Cookbook » Create a Hidden Object Game
June 7, 2026

Create a Hidden Object Game

Work in Progress

This documentation is still being expanded and refined. Features, screenshots, and descriptions may change until Talescape's public release. If something is unclear or you need help, please ask on the official Talescape Discord. We're happy to clarify or update pages as needed.

Use this guide to plan a hidden object game in Talescape. Hidden object design depends on visual search, object readability, discovery feedback, progress tracking and a satisfying completion rule.

The work centers on the Scene Editor, items, variables, actions, conditions, story preview and automated checks.

1. Define the Experience

Dream Type choices in the new story dialog.

Start by deciding what kind of search experience you want. A hidden object game can be calm, mysterious, tense, investigative, timed, story-driven or puzzle-heavy. Decide whether the player is finding objects for atmosphere, clues, progress, score or story consequences.

When you create the story, choose a title, base language and dream type that match the tone. Before placing objects, define what completion means: finding all required objects, reaching a score, discovering enough clues, making a final interaction available or opening a new scene.

2. Plan the Structure

Dry Log collectible adding one log to the inventory.

Plan the structure around search areas and outcomes. A small project might use one searchable scene and one completion scene. A larger project might use several rooms, chapters, optional search areas or repeated object hunts with different goals.

In each search scene, the background carries most of the player's attention. Decide which objects are part of the environment, which are discoverable and which only provide clues or flavor. Keep clickable areas large enough that players can select them comfortably.

3. Choose the Core Systems

Story inventory items in the editor.

Hidden object games combine a few systems:

  • Scene elements: Define what can be clicked, inspected, collected or changed.
  • Items: Represent objects the player should keep, inspect or use later.
  • Variables: Track progress, score, discovered categories or completion state.
  • Actions: Give feedback, update state, hide found objects or make next steps available.
  • Conditions: Reveal completion interactions or alternate content after enough progress.

Decide whether each discovered object should appear in the player's inventory. Story clues often benefit from being inspectable later, while internal progress markers can stay hidden.

4. Build the Player Flow

Variable display options with Bar selected.

Build the flow around discovery feedback. When the player finds something, they should understand that the click mattered. Feedback can be an inventory item, a changed image, a message, a sound, a variable stat, a new interaction or a line of dialogue.

Consider how visible the goal should be. Some hidden object games show a list or progress counter. Others keep the goal hidden and let the scene, dialogue or story logic reveal when enough has been found.

5. Add State and Logic

Action type selector for story logic.

Use variables to track progress. This might be a number such as clues_found, a set of choice variables for individual discoveries or a broader state such as search_complete.

A discovery interaction often uses several focused actions:

  1. Give an item or mark a variable.
  2. Update progress.
  3. Hide, disable or visually change the found object.
  4. Show feedback through text, sound, dialogue or scene changes.

Use Run Once behavior where appropriate so the same object cannot be collected repeatedly.

6. Polish the Presentation

Journey without Return scene in the scene editor.

Polish should make the search fair. Objects can be hidden, but they should not feel impossible to select or visually misleading unless that is the intended challenge.

Use visual contrast, object size, scene composition and optional hints carefully. If the player finds enough objects, make the completed state visible through a new exit, message, dialogue line, changed scene element or available interaction.

7. Test the Experience

Inventory inspection tools during story preview.

Preview the search experience from multiple states:

  • No objects found.
  • Some objects found.
  • All required objects found.
  • Optional objects missed.
  • Completion available.
  • Completion still blocked when progress is incomplete.

Use the Debug Menu inventory and variables tabs to adjust item quantities and progress values without replaying the whole search. Check that found objects cannot be collected twice unless repeat collection is intentional.

Dusk campsite before collecting logs, twigs and stones.
Partly collected campsite supplies with the inventory open.
All nine campsite supplies collected and shown in the inventory.

8. Prepare for Release

Story validation results grouped by severity.

Run checks and fix missing media, invalid item references, unreachable scenes, broken completion conditions or incomplete marketplace details. Hidden object games depend heavily on readable visuals, so choose marketplace screenshots that show the search style clearly without giving away every solution.

Complete story metadata, tags, content warnings and screenshots before starting the Release Workflow. To go deeper, review: