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Scene Map 60
# PG SLUGLINE
1 1
APOKALYPSIS
2 3
2 EXT. BLACKMIRE LAKE – PRE-DAWN 2
3 4
4 EXT. A STARVING VILLAGE – DAY 4
4 6
8 INT. CASTLE GREAT HALL – DAY 8
5 7
9 EXT. CASTLE COURTYARD – DUSK 9
6 8
11 INT. CASTLE COUNCIL CHAMBER – NIGHT 11
7 9
12 INT. EDRICK’S CHAMBERS – NIGHT 12
8 11
13 INT. GREAT HALL – NIGHT 13
9 13
16 INT. CEDRIC’S ROOM - NIGHT 16
10 14
19 EXT. CASTLE GROUNDS – EARLY MORNING 19
11 17
25 EXT. CASTLE GATES – DAY 25
12 18
27 INT. CHAPEL – NIGHT 27
13 19
29 INT. GREAT HALL – DAY 29
14 20
30 INT. CASTLE ARMOURY – DUSK 30
15 22
31 EXT. RANULF’S QUARTERS - NIGHT 31
16 24
34 EXT. CASTLE COURTYARD – DAWN 34
17 25
37 EXT. CASTLE COURTYARD – AFTERNOON 37
18 26
38 EXT. CASTLE COURTYARD – DAWN 38
19 27
39 EXT. OPEN FIELDS – DAY 39
20 28
41 INT. PEASANT COTTAGE – DAY 41
21 30
42 EXT. PEASANT COTTAGE – DAY 42
22 31
43 EXT. THE LAKE – CONTINUOUS 43
23 34
44 EXT. CAMPSITE / WOODS - DAY 44
24 36
45 EXT. BLACKMIRE FOREST – DAY 45
25 37
47 EXT. BLACKMIRE FOREST – DAY 47
26 39
48 EXT. BLACKMIRE FOREST – CAMP – NIGHT 48
27 40
49 EXT. BLACKMIRE FOREST – CAMPFIRE – NIGHT 49
28 41
50 EXT. BLACKMIRE FOREST – NIGHT 50
29 46
53 EXT. BLACKMIRE – CLEARING – NIGHT 53
30 47
54 EXT. BLACKMIRE FOREST – CAMP – NIGHT 54
31 48
55 EXT. BLACKMIRE LAKE – NIGHT 55
32 50
59 EXT. BLACKMIRE – MONTAGE – DAY 59
33 52
60 INT. SUNKEN CHAPEL – DAY 60
34 53
61 EXT. BLACKMIRE – BEYOND THE SUNKEN VILLAGE – NIGHT 61
35 56
62 EXT. BLACKMIRE – EDGE OF THE CAMP – NIGHT 62
36 58
63 EXT. BLACKMIRE, CHAPEL - NIGHT 63
37 59
64 INT. BLACKMIRE FOREST - NIGHT 64
38 61
65 EXT. BLACKMIRE – NIGHT 65
39 61
66 INT. SUNKEN CHURCH – NIGHT 66
40 63
67 EXT. BLACKMIRE BOG, CAMP - NIGHT 67
41 65
69 INT. BLACKMIRE - VILLAGE - DAY 69
42 67
70 INT. BLACKMIRE - VILLAGE HUT - DAY 70
43 68
72 EXT. BLACKMIRE/VILLAGE - DUSK 72
44 69
73 EXT. BLACKMIRE/VILLAGE - DUSK - CONTINUOUS 73
45 70
74 EXT. NOWHERE LAND - NIGHT 74
46 72
76 INT. DARK ROOM - DREAM 76
47 77
79 EXT. BLACKMIRE - CAMPFIRE - NIGHT 79
48 77
81 EXT. SUNKEN VILLAGE – NIGHT 81
49 79
82 EXT. SUNKEN VILLAGE – MORNING 82
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84 EXT. SUNKEN VILLAGE – DUSK 84
51 81
86 INT. BLACKMIRE - CAMPFIRE - NIGHT 86
52 82
88 EXT. MOONLIT WOODS – NIGHT 88
53 83
89 EXT. BLACKMIRE – LAKE’S EDGE – NIGHT 89
54 84
90 EXT. SUNKEN VILLAGE – NIGHT 90
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91 EXT. MOONLIT WOODS – NIGHT 91
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93 EXT. BLACKMIRE/ENDLESS BLACK MARSH - NIGHT 93
57 93
97 EXT. BLACKMIRE - SWAMP EDGE - DAY 97
58 94
98 EXT. THE VALLEY OF JEHOSHAPHAT - DAY 98
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99 EXT. CASTLE GATES – DAWN 99
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102 EXT. BLACKMIRE – DUSK 102
Scene Map
60
# PG SLUGLINE
1 1
APOKALYPSIS
APOKALYPSIS
APOKALYPSIS By Anthony Hayes August 2025 (c) Rogue Star Pictures Pty Ltd
2 3
2 EXT. BLACKMIRE LAKE – PRE-DAWN 2
2 EXT. BLACKMIRE LAKE – PRE-DAWN 2
2 EXT. BLACKMIRE LAKE – PRE-DAWN 2 A heavy mist curls across the lifeless waters of Blackmire, its surface like black glass, reflecting twisted, skeletal trees. The land sucked of life. Dead. A SICK BIRD lies near the water’s edge, wings splayed
3 4
4 EXT. A STARVING VILLAGE – DAY 4
4 EXT. A STARVING VILLAGE – DAY 4
4 EXT. A STARVING VILLAGE – DAY 4 Hooves pounding into black earth... A MESSENGER rides with haste towards a desolate village, its fields barren, its livestock withered to the bone. Villagers, gaunt and hollow-eyed, huddle in ragged clothes, some
4 6
8 INT. CASTLE GREAT HALL – DAY 8
8 INT. CASTLE GREAT HALL – DAY 8
8 INT. CASTLE GREAT HALL – DAY 8 The throne sits empty before the court, illuminated from windows high above. ANGRY PEASANT We’ve not a morsel of grain ye
5 7
9 EXT. CASTLE COURTYARD – DUSK 9
9 EXT. CASTLE COURTYARD – DUSK 9
