Concept PitchPlatform: PCGenre: 3D Action RPG

We are not pitching a Lokah game. We are proposing the interactive arm of the Lokah IP — a faction-war action RPG set after the film, built to convert viewers into players.

SettingPost-film · Ishtaar's Troops vs. the Alliance
Core CastChandra (Neeli) · Michael · Charlie
Audience16+ · Film fans & PC enthusiasts
We want to make a Lokah game.
We want to build the interactive arm of the Lokah IP.
01 · FILM
Introduces the world
The theatrical release creates awareness, characters, and mythology — Ishtaar, the Alliance, the artifacts.
02 · GAME
Lets audiences enter it
A premium PC action RPG turns the viewer into a participant — fighting as vampire, goblin, human, or shapeshifter.
03 · COMMUNITY
Keeps it alive
Streamers, creators, and players sustain discovery and word-of-mouth long after the theatrical window closes.
04 · ECOSYSTEM
Creates additional revenue
Game sales, DLC, licensing, and future media compound into a second, independent monetization layer.
Project Overview

A hidden war the film never showed you.

World Setting

What looked finished on screen has evolved into a hidden, large-scale war between Ishtaar's Troops and the Alliance of Humans and Moothavar's faction. Both sides field different kinds of beings, each with unique powers, health conditions, strengths, and weaknesses — a foundation of secrecy, political tension, and supernatural violence.

At the center of it all are secret artifacts holding sensitive truths about supernatural origins and weaknesses — truths that could endanger the peaceful, unaware world if exposed.

Story Setting

Charlie, Michael, and Chandra carry the conflict. Charlie, a shapeshifting Odiyan tied to law and order, protects the resistance. Michael, a Goblin/Chathan, arcs from self-interest toward meaningful involvement. Chandra, a vampire, is inseparable from the artifacts and the outcome of the war.

"Her blood, memories, and connection to the supernatural conflict make her one of the most important figures in the war."

Genre & Gameplay Direction

3D action RPG, with fighting-game bite.

Built for players who leave the theater wanting to fight as a vampire, goblin, human, or shapeshifter — not just watch one.

Q

Story-driven missions

Narrative campaigns carry the faction war forward mission by mission.

E

Character-switching

Multiple playable perspectives across human and supernatural roster.

R

Melee & supernatural combat

Grounded fighting-game feel layered with power-based abilities.

F

Faction-based progression

Choices and loyalty shape standing across the war's factions.

T

Hidden-world exploration

Artifacts, safehouses, and supernatural territory beyond the film's frame.

C

Growth & specialization

Character upgrades and combat builds deepen over the campaign.

Mission reel
Two-panel mission reel: vampire stealth tracking soldiers, then a shapeshifter panther form breaking cover
Vampire Sense → ShapeshiftTwo of the four playable power sets, same mission
Platform & Potential

Preferred platform: PC.

PC is the only platform that lets the full scope of the Lokah universe — its environments, VFX, animation systems, and combat — exist without hardware compromise.

Mobile constraints

  • Shorter sessions, smaller downloads expected
  • Lighter performance demands, simpler loops
  • Harder to sustain large environments and VFX
  • Larger player base, but misaligned with this concept

Why PC wins here

  • Supports higher visual quality and larger environments
  • Room for detailed animation and layered combat systems
  • Matches file size and performance the concept requires
  • Audience matches players seeking cinematic, mechanically rich games
16+
Target rating
Marketing loop — film ⇄ game
IN
Core base: Lokah Chapter 1 viewers
PC
Global enthusiast reach

The people who've watched the film become motivated to try the game; PC gamers who discover the game — a global, not just Indian, audience — become newly aware of the film. It's a two-way marketing strategy for both properties.

Mission reel
Three-panel mission reel: artifact tracking, a berserk street fight, and the boss battle against the Ishtaar Commander
Defeat the CommanderChandra and Michael converge on the Ishtaar Commander, phase 1 of 3
Character Classes

Four ways to fight this war.

