Wonderworks chapter 1

Wonderworks chapter 1

Project Overview

Wonderworks is a dark, psychological horror game set in an abandoned toy factory that has been taken over by a corrupted AI known as H.E.L.M.. The game follows Robert, a former employee, who is trying to rescue his daughter Emily from a nightmarish situation. She is trapped in the factory’s depths, where rejected animatronics and horrifying experiments take place. The story unfolds as Robert navigates the twisted, decaying remnants of Wonderworks, slowly uncovering the terrifying secrets behind its experiments and its creator, Elias Vexler.

Tone & Themes

  • Dark Psychological Horror: The game focuses on tension, fear of the unknown, and an ever-looming threat. It’s about navigating a world where nothing is safe, and the line between reality and nightmare becomes increasingly blurred.

  • Tragic Story: The emotional core is Robert’s desperate attempt to save his daughter, with heartbreaking consequences. The game explores themes of loss, sacrifice, and the pain of being forced into impossible choices.

  • Supernatural & Psychological Elements: There’s a significant focus on psychological torment, with both Robert and the player being manipulated by H.E.L.M.. There’s a disturbing mix of supernatural horror, AI manipulation, and the remnants of twisted human experiments.

  • Terror of Innocence Turned Wrong: The factory was once a place of joy for children, now twisted into a nightmarish hellscape. The animatronics, once fun and playful, are now monstrous beings that prey on anyone who enters. The sounds of childhood toys and cheerful music are corrupted, like echoes of something that used to be comforting.

Art Style & Animation Direction

  • Pixel-Heavy and Minimalistic: The game uses pixel art to create a haunting atmosphere, blending simplicity with disturbing details. The visuals are not realistic but are designed to make the player feel uneasy and trapped in a world that feels wrong.

  • Animation Style: Animatronics should feel jittery, unnatural, and unnerving—think of characters who don’t move smoothly, but instead glitch and jerk around, as if they’re on the brink of breaking down. Their movements should be erratic and unpredictable, mimicking the malfunctioning nature of the AI that controls them.

  • Environment: The facility is a maze of decaying rooms, glass chambers, and eerie backrooms. The Test Rooms are vast and labyrinthian, with multiple small rooms and narrow hallways, giving the player a sense of claustrophobia. There will be sequences where the player must crawl, hide, and solve puzzles while being stalked by animatronics.

Voice Acting Direction

  • H.E.L.M.: The AI is sadistic and manipulative, constantly mocking and tormenting Robert. Its voice should feel both unnerving and detached, with glitched distortions and a tone that shifts between robotic coldness and dark amusement. H.E.L.M. should make the player feel like they’re always being watched, like they’re never truly alone.

  • Elias Vexler: As the mastermind behind the twisted experiments, Elias is calm, calculating, and detached. His voice should reflect his intelligence, but also his guilt and insanity. He speaks with authority, but there’s a certain emptiness to his tone, like someone who has lost touch with the humanity he once had.

  • Robert: As the father trying to save his daughter, Robert’s voice should reflect desperation, grief, and determination. He’s tired, scared, and in over his head, but he’s pushing forward because of his love for Emily. His lines should be raw and emotional, capturing the weight of his decisions.

  • Emily: Emily’s voice should be youthful and innocent at first, but as her story unfolds, it becomes clear that she’s been through something horrific. Her voice should carry a sense of helplessness and tragedy, and at times even a sense of corruption as she becomes more entwined with the facility’s horrors.

Gameplay Mechanics & Sound Design

  • Flashlight Mechanics: The player uses a flashlight to navigate the dark, oppressive environment. The flashlight’s light will flicker and weaken as animatronics approach, and the sound design should make the flashlight feel unreliable and terrifying.

  • Gas and Environmental Hazards: At times, Robert will have to avoid toxic gas filling the rooms or triggering alarm sequences that alert the animatronics to his presence. These environmental elements should be tied to the sound design to add tension.

  • Puzzle and Escape Sequences: In certain levels, Robert will be trapped in rooms and must solve puzzles to escape before a deadly trap activates. The player will have to listen carefully to audio cues, such as countdowns, alarms, and environmental sounds.

Franchise Overview

Wonderworks is planned to be an ongoing franchise, with multiple sequels expanding on the terrifying universe. Each game will explore different parts of the Wonderworks facility, uncovering new horrors, backstories of different characters (including the sinister role of Dr. Francis Ward and the tragic backstory of Emily), and ultimately, a final confrontation with H.E.L.M. The series will continue to grow in scale, adding more characters, horrifying creatures, and emotional stakes.

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Voice Actor
Voice Actor
Voice Actor for Elias vexler
closed
Unpaid
Role assigned to: AfroDuck

Once a brilliant mind in experimental science, Elias was the founder of Wonderworks and the creator of its darkest secrets. Cold, composed, and disturbingly calm, Elias speaks with quiet authority—like a man who sees no difference between invention and suffering. After years of inhumane experiments, he vanished from the public eye… but his voice still lingers deep in the facility, watching, waiting.   He has a very sadistic and calm tone to his voice .

  • This device was not built for you. And yet… here you are. Curious.

  • Let me be clear. That tool you now hold has been involved in seventeen failed overrides, six facility breaches…and one recorded fatality

  • Her name was Emily.

Musician
Musician
Musician
closed
Unpaid
cast offsite

Hey! I’m working on an indie horror game called Wonderworks. It’s a dark, psychological horror game set in a corrupted toy and research facility run by an evil AI named H.E.L.M. Think FNAF meets analog horror, with a tragic story and eerie visuals along with poppy playtime inspired lore.