9 EXT. CASTLE COURTYARD – DUSK 9 Torches flare in the growing dark. A MOB of gaunt PEASANTS surge forward, eyes wild, wielding pitchforks and stones. GUARDS in chainmail clash with the mob, swords flashing. A
6 8
11 INT. CASTLE COUNCIL CHAMBER – NIGHT 11
11 INT. CASTLE COUNCIL CHAMBER – NIGHT 11
11 INT. CASTLE COUNCIL CHAMBER – NIGHT 11 A gaudy ring, set with glistening jewels in the shape of a cross, weathered fingers. KING AETHELRED, 60’s, sits at the head of the table, gaunt and weary, his face a tapestry of shadows and regret.
7 9
12 INT. EDRICK’S CHAMBERS – NIGHT 12
12 INT. EDRICK’S CHAMBERS – NIGHT 12
12 INT. EDRICK’S CHAMBERS – NIGHT 12 A stark stone chamber, lit by dying torches. Edrick perches on a rumpled bed’s edge, shoulders slumped, gaze out the window.
8 11
13 INT. GREAT HALL – NIGHT 13
13 INT. GREAT HALL – NIGHT 13
13 INT. GREAT HALL – NIGHT 13 The head of a sickly boar, roasted and garnished with a piece of fruit in its mouth. The fiddler, his foot tapping, contrasts the somber atmosphere of the nobles who sit at massive banquet tables,
9 13
16 INT. CEDRIC’S ROOM - NIGHT 16
16 INT. CEDRIC’S ROOM - NIGHT 16
16 INT. CEDRIC’S ROOM - NIGHT 16 Cedric drinks from a goblet, finishing the last of it, then pours himself another from the flagon beside him. Cedric’s gaze lands on a painting of his father, hanging on the far wall.
10 14
19 EXT. CASTLE GROUNDS – EARLY MORNING 19
19 EXT. CASTLE GROUNDS – EARLY MORNING 19
19 EXT. CASTLE GROUNDS – EARLY MORNING 19 The first light of dawn filters through a veil of mist that clings to the frost-kissed earth. The castle gates frame a half-burned cart leaning against the wall.
11 17
25 EXT. CASTLE GATES – DAY 25
25 EXT. CASTLE GATES – DAY 25
25 EXT. CASTLE GATES – DAY 25 PRINCE EDRICK Unbar the gates! The iron gates creak open. The thud of hooves and the grind of wooden wheels.
12 18
27 INT. CHAPEL – NIGHT 27
27 INT. CHAPEL – NIGHT 27
27 INT. CHAPEL – NIGHT 27 Cedric wearing a golden crown, stands alone in a crumbling chapel. The stone walls glisten with moisture, and a faint drip echoes through the silence. The altar is shattered, above it, a crooked iron cross hangs,
13 19
29 INT. GREAT HALL – DAY 29
29 INT. GREAT HALL – DAY 29
29 INT. GREAT HALL – DAY 29 A Godly hymn fills the cavernous hall - Light through narrow windows, illuminating pillars adorned with Royal banners emblazoned with gold crests and crosses. Crucified JESUS presides over -
14 20
30 INT. CASTLE ARMOURY – DUSK 30
30 INT. CASTLE ARMOURY – DUSK 30
30 INT. CASTLE ARMOURY – DUSK 30 KING CEDRIC I would have thee ride with me, I may not achieve this unaided.
15 22
31 EXT. RANULF’S QUARTERS - NIGHT 31
31 EXT. RANULF’S QUARTERS - NIGHT 31
31 EXT. RANULF’S QUARTERS - NIGHT 31 Edrick stands near the stables. His sad eyes watch a SOW, hoofs in the muck, snuffling. Four PIGLETS jostle at her teats, grunting. The RUNT, smaller, lingers at the edge, pushed out. The piglet noses at the sow. A sibling shoves it back. It falls,
16 24
34 EXT. CASTLE COURTYARD – DAWN 34
34 EXT. CASTLE COURTYARD – DAWN 34
34 EXT. CASTLE COURTYARD – DAWN 34 Cedric eyes the muddy fields beyond the castle gates. OSWIN rushes towards him, face pale with terror. OSWIN My lord —
17 25
37 EXT. CASTLE COURTYARD – AFTERNOON 37
37 EXT. CASTLE COURTYARD – AFTERNOON 37
37 EXT. CASTLE COURTYARD – AFTERNOON 37 The sun hangs low over a hastily erected wooden platform in the castle courtyard. Villagers crowd tightly below. An anxious murmur ripples through the crowd as the GUARDS stand imposing at the edges, watching
18 26
38 EXT. CASTLE COURTYARD – DAWN 38
38 EXT. CASTLE COURTYARD – DAWN 38
38 EXT. CASTLE COURTYARD – DAWN 38 Cedric sits on his horse, waiting for the gates to open. His father’s dagger strapped to his side. Baldwin and Edrick saddled up behind him. Aldred approaches from the gatehouse, cloak drawn tightly around
19 27
39 EXT. OPEN FIELDS – DAY 39
39 EXT. OPEN FIELDS – DAY 39
39 EXT. OPEN FIELDS – DAY 39 The men ride across wide, muddy fields. Their banners cut sharp lines through the sky. A bridge, black fields and a distant tattered village. 40 EXT. VILLAGE – DAY 40
20 28
41 INT. PEASANT COTTAGE – DAY 41
41 INT. PEASANT COTTAGE – DAY 41
41 INT. PEASANT COTTAGE – DAY 41 The cottage is dark and filthy. Cedric stands before grieving parents. Outside, seen through the window - Edrick. The mother’s voice rises from a deep well of despair.
21 30
42 EXT. PEASANT COTTAGE – DAY 42
42 EXT. PEASANT COTTAGE – DAY 42
42 EXT. PEASANT COTTAGE – DAY 42 An old rusted scale creaks in a barn above a lame horse, barely breathing. Oswin leaves the cottage, the others still bidding goodbye behind him.
22 31
43 EXT. THE LAKE – CONTINUOUS 43
43 EXT. THE LAKE – CONTINUOUS 43
43 EXT. THE LAKE – CONTINUOUS 43 The trees open onto the lake — the lake that drowned the children. The wide, still body of water blacker than the night. It does not ripple, nor reflect. Fog gathers thicker here, spilling over the water in the
23 34
44 EXT. CAMPSITE / WOODS - DAY 44
44 EXT. CAMPSITE / WOODS - DAY 44
44 EXT. CAMPSITE / WOODS - DAY 44 CLOSE on the sheep carcass, stripped bare, hanging from a tree. A fire crackles. OSWIN (eating)
24 36
45 EXT. BLACKMIRE FOREST – DAY 45
45 EXT. BLACKMIRE FOREST – DAY 45
45 EXT. BLACKMIRE FOREST – DAY 45 OSWIN wades through mud to a trickling stream. He kneels and fills one of the pouches he carries with water. Aa lone FIREFLY drifts above the stream, its amber glow reflected in the water.
25 37
47 EXT. BLACKMIRE FOREST – DAY 47
47 EXT. BLACKMIRE FOREST – DAY 47
47 EXT. BLACKMIRE FOREST – DAY 47 The group moves cautiously through gnarled trees. Cedric leads, his horse’s ears twitching nervously. He raises his hand, signalling a stop. Ahead, a massive tree looms from the mist, rising like a
26 39
48 EXT. BLACKMIRE FOREST – CAMP – NIGHT 48
48 EXT. BLACKMIRE FOREST – CAMP – NIGHT 48
48 EXT. BLACKMIRE FOREST – CAMP – NIGHT 48 Leoric rides into the clearing on horseback, his steed snorts nervously. His face pale and drawn. The knights, tethering their horses, watch as he enters. KING CEDRIC
27 40
49 EXT. BLACKMIRE FOREST – CAMPFIRE – NIGHT 49
49 EXT. BLACKMIRE FOREST – CAMPFIRE – NIGHT 49
49 EXT. BLACKMIRE FOREST – CAMPFIRE – NIGHT 49 CLOSE ON NHOJ. Fire reflected in her milky-white cataracts. CLOSE ON ALDRED’S HAND - gently turning the small piece of red cloth, fingering its edges frayed. Leoric’s eyes come into focus behind it, watching.
28 41
50 EXT. BLACKMIRE FOREST – NIGHT 50
50 EXT. BLACKMIRE FOREST – NIGHT 50
50 EXT. BLACKMIRE FOREST – NIGHT 50 Boots squelch in the wet ground as Cedric moves cautiously through the tangled woods. Aldred lingers a few paces behind, his hand resting on the hilt of his blade. The small piece of red cloth peeks from his
29 46
53 EXT. BLACKMIRE – CLEARING – NIGHT 53
53 EXT. BLACKMIRE – CLEARING – NIGHT 53
53 EXT. BLACKMIRE – CLEARING – NIGHT 53 Leoric’s body lies sprawled in the mud, blood crusted on pale, lifeless skin - his severed head rests nearby, eyes frozen wide. The knights stand tense, silent. Edrick stares at the decapitated head, face drained, unable to
30 47
54 EXT. BLACKMIRE FOREST – CAMP – NIGHT 54
54 EXT. BLACKMIRE FOREST – CAMP – NIGHT 54
54 EXT. BLACKMIRE FOREST – CAMP – NIGHT 54 The clouds shift across the moon. Cedric stands by his horse near a stagnant pool, its surface black and still, reflecting faint moonlight. He pours water from a flask into his palm, offering it to the
31 48
55 EXT. BLACKMIRE LAKE – NIGHT 55
55 EXT. BLACKMIRE LAKE – NIGHT 55
55 EXT. BLACKMIRE LAKE – NIGHT 55 Oswin huddles near the fire, knees drawn tight to his chest, face etched with exhaustion. He looks to Aldred who readies his horse.. OSWIN
32 50
59 EXT. BLACKMIRE – MONTAGE – DAY 59
59 EXT. BLACKMIRE – MONTAGE – DAY 59
59 EXT. BLACKMIRE – MONTAGE – DAY 59 EXTREME WIDE - Five figures inch across the mire, dwarfed by the endless expanse of mud, fog, and open sky. Cedric walks wearily, leading his horse, splashing into black water. He turns, noticing Aldred’s grieving face.
33 52
60 INT. SUNKEN CHAPEL – DAY 60
60 INT. SUNKEN CHAPEL – DAY 60
60 INT. SUNKEN CHAPEL – DAY 60 The sunken chapel is cold, air damp with the scent of rot. Water pools on the uneven stone floor. Warped pews lean precariously, some submerged. It is foul, dark and in ruins.
34 53
61 EXT. BLACKMIRE – BEYOND THE SUNKEN VILLAGE – NIGHT 61
61 EXT. BLACKMIRE – BEYOND THE SUNKEN VILLAGE – NIGHT 61
61 EXT. BLACKMIRE – BEYOND THE SUNKEN VILLAGE – NIGHT 61 A fire crackles, a cloth with meagre food sits unfurled on the ground. KING CEDRIC We draw nigh to the black heart of
35 56
62 EXT. BLACKMIRE – EDGE OF THE CAMP – NIGHT 62
62 EXT. BLACKMIRE – EDGE OF THE CAMP – NIGHT 62
62 EXT. BLACKMIRE – EDGE OF THE CAMP – NIGHT 62 Edrick’s horse drinks from the stream, skittish, ears flicking. Edrick is crouched by a stream, murky water swirls as he fills a leather pouch, shoulders bowed with weariness. He turns to see
36 58
63 EXT. BLACKMIRE, CHAPEL - NIGHT 63
63 EXT. BLACKMIRE, CHAPEL - NIGHT 63
63 EXT. BLACKMIRE, CHAPEL - NIGHT 63 Cedric tends his horse, Baldwin prays by a fallen log. Oswin folds the food cloth and makes his way to his saddle. Aldred sits still by the fire, Edrick, near him, sharpening his blade.
37 59
64 INT. BLACKMIRE FOREST - NIGHT 64
64 INT. BLACKMIRE FOREST - NIGHT 64
64 INT. BLACKMIRE FOREST - NIGHT 64 Aldred moves to Cedric who waters his horse in a stream. Edrick eyes them from a distance. ALDRED
38 61
65 EXT. BLACKMIRE – NIGHT 65
65 EXT. BLACKMIRE – NIGHT 65
65 EXT. BLACKMIRE – NIGHT 65 A faint groan hums from the swamp’s black heart. Baldwin walks towards the church, alone, clutching a lit torch, his breath fogging in the biting chill. A whisper slices the stillness - low, jagged, barely there.
39 61
66 INT. SUNKEN CHURCH – NIGHT 66
66 INT. SUNKEN CHURCH – NIGHT 66
66 INT. SUNKEN CHURCH – NIGHT 66 A faint glow flickers against the crumbling stone walls. Baldwin stumbles inside, fear in his heart, clutching the torch in his trembling hand. The torch casts long, fevered shadows along the ruined pews as
40 63
67 EXT. BLACKMIRE BOG, CAMP - NIGHT 67
67 EXT. BLACKMIRE BOG, CAMP - NIGHT 67
67 EXT. BLACKMIRE BOG, CAMP - NIGHT 67 Cedric watches grimly as Aldred kneels, pressing a torn rag over Baldwin’s eye and binding it tight. Edrick, lingering in shadow, casts a dark look at Cedric. Cedric eyes Baldwin as OSWIN steps to his side, face pale.
41 65
69 INT. BLACKMIRE - VILLAGE - DAY 69
69 INT. BLACKMIRE - VILLAGE - DAY 69
69 INT. BLACKMIRE - VILLAGE - DAY 69 A faint CRUNCH of boots breaks the silence. Cedric leads, eyes sharp, gripping his sword. They stop at a clearing. A village before them, huts of reed and bone, marked with red sigils.
42 67
70 INT. BLACKMIRE - VILLAGE HUT - DAY 70
70 INT. BLACKMIRE - VILLAGE HUT - DAY 70
70 INT. BLACKMIRE - VILLAGE HUT - DAY 70 BALDWIN, now in a white gown, is hoisted onto an inverted cross of bone. One figure ties him while the other holds a dagger to his throat.
43 68
72 EXT. BLACKMIRE/VILLAGE - DUSK 72
72 EXT. BLACKMIRE/VILLAGE - DUSK 72
72 EXT. BLACKMIRE/VILLAGE - DUSK 72 Oswin finds a child's wooden toy knight in the dirt. He studies it, pockets it quietly. A wood cross is hammered into the earth with a stone.
44 69
73 EXT. BLACKMIRE/VILLAGE - DUSK - CONTINUOUS 73
73 EXT. BLACKMIRE/VILLAGE - DUSK - CONTINUOUS 73
73 EXT. BLACKMIRE/VILLAGE - DUSK - CONTINUOUS 73 Cedric marches back to his horse. KING CEDRIC (urgent) We shall break our fast, then ride
45 70
74 EXT. NOWHERE LAND - NIGHT 74
74 EXT. NOWHERE LAND - NIGHT 74
74 EXT. NOWHERE LAND - NIGHT 74 Fingers tremble over the red cloth. Aldred kneels by the cross, alone. The others now back at camp. SIR ALDRED Thou wast burdened by mine
46 72
76 INT. DARK ROOM - DREAM 76
76 INT. DARK ROOM - DREAM 76
