Wes Ellis./ a personal notebook
Technology. Stories. Side projects.
A few things worth writing down.
← Back to Book Writing

Book Writing

I Am Legion: A Game About One Soldier With Seven Bodies

Four soldiers in tactical gear advancing through smoke.

Part 3 of the thread The ideas drawer

THE SHORT VERSION4 points
  • Rei can split into seven husks, and when one dies the next one picks up the job.
  • The mechanic grows over the game: follow the last husk's path, then take over at the point of failure, then run all seven at once.
  • The mission is a rescue: get the President's daughter out of a facility held by a general staging a coup.
  • It's a stack of design docs. No prototype, no code.

Not everything in the drawer is a book. I Am Legion is a game, and the whole thing hangs on one idea: dying isn't game over, it's a hand-off. You play Rei, who can split into seven bodies, and when one of them goes down the next one keeps going.

The premise

Rei is a supernatural operative, calm under pressure, with one ability that matters: he divides into seven trained "husks", each with a job. Stealth, assault, tech, heavy weapons, support, sniper and close combat. The mission is a rescue. A rogue general, Marcus Kane, is staging a coup, and he's holding the President's sixteen-year-old daughter inside a military facility called Black Mountain.

The campaign runs in three acts: get in quietly and find her, fight your way out with her through collapsing hallways and ambushes, and then a last stand after the escape goes wrong.

The mechanic

The husk system is meant to grow as you play, in three phases.

Phase What happens when a husk dies
I · Sequential The next husk starts over and follows the path the last one took, like a ghost run you learn from.
II · Continuity Control jumps to the next husk at the exact moment of failure, so the mission never stops.
III · Independent All seven act at once, and you're juggling seven sets of moves at the same time.

Around that, the notes pin down a few specific moments:

  • The phalanx. All seven husks form a circle of moving shields that block gunfire.
  • The door. A broken plank over a gap only holds if one husk stands on the end, so the others have to cross carefully while he keeps it steady.
  • The parry finale. In the last fight the guns are gone and it's block-and-counter only, with a sword, timed to one specific piece of music.

The daughter isn't just cargo. She's scared and hurt by the end, and she's also the one who makes the last call in the final fight.

What it borrows

The notes are upfront about influences. Prince of Persia for the rewind feeling, where the next husk echoes the last one's moves. Splinter Cell for stealth: cover, quiet takedowns, small guns. Assassin's Creed for melee and climbing. The ending is written as a single scene with a title card: the screen fades to white and the words "I AM LEGION" come up.

There's multiplayer sketched too. In one mode, a single player is Rei in the continuity phase and everybody else is a soldier hunting him. Another is seven husks against seven soldiers.

Where it stands

The first notes are from April 2025, and I expanded them into a full set of design docs that June: mechanics, level-by-level environments, a technical spec, art and audio direction, and deeper character notes. That's a lot of paper for something that doesn't exist yet.

There's no prototype and no code. The next step the docs name is a playable prototype.

Note

Most of the thinking so far is mechanics and levels. The story is a three-act outline and a handful of lines of dialogue, so that side has the furthest to go.