the rooftop as she searches her house for supplies—and relics of her father. Players can inspect items: his Black Vigil blades, old maps with strange markings, and a letter half-burned in the hearth. Outside, villagers huddle in silence, speaking in whispers about recent monster sightings and rumors of rogue factions twisting old Black Vigil tactics.
Subtle environmental storytelling—scratched-out names on grave markers, scorch marks on homes—hints that something unnatural has been growing in the shadows. This isn't just a goodbye. It's a warning.
2. Journey to the Severed Bridge (Growing Unease)
Kaira treks across a barren path, once patrolled by Vigil scouts. The rain intensifies. The landscape is eerily still, with only the wind and distant howls filling the silence. Along the route, players pass broken artillery towers, torn banners, and collapsed barricades—all signs of a recent, overwhelming force.
Occasionally, something moves in the periphery: flashes of rogue faction scouts and mutated creatures too calculated to be wild beasts.
Tension builds with each step. The deeper Kaira goes, the clearer it becomes: this world is unraveling.
3. Crossing the Severed Bridge (Trial of Fear)
The bridge looms like a spine over the Black Deep, slick with rain and trembling underfoot. Crossing it becomes a psychological trial.
Wind howls violently. The abyss below pulses with strange, unplaceable sounds—creatures shifting in the dark.
Hallucinations or reality? Glowing eyes blink open in the fog. Stone statues lining the bridge seem to subtly change posture. The bridge groans—not from weight, but from something beneath.
A whisper rides the wind: He went this way too…
4. Arrival at the Black Vigil (Mistrust & Awe)
Lightning cracks. The Black Vigil towers ahead—massive, fortress-like, with high walls and strange devices mounted along its parapets. Silhouetted figures watch from above.
Kaira crosses through iron gates into a silent courtyard, where a line of new recruits waits in soaking cloaks. This is her new squad. No one speaks, but everyone knows they’ve seen things out there they won’t speak of.
5. Culling (Unveiling Something Larger)
After crossing the Severed Bridge, Kaira and the other new cadets line up in formation in the Black Vigil's Main Hall. The Instructor Elorrin, stern and calculating, suddenly signals to release monstrous creatures—test creatures meant to weed out the weak. Kaira, well-trained by her father, steps forward without hesitation. She quickly dispatches the creatures with fierce precision, her blades cutting through the beasts with practiced ease.
The level is structured around a series of interconnected objectives that guide the player through Kaira's journey, focusing on her arrival at the Black Vigil, uncovering the mystery behind her father's disappearance, and testing her combat abilities.
Objective 1 (Implicit): Leave Ashfall Reach and begin the journey toward the Black Vigil.
Objective Goal: The player must explore Kaira’s childhood home, searching for supplies and clues related to her father. Environmental storytelling, like the twin blades and the letter, provides insight into her past and the ominous threats looming on the horizon.
Objective 2: Traverse the path to the Severed Bridge.
Objective Goal: The player navigates through the desolate landscape, passing ruined artillery towers, torn banners, and collapsed barricades. Subtle environmental clues about rogue factions and mutated creatures increase tension and foreshadow dangers ahead.
Objective 3: Climb The Tower stairs and Cross the Severed Bridge.
Objective Goal: The player faces a trial as they cross the bridge, encountering environmental cues that hint at something lurking below. The howl of the wind and the heavy rain drown out everything but the distant, menacing growls from below. The bridge serves as both a literal and figurative threshold for Kaira’s journey.
Objective 4: Survive the Culling Test.
Objective Goal: The instructor releases monsters to test the new cadets’ strength and resolve. Kaira must demonstrate her combat skills, learned from her father, to survive this brutal test.
Completion trigger: Go to the Entrance Hall after surviving the Culling.
Objective Goal: After passing the Culling, the player is guided toward the Entrance Hall.
🔴 WOW Moment #1: Finding Father’s Twin Blades
Inside her childhood home in Ashfall Reach, Kaira discovers her father’s rusted Black Vigil twin blades hidden among maps and old relics. This moment ties deeply to her personal loss and legacy, reinforcing the emotional weight of her journey and setting a reverent, somber tone.
🔴 WOW Moment #2: First Glimpse of the Black Deep
As Kaira travels toward the Severed Bridge, the rain eases just enough for her to glimpse the vast chasm of the Black Deep in the distance. A flash of lightning reveals its impossible scale—dark, endless, and humming with barely-contained movement far below. The world suddenly feels larger, stranger, and more broken than she ever imagined.
🔴 WOW Moment #3: The Tower and The Severed Bridge
At the foot of the Severed Bridge, Kaira ascends a wind-battered watchtower. From its peak, she looks across the jagged remains of the bridge stretching into mist over the Black Deep. The crossing itself becomes a harrowing trial: rain lashes down, wind threatens to tear her from the slick stone, and unearthly sounds echo from the depths. Glowing eyes in the fog and shifting statues blur the line between hallucination and reality. Surviving the bridge is a triumph of both will and nerve.
🔴 WOW Moment #4: The Instructor’s Challenge
After reaching the Black Vigil and standing in formation with other cadets, Kaira is confronted by the cold-eyed Instructor Elorrin, who silently signals for caged beasts to be released. Without hesitation, Kaira draws her father’s blades and dispatches the monsters in a blur of calculated precision. The others watch in stunned silence—she has not only proven herself, but marked the beginning of something greater.
The player's starting location. This small, weather-worn house sits at the edge of Ashfall Reach, partially sheltered from the wind but creaking with age. Inside, it holds the remnants of a past life: old maps, burnt correspondence, and her father’s twin Black Vigil blades. The space is tight, dimly lit, and filled with items that tell stories through inspection. It’s not just a house—it’s a farewell shrine, a place heavy with memory and unease.
Lighting: Dim candlelight and overcast daylight filtering through rain-streaked windows.
Sounds: Steady rain tapping on the roof and windows, wood creaking with the wind, flickering candle flame, faint murmurs from villagers outside, barely audible.
NPCs: None inside the home, but voices can be overheard from outside in the village.
The village of Ashfall Reach is a crumbling outpost clinging to the cliffs above the Black Deep, its narrow paths slick with rain and lined with sagging buildings scorched by old fires. Villagers huddle beneath eaves and ruined awnings, whispering of monsters and fractured loyalties. The environment tells its own story—grave markers with names scratched out, barricades partially collapsed, and old Black Vigil banners tattered and stained. It’s a place teetering on the edge, both literally and metaphorically, where fear has taken root and silence speaks volumes.
Lighting: Diffused gray light from the stormy sky above, flickering torches in covered doorways, dim ambient glow from within homes.
Sounds: Wind whistling through broken woodwork, water rushing in distant channels, rain striking stone and canvas, the occasional low mutter or cough from unseen villagers, doors creaking open then slamming shut.
NPCs: Villagers visible but non-interactive—silent, withdrawn, or quickly disappearing into shelter when approached.
The trail to the Tower winds through a barren, rain-soaked stretch once patrolled by Black Vigil scouts. Now overgrown and eerily quiet, it’s littered with remnants of a lost defense—collapsed barricades, shattered artillery mounts, and rusting weaponry half-buried in mud. The path climbs gradually, giving way to wider views of the vast abyss below. As Kaira moves forward, distant shapes flicker at the edge of perception—movement that vanishes when confronted. The journey is lonely, but the weight of unseen eyes grows heavier with every step.
Lighting: Overcast and darkening as storm clouds gather; occasional lightning flashes illuminate the path in stark, fleeting detail.
Sounds: Wind gusting through cliffs, the hiss of rain on stone and metal, faint howls or shrieks echoing from unseen sources, the far-off creak of something massive shifting in the Black Deep.
NPCs: None visible, but the player may catch glimpses of rogue scouts or strange creatures vanishing into the terrain.
The Tower stands as a looming sentinel at the edge of the Black Deep, its stone surface slick with rain and etched with years of weathering and war. Inside, a narrow spiral staircase coils tightly upward, the walls lit only by intermittent lightning flashing through high slits in the stone. As Kaira ascends, the air grows colder and the howling wind intensifies, whistling through cracks in the masonry. At the top, a heavy door leads to the entrance of the Severed Bridge. From this height, the world feels hollow—Ashfall Reach far behind, the abyss yawning ahead.
Lighting: Natural light flickers through arrow slits, punctuated by lightning bursts; otherwise dim and shadowed inside the stairwell.
Sounds: Rain hammering against stone, wind whistling through the tower’s cracks, Kaira’s footsteps echoing on wet stone steps, distant groans rising from the chasm below.
NPCs: None, though the echo of movement sometimes mimics footsteps one floor above or below.
The Severed Bridge stretches like a fractured spine across the endless void of the Black Deep, its surface slick with rain and trembling with each gust of wind. The glowing eyes blink open below, whispers ride the wind, and the groans of something massive stir far below. The bridge narrows near the center and has a chunk missing that requires the player to jump.
Lighting: Low visibility from dense rain and fog
Sounds: Violent wind whipping across the chasm, distant roars echoing up from below, stone creaking underfoot, whispers woven into the wind.
NPCs: None visible, though silhouettes flicker in the fog—real or imagined.
The Black Vigil grounds are stark, towering, and silent—an imposing fortress carved into stone and shadow. High walls bristle with strange devices and old warding symbols, half-lit by flickering sconces. The rain continues to fall, pooling in cracks and running in rivulets through the courtyard’s stonework. Statues of past warriors stand at attention, worn by time and weather. New recruits wait in soaked cloaks, silent and tense, while unseen eyes watch from parapets above. The air is thick with unspoken dread and the weight of tradition.
Lighting: Dim torchlight reflected off wet stone; occasional lightning briefly reveals the full expanse of the fortress.
Sounds: Rain hitting metal and stone, water dripping through cracks, boots shifting in puddles, muffled murmurs among recruits, the low hum of ancient machines embedded in the walls.
NPCs: Other new recruits standing in line; distant silhouettes of guards and instructors moving along the upper walls.
The Entrance Hall of the Black Vigil is cold, cavernous, and unwelcoming—designed to intimidate as much as to impress. Massive stone arches support a high ceiling lost in shadow, while narrow slit windows let in little light. The floor is slick with tracked-in rainwater, echoing each step with an unsettling clarity. Stark banners bearing the Vigil’s emblem hang from above, faded and frayed. At the far end, a heavy iron gate leads deeper into the keep, locked for now. This space serves as both threshold and filter—only the worthy pass beyond.
Lighting: Sparse torch sconces along the walls; flickers of lightning occasionally light the room through high windows.
Sounds: Echoing footsteps, rain dripping from cloaks and armor, creaks of metal gates, distant thunder rumbling overhead.
NPCs: None actively present, but the sense of being watched remains—eyes behind the gates, behind the stone.
All Images generated using Adobe Firefly