76 INT. DARK ROOM - DREAM 76 Blackness, sharp. No walls, no floor, just void. No sound. Edrick stumbles naked, breath ragged, fast.
47 77
79 EXT. BLACKMIRE - CAMPFIRE - NIGHT 79
79 EXT. BLACKMIRE - CAMPFIRE - NIGHT 79
79 EXT. BLACKMIRE - CAMPFIRE - NIGHT 79 Cedric lashes Edrick’s wrists with rope, yanking it tight. Edrick grunts, forced to his knees. Oswin holds a sword to the back of Edrick’s neck, blade shaky. ALDRED
48 77
81 EXT. SUNKEN VILLAGE – NIGHT 81
81 EXT. SUNKEN VILLAGE – NIGHT 81
81 EXT. SUNKEN VILLAGE – NIGHT 81 The knights lie in uneasy rest, their forms barely visible beneath their cloaks. Aldred sits apart, awake.
49 79
82 EXT. SUNKEN VILLAGE – MORNING 82
82 EXT. SUNKEN VILLAGE – MORNING 82
82 EXT. SUNKEN VILLAGE – MORNING 82 Nhoj sits at the edge of the clearing, sad eyed. OSWIN (face streaked with tears) Nay. Nay. Father! God, have mercy!
50 80
84 EXT. SUNKEN VILLAGE – DUSK 84
84 EXT. SUNKEN VILLAGE – DUSK 84
84 EXT. SUNKEN VILLAGE – DUSK 84 The black lake lay still. Cedric sits by the water’s edge, alone. A wave of grief washes over him. He sobs. Looks to the heavens.
51 81
86 INT. BLACKMIRE - CAMPFIRE - NIGHT 86
86 INT. BLACKMIRE - CAMPFIRE - NIGHT 86
86 INT. BLACKMIRE - CAMPFIRE - NIGHT 86 Edrick is awake, Oswin and Nhoj sleep. His eyes scan the camp, and to sleeping Cedric by the lake. Across the fire, Oswin opens his eyes. PRINCE EDRICK
52 82
88 EXT. MOONLIT WOODS – NIGHT 88
88 EXT. MOONLIT WOODS – NIGHT 88
88 EXT. MOONLIT WOODS – NIGHT 88 The forest rushes past in a blur, shadows dancing under the pale glow of the moon. Edrick leans forward in the saddle, gripping the reins tightly
53 83
89 EXT. BLACKMIRE – LAKE’S EDGE – NIGHT 89
89 EXT. BLACKMIRE – LAKE’S EDGE – NIGHT 89
89 EXT. BLACKMIRE – LAKE’S EDGE – NIGHT 89 Thunder and lighting cracks overhead. Cedric wakes from it, unnerved. OSWIN (O.S.) Forgive me, My Lord. I have
54 84
90 EXT. SUNKEN VILLAGE – NIGHT 90
90 EXT. SUNKEN VILLAGE – NIGHT 90
90 EXT. SUNKEN VILLAGE – NIGHT 90 Cedric packs his saddle bag, Oswin assists Nhoj to the horse, placing a log beside the horse for her to stand on. He helps her up. He moves to Cedric.
55 85
91 EXT. MOONLIT WOODS – NIGHT 91
91 EXT. MOONLIT WOODS – NIGHT 91
91 EXT. MOONLIT WOODS – NIGHT 91 Edrick stumbles through the forest, branches clawing at his face. He clutches his chest, breath ragged from the branch strike. A deafening silence engulfs him - no wind, no rustle, just a
56 86
93 EXT. BLACKMIRE/ENDLESS BLACK MARSH - NIGHT 93
93 EXT. BLACKMIRE/ENDLESS BLACK MARSH - NIGHT 93
93 EXT. BLACKMIRE/ENDLESS BLACK MARSH - NIGHT 93 Down in the marsh. The corpse of a bloated sow, half-submerged in the swamp. Its ribs jut through its skin, dead eyes stare skyward. Three figures move toward it in the distance.
57 93
97 EXT. BLACKMIRE - SWAMP EDGE - DAY 97
97 EXT. BLACKMIRE - SWAMP EDGE - DAY 97
97 EXT. BLACKMIRE - SWAMP EDGE - DAY 97 The swamp lies under a sky without stars, cast in a red hue. EDRICK stumbles, boots sinking. His tunic hangs torn, blood on his throat. His breath rasps. He falls, palms flat on the black earth.
58 94
98 EXT. THE VALLEY OF JEHOSHAPHAT - DAY 98
98 EXT. THE VALLEY OF JEHOSHAPHAT - DAY 98
98 EXT. THE VALLEY OF JEHOSHAPHAT - DAY 98 The Valley of Jehoshaphat burns like hell. Cedric can’t take his eyes from it. Oswin, beside him, moves a shaking hand towards his side pouch and peers inside.
59 101
99 EXT. CASTLE GATES – DAWN 99
99 EXT. CASTLE GATES – DAWN 99
99 EXT. CASTLE GATES – DAWN 99 The castle gates. Cracked and fallen stone walls looming over dead bodies. A horse stumbles through, bearing Oswin, pale and weary, clinging to the reins, a faint ash cross mark on his
60 102
102 EXT. BLACKMIRE – DUSK 102
102 EXT. BLACKMIRE – DUSK 102
102 EXT. BLACKMIRE – DUSK 102 The swamp trembles faintly - From the mud of a small mound, wildflowers have bloomed, their bright petals swaying gently in the breeze, casting