Humans01
Ishtaar's Soldiers · Law · Moothavar's Allies
Power ceilingGrounded
Characteristics
  • Normal human strength, health, and abilities
  • No special powers vs. supernatural classes
  • Grounded, tactical, strategic playstyle
Vampires02
Fresh Virals · Permanent Vampires
StrengthSuperhuman
WeaknessSunlight / heart
Strengths
  • Wound regeneration, fed by blood consumption
  • Superhuman strength and speed
  • Spreads vampirism by biting pure-human victims
Weaknesses
  • Permanent vampires die in sunlight
  • Only lethal heart / nape damage kills them
  • Constant blood craving; must disguise their eyes
Goblins / Chathans03
Variants — to be expanded
StrengthSuperhuman
WeaknessSpecial weapon only
Strengths
  • Teleportation
  • Object spawning and transformation tricks
  • Strong throwing-weapon combat, superhuman speed
Weaknesses
  • Killable only by a special class of weapon
  • Further weaknesses to expand with story needs
Shapeshifters04
Variants — to be expanded
HealingFastest in-class
WeaknessExplosive damage
Strengths
  • Shapeshifts into animals and humans
  • Fastest healing; only lethal explosions or attacks kill it
  • Superior reaction time — danger premonition
Weaknesses
  • Heavy damage before healing kicks in
  • Vulnerable mid-shift, with ability cooldowns
Key Characters

Three leads, three factions of conscience.

Full character-kit dossiers — powers, abilities, and combat identity for each playable lead.

Chandra, Neeli — vampire hunter character sheet with Blood Sense, Shadow Step, Vampiric Strike, Blood Drain, and Night Form abilities

In the story: the central figure in the conflict. Her existence is inseparable from the hidden artifacts and the outcome of the larger supernatural war — target, weapon, and symbol of hope at once.

Charlie — illusionist character sheet with Mirage, Blink, Multi-Form, Veil, and Reality Fracture abilities

In the story: tied to the human side and law-based systems. Functions as one of the resistance's central protectors against Ishtaar's forces.

Chathan — Michael's trickster character sheet with Card Strike, Mirage, Card Storm, Mind Bend, and Reality Shift abilities

Michael, the Goblin / Chathan. An important combat and story character whose loyalty arc can shift — from uncertain self-interest into meaningful commitment to the larger fight.

Chandra examining a glowing artifact inside an ancient temple
Investigate the ArtifactThe temple sanctum — where the war's secret history is kept
Art Direction & Game References

Stylized over realistic. Memorable over literal.

Realism isn't the goal — a compelling, original visual identity is. Influence, not imitation, from stylized action games with strong faction identity and readable silhouettes.

Vampire: The Masquerade — Bloodlines 2

Vampire-driven storytelling, disguise systems, supernatural politics, and narrative choice — tweaked for Kerala's own streets and architecture rather than a borrowed geography.

Sifu

Close-range combat feel, combo systems, counters, and strong melee presentation for the fighting-game layer.

Resident Evil

Environment and lighting that carry an eerie, horror-tinged atmosphere in the right missions.

The Evil Within

Horror pacing, specific level design, and puzzle beats to progress tense sequences.

Marvel Rivals

Bold stylization, strong silhouettes, and accessible visual readability across a large cast.

Chandra hiding from a Chathan inside a dark ancestral mansion, stealth HUD reading Stay Hidden
Horror & Stealth — the Resident Evil / Evil Within beat
Escape the House
"Silence… He can hear you…"

Not every mission is a fight. Movement and noise attract the Chathan — this is where the Evil Within-style pacing and Resident Evil lighting earn their place, forcing Chandra to stay hidden instead of swinging.

Same beat, played loud
Chandra fighting soldiers inside a moonlit ruined mansion
Find the ArtifactVampire combat kit — six-hit combo, upper floor breach
Design Opportunity

This concept combines an existing cinematic universe with player-driven action, faction conflict, and supernatural variety — the fantasy of entering the Lokah world not as a viewer, but as a participant who fights, chooses sides, and uncovers the truths the film never had time to show.

Part Two

Film → Game
→ Global IP

The game should not be positioned as a separate product — it is the interactive arm of the Lokah IP. The film creates awareness, characters, and mythology; the game lets audiences build engagement and opens a second monetization layer.

Real Industry Case Studies

Proof of the model — not a forecast for Lokah.

These examples show how games extend film IP beyond the theatrical window, generate independent revenue, and create measurable audience spillover.

