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Game adaptation

WESTFALL: The Game

A modern top-down thriller adaptation where evidence drives the mission chain and Silas moves through the world like an operator.

Visual target

Readable like GTA2. Lit like a prestige thriller. Grounded in WESTFALL canon.

The game should adapt the book's evidence chain instead of inventing unrelated missions. The first vertical slice begins with Terminal 7 because it proves the story engine: a public space, an ordinary object, and proof that changes the mission.

MISSION LADDER / PUBLIC PREVIEW

01 / Terminal 7: evidence-first vertical slice

02 / Brellford: public surface, restricted floors

03 / Safe House 87: rescue pressure

04 / Go Home: vehicle, route, consequence

rule: book canon leads the game

Core systems

Player

Control Silas

Direct top-down movement, cover behavior, health, weapons, and pressure-aware traversal.

World

Public spaces to Brellford floors

Roads, offices, interiors, stairwells, service rooms, and rooms that matter because the book makes them matter.

Story

Evidence drives missions

Files, testimony, records, cache retrieval, and route decisions become objective logic.

Scope

Terminal 7 first

Start with the evidence rupture. Escalate later to Brellford, Safe House 87, and Go Home.

Guardrails

Ambitious without hijacking the book site.

DoFrame the game as a top-down thriller adaptation of the book.
DoShow that Terminal 7 is evidence-first, not a disconnected tech gimmick.
DoKeep the mission chain grounded in Brellford, Safe House 87, Bakerton, and Go Home.
Do notTurn the page into a generic stealth arcade pitch or a game launcher.