APOKALYPSIS

In a plague-ravaged kingdom echoing the Book of Revelation, a prince-turned-king battles inner demons and supernatural riders in the Blackmire, learning that true salvation demands surrendering the crown to purity.

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Overview

Poster
Unique Selling Point

APOKALYPSIS uniquely blends authentic medieval historical drama with supernatural horror grounded in the Book of Revelation, creating a rare fusion of biblical epic and psychological thriller that explores faith, power, and human frailty against an apocalyptic backdrop.

AI Verdict & Suggestions

Ratings are subjective. So you get different engines' ratings to compare.

Hover over verdict cards for Executive Summaries

GPT5
 Recommend
Grok
 Recommend
Claude
 Recommend
Gemini
 Consider
DeepSeek
 Consider
Average Score: 7.6
Key Takeaways
For the Writer:
You have a powerful, cinematic concept and a clear emotional center in Cedric’s sacrificial arc. The script now needs surgical rewrites to make its metaphysics and human motives intelligible: define the rules of the supernatural so prophetic images and the seals operate with consistent cause-and-effect; tighten and earn supporting characters’ choices (especially Edrick and Aldred) so their betrayals and deaths feel inevitable rather than reactive; and trim or re-order repetitive mid-act vision beats so the journey builds forward momentum toward a meaningful mid-point reversal. Do these three things and the apocalyptic set pieces will land emotionally and narratively rather than feeling ornamental.
For Executives:
APOKALYPSIS is a high‑concept medieval apocalyptic that can be both arthouse and marketable to genre audiences (think THE WITCH meets Biblical spectacle). Its strengths—striking visuals, a clear sacrificial throughline, and memorable set pieces—make it attractive for festival and mid‑budget prestige genre buyers. The risks: currently unclear supernatural rules, uneven pacing, and under‑earned supporting arcs that will confuse general audiences and complicate director/visual effects decisions. Before committing significant production dollars, invest in a focused rewrite (and attach a director with a clear visual grammar) to lock the internal logic and character causality; this will reduce VFX scope creep and protect audience comprehension—two things financiers will scrutinize.
Story Facts
Genres:
Drama 45% Fantasy 25% Horror 20% Action 15% Thriller 15%

Setting: Final days of the thirteenth century, Medieval England, primarily in the Blackmire region and surrounding villages

Themes: Faith vs. Despair/Divine Judgment, Leadership, Corruption, and Societal Decay, The Supernatural and Prophecy, Guilt, Sin, and Redemption, Sacrifice and Loss, The Cycle of Life, Death, and Renewal

Conflict & Stakes: The struggle for power and survival amidst supernatural threats, famine, and internal betrayal, with the fate of the kingdom hanging in the balance.

Mood: Dark, foreboding, and melancholic

Standout Features:

  • Unique Hook: The intertwining of medieval superstition with apocalyptic themes, creating a rich narrative backdrop.
  • Major Twist: The revelation of Cedric's internal struggles manifesting as supernatural threats, culminating in his self-sacrifice.
  • Distinctive Setting: The eerie and decaying landscapes of Blackmire, enhancing the film's dark atmosphere.
  • Innovative Ideas: The use of biblical references and prophecies to drive the narrative forward.
  • Unique Characters: Complex characters like Nhoj, who challenge societal norms and beliefs.

Comparable Scripts: The Seventh Seal, The Witch, Macbeth, The Road, The Dark Tower Series, The Last Kingdom, The Book of Eli, The Plague, The Road to Perdition

🎯 Your Top Priorities

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Improving Theme (Script Level) and Character Development (Script Level) will have the biggest impact on your overall score next draft.

