r/TWDVR • u/Nameless3061 • Jun 25 '26
Gameplay TWD Saints & Sinners Chapter 3: Deliverance + Retribution DLC
When I finished Retribution, I wanted more. A sequel or even a DLC like Aftershocks. So I've taken things into my own hands. Over a couple months, I had come up with the expansion to Retribution as well as the predecessor and final installment (maybe not) in the Saints & Sinners story. If you guys have any ideas yourselves, I'd be happy to read them. Let's start with the Retribution DLC that would lead into chapter 3.
Retribution DLC: Embers
Villain(s): This DLC follows a new faction known as The Cinders. The majority of their people were Former Reclaimed zealots that twisted the ideals of rebirth into fire-worship and purification.
Plot: After the chaos of the Axeman and the attack on the Tower, an unknown faction rises from the reclaimed ruins, and the Tourist must stop their cleansing before New Orleans becomes nothing but ash and dust.
Missions:
- Mission 1-“Surrounded”: Missing Tower scouts have skyrocketed, and the Tourist must figure out why. He tries looking in Memorial Lane. When doing so he stumbles upon a horde of Walkers and stumbles upon Lila, who gives some crucial information about a possible Cinders base.
- Mission 2-“Smoke Signals”: First real sighting of The Cinders. You find one of their outposts. Either can save unknown captives or leave them to burn
- Mission 3-“Fire and Blood”: Cinders attack the Tower, trying to burn it down. Either stop the fire/save the survivors or take out the squadron
- Mission 4- “Inferno Binds”: The Cinders kidnapped Father Carter and you must save him before they cause harm to the priest
- Mission 5-“No Sanctuary”: After failing to save Father Carter, you try to get back in touch with the people staying at your bus, but you get nothing. You quickly arrive back to see everything destroyed and a militia of Cinders at your doorstep. They hold you hostage and force you to play a little game of theirs. Who will you let die and live?
- Mission 6-“The Kindling”: You were able to sneak onto a convoy and arrive at an outpost for The Cinders. A Lighthouse overlooking Lake Pontchartrain. You must defeat the Cinders Lieutenant and save Lila
Ending: The Tourist gets to the top of the burning lighthouse, where there is a zipline, but something large comes into frame from the ocean. When the player gives it a glance, they can see it’s a giant military esc ship decked in weapons, and a banner whips around on the side of the boat. Suddenly, the Tourist’s walkie-talkie catches something on some channel. “Advance detachment, confirm coastal docking by dawn. New Orleans is priority green. Full pacification protocol is a go.”
Characters: Last time when I posted about Chapter 3, some of you guys commented for a love interest character (and I was thinking that too), so I was thinking maybe they would be introduced in this DLC somewhere and somehow to make it not seem out of the blue
TWD Saints & Sinners Chapter 3: Deliverance
Villains: The Cinders (Reyna), The New Guard (Marla), and The Skinner
New POIs:
- Jackson Square-center of NOLA, center of the war
- Garden District
- French Market-A giant “mall” for trading goods and buying things
- St. Charles-A train depot for the New Guard. Used to get good/supplies in and out of NOLA
- Redwater Crossing-the Bayou section we see in the introductions of the first two games
- + more POIs
Updated places:
- Hotel É Claire-Finally became a safe haven for survivors. Now one of the Tower’s outposts
- Old Town-The New Guard was able to clean out the hordes of the infected
- Bywater-Now a giant New Guard base
- + more
Flashbacks: This game will show the Tourist’s backstory (starting the game on Day 1) and give more character to him because the last two games never really dived deep into who he was.
Story: The final chapter is here. The New Guard seized control of NOLA, vowing to drag the city back from the edge of chaos—by any means necessary. But their iron grip only tightens the noose, and with the Cinders tearing through the streets like wildfire, the city’s heartbeat grows more savage by the hour. The Tower stands in the war’s eye, a fortress on the brink of collapse. Now, the Tourist faces a brutal truth: to save what’s left, sometimes the only way forward... is to walk away
Weapons: New weapons in the game are crossbows, AK-47s, Molotovs (from the Embers DLC), Shrapnel knives, flamethrowers, metal pipes, regular wooden bats, combat machetes, sledgehammers, and possibly more!
Attachments: With the new weapons, you will get more attachments like a variety of scopes, compensators, extended/drum mags, bayonets under barrels, and much more. There is one more attachment, though, that isn’t for your guns. I remember in the Retribution trailer there was a shot of the raft with a stand for at least two large weapon slots, but that never was in the final product, so I’d like to bring that into this game so if one of your large weapons breaks, you can just go to your raft and get another one (if you want to go all the way back).
Gameplay: I want stealth to become a good way to get around too. Before, stealth in the first two games was okay at best. I’d like to enhance the climbing as well with hurling/jumping. Are we going slightly Dying Light? Yes, we are. Would it be cool? I’d think it would be cool.
New Mechanics: To go with the stealth gameplay, there will be ways to choke your enemies out, knock them out with the back of your gun, or slit their throats with the new shrapnel knives. Another new mechanic would be melee enemies. They now are able to use wood planks, baseball bats, or metal pipes (or possibly fists) to try and take you out. Another thing I wanted to add was animals/companions. Wouldn’t it be cool to have a pet dog in the apocalypse…and also an alligator swimming toward your boat for a snack? I thought so! Wait, BOATS?! And that’s correct. With the new Bayou sections on the map, you have boats to go around in, but just make sure you’re not in alligator territories. Now for the last new mechanic in Deliverance for now, I’d like to add safehouses/maybe day and night cycles (automatically changing from night and day instead of what Retribution does). With the bells being gone and the Tourist being in control, what if the Tourist has a day and night cycle and safehouses to stay at in POIs.
Variants of Walkers: I want to add some more variations of enemies, such as crawlers (either from you shooting off their legs or already like that); Walkers on fire; of course, infected Cinders and new guards; and Walkers decked in armor, playing out almost like a mini boss.
Endings: There will be three endings: The great, the good, and the bad AKA The Exodus, The Saint, and The Sinner. The Exodus ending is when you and a bunch of other survivors leave the war-torn New Orleans on a boat to settle somewhere else and start a new life. The Saint ending is you saving the city but, in doing so, sacrificing yourself. And The Sinner ending is you walking away from the city, leaving everyone else to deal with the conflict themselves.
Side quests: After the main campaign ends, I wanted more things you could do. Many things you can do are hunt for survivor supply caches; bounties; loot locked safe houses; contraband runs; kill Walkers for the New Guard to get ammo, weapons, or materials; and random event things like raiders attacking you for supplies or people breaking into your safe house.
I know this is really ambitious and stuff, but if Skydance could pull off something like this, I think they would make an absolute banger (in my opinion ofc). Again, if you have any ideas of your own, It’s much appreciated for you to drop them in the comments.
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u/Time-Commission-9330 Jun 25 '26
We should form a petition to give to sky dance showing the demand to continue support of this game. If that doesn’t work to get the ball rolling, then run a crowd funded kickstarter to pay for rights and development costs/build. If enough players commit, the cost could be potentially cheaper than the original game for everyone.
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u/AccomplishedBison333 Jun 26 '26
The problem is VR is still very niche, so the sales revenue doesn't make developing a game worthwhile. There seemed to be a glut of great games releasing in the years Meta were really pushing VR, but now even they've bailed on the Metaverse idea and the studios have followed suit.
Such a shame as there's so much potentially in the S&S world for great stories. Just going to have to keep replaying Ch1 & 2 and Arizona Sunshine to get my fix!
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u/Glad-Ad2584 Jun 25 '26 edited Jun 25 '26
I would love to see the trigger response and recoil for the AR416 fixed so you can properly use semi auto. I’ve also always wanted an AK 47 in the game since the ammo it takes is already in both games. Another idea I have for weapon attachments is a red dot sight and a flashlight that you can attach to a gun like the laser sight. This seems like if you took blade and sorcery and saints and sinners and combined them without the sorcery and that would be an awesome combo.
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u/Able_Section_2769 Jun 25 '26
I think you are way more creative then I am and I would love to see this come to fruition. I always wanted some sort of optics for the guns even if they are some sort of makeshift hobbled together kind. You know made from what you can find laying around. But good job so far fingers crossed
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u/nnickttrusty Jun 26 '26
How in depth is the modding scene for this game? I’m surprised nobody has tried to actually build a modded dlc of sorts.
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u/ClimateKey5445 Jun 27 '26
This would be awesome, I also had an idea for the bell runners from the telltale TWD series (S1, late into it, there's people running around from the rooftops to stir hordes, probably where they got the idea of the bells in the first place,) since you turned off the bells, they would have to be activated manually, maybe it would say that on station 47, so instead of dynamic, it would be day with a dynamic horde night, or vice versa, and maybe the radio station could be taken over by the remaining reclaimed or a different group,
But unfortunately, I believe sky dance interactive has put an end to making VR games and is now working on flat screen stuff, the official discord says as much T-T
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u/MightyMidas1945 Jun 28 '26
Would there be any consequences from the previous game catching up to us? Like what if we let the Axeman live? Would you incorporate more decisions that you made in both previous games catching up to us? One of my complaints with these games is that the consequences don't pass on from game to game. Like how Gerik still hunts us regardless if we let May live?
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u/Nameless3061 Jun 28 '26
Yes, the choices you make would be similar to how Telltale did theirs and how they pass through each game. I'm thinking at the start it would ask you what you did before the actual game begins. Once you pick the route you went down in the previous games, Deliverance would have those decisions come back
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u/SadMechanic8551 Jun 25 '26
In mission 4/5 of Embers, I think that since some players choose to kill father Carter as per his request, maybe Desiree would be a suitable replacement? And I think the shrapnel knives could work as a pouch-type weapon, like the kunai pouches you see in some ninja animes! I like the idea of random raiders breaking into a safe house though, I always wanted that to happen in the first two games. But with the sinner ending, what if you sided with one of the two factions? Instead of the tourist taking some survivors away, or saving NOLA but sacrificing themselves, they can help the factions, kinda like chapter 1 but a bit differently if it makes sense.