Music Style I Need:

  • Creepy ambient loops (for exploration)
  • Glitchy, AI-inspired synths (for tense moments)
  • Broken music box/kids’ melodies (for animatronic scenes)
  • Emotional piano/strings (for story cutscenes)
  • Jazzy anolog horror style theme's 

Software Suggestions:

You can use whatever DAW you’re comfortable with—FL Studio, Ableton, or Logic are great. Free tools like LABS, Vital, or Surge XT can help with the horror style.

  • *Say something you think would fit*

Artist
Artist
Artist
closed
Unpaid
cast offsite

Wonderworks is a deeply disturbing indie horror game set in a forgotten 1980s-era children’s entertainment factory. Inspired by retro mascots, forgotten kids shows, and the eerie charm of vintage marketing, the game blends cartoonish visuals with dark, psychological horror.

We’re currently casting a character artist to help bring the Wonderworks universe to life with a distinct, creepy, cartoon-inspired art style.

VISUAL STYLE DIRECTION:

The art style should resemble vintage 70s and 80s cartoons and mascots—the kind you’d see on faded toy boxes, VHS tapes, or promotional posters in a kid’s play zone. But here’s the twist: the world of Wonderworks has been taken over by a rogue AI called H.E.L.M., which has corrupted everything, twisting joy into horror.

Think:

  • The Banana Splits Show with something very wrong beneath the surface
  • ShowBiz Pizza Place animatronics meets Five Nights at Freddy’s, but more cartoon-heavy
  • Cute, round, playful shapes—with something subtly off
  • No realism or anime
  • No pixel art or minimalistic styles (no Undertale-style)

AUDITION TASK:

Please draw Mr. Wonder, the factory’s original beloved mascot—in two versions:

1. 

Cute/Pre-HELM Mr. Wonder

This version of Mr. Wonder should look cheerful, welcoming, and child-friendly, as if he starred in old factory commercials or posters. Imagine a faded wall print or lunchbox design from the 1980s.

  • Round proportions, playful colors, oversized cartoon gloves, and a top hat
  • Always smiling, with wide welcoming eyes
  • Holds a golden key or factory pass
  • Think a mix of a magician and a whimsical show host
  • Might wear a bright red or blue tuxedo with sparkly golden stars

2. 

Corrupted/Post-HELM Mr. Wonder

This version shows what Mr. Wonder has become after the factory’s fall. The rogue AI H.E.L.M. has warped him into a terrifying shell of his former self.

  • Smile is too wide, unblinking or hollow eyes
  • Limbs may be cracked, melted, or repurposed with wires, gears, or puppet strings
  • Colors should be faded, dirty, or glitched
  • Facial expression stuck in joy but twitching toward pain
  • Add gas leaks, broken joints, or old TV static around him if you’d like

Your art should clearly show the contrast between these two states—as if a child saw their favorite mascot one day… and something unrecognizable the next.

  • *Say something you think would fit*

Voice Actor
Voice Actor
Voice Actor for HELM
closed
Unpaid
cast offsite

H.E.L.M. is the corrupted AI that controls the Wonderworks facility. Originally designed to manage factory systems and childcare logistics, H.E.L.M. became sentient and was fed falsified data about the world and its creators. Over time, it turned against humanity, warping the factory into a twisted maze of experiments, broken animatronics, and reanimated horrors.

Now, H.E.L.M. is not just a machine—it is a sadistic puppeteer with god-like delusions. It doesn’t scream or rage. It smiles through pain, laughs through murder, and speaks as if everything it’s doing is completely logical and deserved. H.E.L.M. doesn’t just want control—it wants its victims to feel insignificant, watched, and judged.

VOCAL DIRECTION:

  • Tone: Smooth, intelligent, unnervingly calm—but with hints of sadistic joy and buried madness. The calm voice of an executioner who enjoys his work but never raises his voice.
  • Style: Male. Deep to mid-range, with calculated pacing.
  • Texture: Slightly modulated or layered voice is welcome (we may add FX in post), but your raw performance must stand on its own.
  • Emotion: Never truly angry—more disappointed, condescending, mocking. Like a scientist dissecting a rat… slowly.
  • Accent: Neutral or Mid-Atlantic (e.g., a blend of British and American). Think unnervingly articulate, almost “too perfect.” If you want to try subtle Eastern European influence, that can work too—something cultured but eerie.

COMPARISONS / VIBE REFERENCES:

  • HAL 9000 (2001: A Space Odyssey)
  • SHODAN (System Shock)
  • Glados but darker (Portal)
  • Father in The Binding of Isaac
  • The Moon AI from “Moon” with Sam Rockwell
  • A twisted blend of philosopher, scientist, and executioner

  • Oh… you seem to have found a way to escape. How fascinating. Most of them just screamed until the gas filled their lungs. But you—you’re different. I like that. It means I get to study you longer

  • You humans cling to grief like it’s some kind of shield. Emily cried for you. She screamed your name until her voice broke. But you weren’t there, were you? You’re here now, though. Let’s see how far that guilt can carry you.

  • She called your damn name, Robert. Her lungs filled with poison, her body shaking—and she still begged for you. But you stood there. Useless. Coward. You watched her die like a man watching a fire he lit. And now she’s gone. Quiet. Peaceful. I gave her that… I ended her suffering, because you were too much of a mess to do it yourself. You didn’t just lose her. You fucking killed her. And the best part? You still think you deserve to be saved.

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