1. Theme (Script Level)
Big Impact Script Level
Your current Theme (Script Level) score: 8.0
Expected gain: ~4% closer to an "all Highly Recommends" score
Typical rewrite gain: +0.45 in Theme (Script Level)
Confidence: High (based on ~3,490 similar revisions)
  • This is your top opportunity right now. Focusing your rewrite energy here gives you the best realistic shot at raising the overall rating.
  • What writers at your level usually do: Writers at a similar level usually raise Theme (Script Level) by about +0.45 in one rewrite.
2. Character Development (Script Level)
Big Impact Script Level
Your current Character Development (Script Level) score: 7.6
Expected gain: ~4% closer to an "all Highly Recommends" score
Typical rewrite gain: +0.43 in Character Development (Script Level)
Confidence: High (based on ~4,567 similar revisions)
  • This is another strong option. If the top item doesn't fit your rewrite plan, this is a solid alternative.
  • What writers at your level usually do: Writers at a similar level usually raise Character Development (Script Level) by about +0.43 in one rewrite.
3. Emotional Impact (Script Level)
Moderate Impact Script Level
Your current Emotional Impact (Script Level) score: 7.8
Expected gain: ~3% closer to an "all Highly Recommends" score
Typical rewrite gain: +0.25 in Emotional Impact (Script Level)
Confidence: High (based on ~3,550 similar revisions)
  • This is another strong option. If the top item doesn't fit your rewrite plan, this is a solid alternative.
  • What writers at your level usually do: Writers at a similar level usually raise Emotional Impact (Script Level) by about +0.25 in one rewrite.

Script Level Analysis

Writer Exec

This section delivers a top-level assessment of the screenplay’s strengths and weaknesses — covering overall quality (P/C/R/HR), character development, emotional impact, thematic depth, narrative inconsistencies, and the story’s core philosophical conflict. It helps identify what’s resonating, what needs refinement, and how the script aligns with professional standards.

Screenplay Insights

Breaks down your script along various categories.

Overall Score: 7.81
Key Suggestions:
Your screenplay’s strongest asset is its emotional core—Cedric’s tragic arc and the film’s visceral, apocalyptic mood. To realize that promise, focus first on deepening the secondary leads (especially Edrick and Baldwin) and clarifying the rules/experience of the supernatural. Add a couple of compact, character-focused beats (brief flashbacks or private confrontations) that explain why Edrick is bitter and why Baldwin’s faith cracks. At the same time, tighten exposition-heavy sequences and make the line between vision and reality visually consistent (a recurring sound, color shift, or tactile rule) so audiences can invest emotionally without being confused. These surgical changes—more interior stakes for antagonist-turned-counterpoint characters, clearer supernatural logic, and trimmed exposition—will sharpen theme, increase empathy, and speed pacing without sacrificing atmosphere.
Story Critique

Big-picture feedback on the story’s clarity, stakes, cohesion, and engagement.

Key Suggestions:
APOKALYPSIS has a powerful atmosphere and a compelling apocalyptic concept with strong character bones (especially the Cedric–Edrick axis). To sharpen the script, focus on tightening pacing and converting expository beats into visual, character-driven moments. Trim or combine scenes that linger without advancing plot or revealing interior stakes; make key motivations (why Cedric risks everything, why Edrick rebels, what Nhoj truly costs them) evident through decisive actions and small, repeatable visual motifs rather than long explanatory speeches. Give Oswin one clear, emotionally resonant beat of closure after the climax. Replace or pare down overtly expository dialogue and let the supernatural imagery carry more of the theme work—show, don’t tell.
Characters

Explores the depth, clarity, and arc of the main and supporting characters.

Key Suggestions:
The character analysis shows strong archetypes and vivid moments, but the script currently relies more on spectacle and symbolic imagery than on clear, emotionally grounded character logic. The highest-impact improvement is to tighten and clarify the protagonists' internal arcs—especially Cedric's—so that his choices (which drive major plot consequences) feel earned. Deepen a few key relationships (Cedric–Oswin, Cedric–Edrick, Aldred–Oswin, and Baldwin–Cedric) with short, specific beats that reveal motivation, fear, and doubt. Insert micro-scenes or moments that explain why Cedric makes the decisions he does (flash memory, private confession, small ritual) and give Oswin and Edrick clearer emotional turning points to make the apocalyptic stakes resonate through human losses rather than only through images and prophecy.
Emotional Analysis

Breaks down the emotional journey of the audience across the script.

Key Suggestions:
The script's atmosphere and visual ambition are strong, but the emotional landscape is too relentlessly bleak, which blunts the impact of major beats. Prioritize adding measured emotional contrast: expand brief moments of genuine warmth (e.g., the firefly/Oswin-Aldred beat), seed earlier scenes with small, humanizing details for Baldwin and Edrick, and create deliberate 'valleys' after high-intensity horror sequences so the audience can process and invest. Simplify the final apocalyptic spectacle to center on Cedric's internal transformation and Oswin's earned emergence as the moral core—this will make tragic losses feel earned and the catharsis more powerful.
Goals and Philosophical Conflict

Evaluates character motivations, obstacles, and sources of tension throughout the plot.

