A "very Dream Daddy-inspired" Destiny dating simulator was developed by Bungie developers during a game jam, but leadership ultimately blocked its progression, according to former employees. The concept, which aimed to bring a lighthearted and romantic element to the game's universe, was met with a "Hard No" from management who reportedly did not want romance or silliness in Destiny.
Liana Ruppert, a former community manager, confirmed the existence of the prototype, stating that the team "actually made one" but it was never pursued further. She described the project as being "very Dream Daddy-inspired," sparking imagination about potential romantic interests such as Crow, Mara, Empress Caiatl, or even Xur and the Witness.
This dating sim was a product of Bungie's "Carnival" event, a week-long initiative where developers were encouraged to create fun prototypes. While never a full-fledged project, the narrative team, including members with backgrounds in romance game design, actively pitched the idea for official development annually. Former senior narrative designer Robert Brookes mentioned having a complete pitch deck, including cost analysis and projected returns, for the dating simulator.
Brookes elaborated that the concept was dreamt up during a week-long game jam where teams had creative freedom. "It was never a full-fledged project," he explained, "but the team did lobby to make it so every year."
Beyond the dating sim, other game jam concepts that did not advance include a Destiny-themed fighting game, a heavy metal concert, and a dialogue conversation system. Former Bungie director Christopher Barrett noted these additional ideas that emerged from similar creative periods. While these were often rough prototypes, the potential for projects like the Sparrow Racing League, which did eventually come to fruition, may have originated from these experimental game jams.
The revelation of these shelved ideas comes amid reports of internal struggles at Bungie and financial pressures. The consistent rejection of lighter, non-canonical concepts like the dating simulator highlights a potential disconnect between developer creativity and leadership's strategic direction. Despite the disappointment for players who might have enjoyed such a departure, these behind-the-scenes glimpses offer insight into the studio's internal workings and the unfulfilled potential of various ambitious projects.