Written by: on Sun Jun 01

Little Cavemen

Who even is the little cave guy ?

Screenshot of StudioVision Creative homepage
~3 MIN

Welcome to - Little Cavemen

Excited to share the first post on the topic of Little Cavemen, my solo passion project: a single-player, story-driven RPG set in the Paleolithic / early Neolithic era. I believe that the untamed era before recorded history is an unexplored ground, something that the RPG scene needs.


Why Prehistory?

Most RPGs jump straight to ancient or medieval fantasy. Prehistory—the Paleolithic and early Neolithic—remains almost untouched. No empires, no swords and sorcery, just us learning to make fire, paint caves, and survive with stone tools. That blank slate lets us:

  • Tell our earliest stories No written myths to lean on. Every legend, spirit, or ritual must be born from our own world-building.
  • Emphasize discovery. Hunting mammoths, tracking sabertooths, and many other cool animals from the period that pop culture doesn’t quite represent provide a fresh gameplay.
  • Craft an emotional RPG. I focus on one family’s struggle—father and daughter—rather than kingdoms and political intrigues. I believe that smaller stories are much more relatable.

The RPG Vision

  1. Tugg’s Journey & Growth
    Tugg starts off as a rookie hunter—a dad who’s never swung a spear in anger. Over time, you unlock better stealth, trap-making, and ritual skills. Every mammoth hunt or herb-gathering trip teaches you something new, and you actually feel that progression.

  2. Dad-and-Daughter Tag Team
    Switching between Tugg and his little girl is at the heart of the game. Completely different gameplay approaches will offer different ways for character developement.

  3. Compass & Celestial Navigation
    I wanted navigation to feel like the early explorers using hilltops and the sky, not a minimap glued to your screen. I ditched climable towers and implemented dynamic area scanning. As long as your vision is unobstructed, Tugg will be able to scan the area and fill the compass with POI. This, along with smoke signals and night sky navigation allowed me to completely ditch maps and the menu hell modern RPGs face.

  4. Authentic Prehistoric Vibes
    I’m focusing on authenticity—but not the kind that makes things painfully realistic or boring. It’s about the small, immersive details: real animal calls in the distance, handmade cave paintings, and even a playable bone flute recorded from a replica of the ancient Divje Babe instrument. All these little touches work together to make the world feel raw, grounded, and alive, despite it’s simple artsyle.

  5. Handcrafted World, Not Simulation Overload
    Every rock, every cave, every bush is placed by hand. It’s about atmosphere and story, not ticking off a thousand survival checkboxes.


What’s Next

  • Devlog #1: Early concept of the story, alongside showing off some cool mechanics present in the game.
  • Community Feedback: I’ll open a small test Discord channel so we can have a chat !

Thank you for joining me !

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