Key Suggestions:
The analysis shows a powerful, emotionally rich central arc: Cedric’s movement from guilt and paralysis to active, sacrificial leadership. To strengthen the script, tighten the cause-and-effect between his internal choices and the external supernatural beats. Make Cedric’s moral dilemmas visible through decisive scenes (choices with clear consequences), trim repetitive ritual/prophecy moments, and consolidate or clarify secondary character arcs (Edrick, Aldred, Baldwin, Nhoj) so they each illuminate a specific facet of Cedric’s transformation rather than diffuse the focus. Also set firmer, consistent rules for the supernatural (the seals, riders, mirror-wounds) early so the climax lands emotionally and narratively.
Themes

Analysis of the themes of the screenplay and how well they’re expressed.

Key Suggestions:
The script has a powerful central idea — an apocalyptic, faith-versus-despair epic rooted in vivid medieval imagery — but it needs a clearer emotional throughline and sharper character agency. Tighten Cedric’s arc so his internal journey (from doubt/guilt to sacrificial clarity) is unmistakable and earned; prune or consolidate repetitive apocalyptic set-pieces that dilute emotional payoff; and ensure secondary threads (Edrick’s rebellion, Aldred/Oswin’s father-son beats, Baldwin’s crisis of faith) consistently advance the primary theme rather than creating tonal noise. Anchor supernatural motifs to character decisions (make visions and omens respond to choices) so visual spectacle serves psychological stakes and the final renewal feels deserved, not decorative.
Logic & Inconsistencies

Highlights any contradictions, plot holes, or logic gaps that may confuse viewers.

Key Suggestions:
The script's apocalyptic atmosphere and striking imagery are compelling, but the story falters where character motivation and causal logic should anchor the spectacle. The highest priority is to make Edrick's arc believable — seed his resentments and choices earlier, show concrete turning points, and give his betrayal psychological logic. At the same time clarify the mechanics and stakes of the Mire/curse so the escalation from suffering → hysteria → violence feels earned. Small, surgical scenes (short beats of exposition, a private confrontation, or a revealing flashback) and tightened dialogue can preserve tone while restoring emotional cause-and-effect.

Scene Analysis

All of your scenes analyzed individually and compared, so you can zero in on what to improve.

Scene-Level Percentile Chart
Hover over the graph to see more details about each score.
Go to Scene Analysis

Other Analyses

Writer Exec

This section looks at the extra spark — your story’s voice, style, world, and the moments that really stick. These insights might not change the bones of the script, but they can make it more original, more immersive, and way more memorable. It’s where things get fun, weird, and wonderfully you.

Unique Voice

Assesses the distinctiveness and personality of the writer's voice.

Key Suggestions:
Your voice—richly atmospheric, poetic, and ominous—is the script’s greatest asset. Preserve that mood, but let it serve clarity and momentum: trim or tighten passages where description drowns forward action, make character choices and motivations unmistakable in key beats, and vary pacing so moments of lyricism punctuate rather than stall the plot. Keep the archaic diction where it deepens theme, but simplify when it obscures emotional causality. Small structural edits (one clear through-line per act, sharper scene transitions, and more active beats for your protagonists) will let the voice elevate the story rather than overshadow it.
Writer's Craft

Analyzes the writing to help the writer be aware of their skill and improve.

Key Suggestions:
Your script is powerful visually and tonally — rich atmosphere, clear thematic ambition, and memorable images. To elevate it, tighten the dramatic spine by deepening character arcs and concentrating on subtextual dialogue: let characters reveal motives through conflict, choices and small physical beats rather than explanatory lines. Also trim or rework slow, introspective stretches to preserve momentum and let revelations land emotionally instead of intellectually. Use targeted rewriting exercises (subtext-focused dialogue scenes, monologues to clarify inner logic) and structural reads to translate your strong imagery into sustained audience investment.
Memorable Lines
Spotlights standout dialogue lines with emotional or thematic power.
Tropes
Highlights common or genre-specific tropes found in the script.
World Building

Evaluates the depth, consistency, and immersion of the story's world.

Key Suggestions:
The world is rich, vivid and thematically bold, but the script would benefit most from sharpening the rules and stakes of its supernatural/apocalyptic elements and tying them more directly to character choices. Define how the curse/‘seals’ operate, what exact costs actions incur, and what concrete means (if any) exist to avert or accept the end. Doing so will give emotional weight to Cedric’s decisions, reduce ambiguity that currently diffuses tension, and let the visual, ritualistic and religious imagery support a clearer dramatic engine rather than only creating atmosphere.
Correlations

Identifies patterns in scene scores.

Key Suggestions:
Your script’s strength is its vivid supernatural imagining and consistently strong dialogue, but its emotional payoffs — especially in hopeful or redemptive moments — are underwritten. Tighten and deepen the quieter scenes (the coronation, the mourning, and the final reconciliations) so they carry as much weight as the spectacle: front-load character revelation earlier, let characters show vulnerability with small, specific beats, and use dialogue to amplify internal change rather than merely convey plot. Preserve the apocalyptic lore and visual set pieces, but balance them with amplified, earned emotional catharses so audiences feel the consequences of the horror as well as its cost.
Loglines
Presents logline variations based on theme, genre, and hook.