Spider-Man swinging through a city skylineFilm → Game Halo Effect
Spider-Man
+316,000 copies · $11M+ in 2 weeks

Analysis cited by GamesRadar found Marvel's Spider-Man 2 sold an estimated 316,000 additional copies and generated over $11M across PS5 and Steam in the first two weeks after Brand New Day opened — on top of 18.2M lifetime copies and $1.2B in estimated revenue.

Source: GamesRadar / Alinea Analytics
Illustrative graphic; not official promotional artwork.
Barbie dreamhouse styled sceneInteractive World as IP Extension
Barbie DreamHouse Tycoon
405M+ sessions · 88% rating · #6 on Roblox

Gamefam's published case study reports 405M+ gameplay sessions and an 88% player rating, ranking #6 among the most-visited branded games on Roblox — extending the 2023 Barbie moment to a new generation.

Source: gamefam.com/case-study-barbie
Illustrative graphic; not official promotional artwork.
Fantasy battle scene styled after The Lord of the RingsMovie Tie-In Revenue
The Lord of the Rings: The Two Towers
~4M units sold · 82 Metacritic

EA's tie-in sold about four million units worldwide. A Stanford eCorner transcript of an EA executive discussion describes the result as a launchpad for a much larger business.

Sources: Stanford eCorner; Wikipedia sales summary
Illustrative graphic; not official promotional artwork.
Star Wars styled space battle scenePersistent Global Ecosystem
Star Wars
163 titles · 56 platforms · $3.4B+ sales

Guinness World Records lists Star Wars as the most prolific videogame series based on a film franchise — 163 titles across 56 platforms as of January 2024, and over $3.4B in videogame sales recorded as of February 2016.

Source: guinnessworldrecords.com
Illustrative graphic; not official promotional artwork.

What this means for Lokah: the argument is not that Lokah reproduces the scale of Marvel, Barbie, Lord of the Rings, or Star Wars.

The argument is that successful film IP can use games to open an additional audience channel, extend engagement beyond the theatrical release, and generate a separate product revenue stream — and, just as importantly, build the awareness and character recall that carry into the next film.

Beyond The Balance Sheet

Revenue is the smallest part of the argument.

A game doesn't only sell copies. It manufactures the thing a franchise needs most before its next film — familiarity, at global scale, at almost no marketing cost.

G

Global awareness

Players who've never seen a Malayalam film learn Ishtaar, the Alliance, and Kerala's hidden supernatural world through gameplay, streams, and creator content — reach the theatrical window alone can't buy internationally.

C

Character recall

Hours spent playing as Chandra, Michael, and Charlie build a depth of character memory a two-hour film can't — so audiences arrive at Chapter 2 already knowing exactly who's on screen.

U

Universe runway

Every faction, artifact, and hidden territory introduced in-game becomes canon the next film, series, or spin-off can draw from — the game doubles as pre-production for the wider universe.

One IP. Multiple Revenue Channels.

Every layer feeds the next.

Alongside the awareness and character recall above, each layer also converts into direct, trackable revenue:

Revenue LayerLokah OpportunityRole in the IP
FilmTheatrical / streamingCreates awareness and mythology
Premium PC GameGame salesConverts viewers into players
DLC / ExpansionsNew characters, missions, territoriesExtends engagement and lifetime value
Licensing / MerchandiseCharacters, factions, artifactsMonetizes recognizable IP
Creator / Community CampaignsStreaming, YouTube, eventsGlobal discovery and word-of-mouth
Future MediaSeries, sequels, spin-offsBuilds a persistent universe

The film begins with its cinematic audience and existing Lokah fan base. A PC game adds a global discovery channel — international players encounter the characters through gameplay, streaming, and creator content, then become potential viewers of the film. Film viewers become players; players become viewers. A two-way marketing loop.

Pitch Discipline
  1. Use the case studies as proof of the transmedia model — not a claim that Lokah will reach comparable sales.
  2. Do not insert a made-up Lokah revenue number without a development budget, pricing, sales assumptions, platform mix, and publisher economics.
  3. Present future Lokah financials as scenario ranges with explicit assumptions.
  4. The strongest proposition: the film creates the IP; the game expands audience, engagement, and monetization.
The Ask

The film creates the IP. The game builds the world people can enter.

A premium PC action RPG, positioned as the interactive arm of the Lokah universe — not a side product, but a second front for global awareness, character recall, and revenue, laying the runway for the films still to come.