Game design document, summarised
How it's designed
Each part below condenses one chapter of the game design document. Every summary ends with a link to
the full chapter in the PDF.
01Overview: reading is power
A top-down pixel-art adventure where the only verb that matters is reading. Lyssia copies the words of Kha'shul into her notebook and speaks them at glowing places: stone rises, fire stills, mist holds. For players of Heaven's Vault and Chants of Sennaar; no combat, and failure never costs progress.
- One rule at a time: each puzzle introduces exactly one grammar rule.
- The crew talks: wrong answers get a reaction, not a fail state.
- Power rewrites you: after the Touch, the language changes Lyssia.
Read the full chapter in the GDD (page 2)
02Story and characters
The Tribunal Gods teach that nothing existed before them; Lyssia was expelled for writing otherwise. She has hired a crew to reach the Vault of the Ancients inside the Mouth of Silence. The chapter asks one question, what survives the fire, and at the campfire each companion answers it without being asked; the player's answer at the Black Mirror closes the thread. Characters and many lines come from the manuscript.
Read the full chapter in the GDD (page 3)
03The chapter, area by area
Six areas and seven beats, from the airship Icarus through the jungle, the campfire, the Throat and the Black Mirror to the Sanctuary of Orbits and the escape. Teaching peaks alternate with rests: the camp sits between the jungle and the Throat because Vesper refuses to go in after dark, a motivated rest before the densest stretch of teaching.
Read the full chapter in the GDD (page 4)
04Kha'shul: learn, compose, speak
Find a carving and copy its words; reach a definition point; compose STATE-ROOT (or a compound) in the notebook; speak. A correct definition changes the world, a grammatical near miss does something harmless and gets a reaction, an ungrammatical one a one-line lesson. Five rules, one per puzzle, from Kel-Duun (the bridge stands up) to Rhen-Sael (the orbits turn to Lyssia); the vocabulary grows from 4 words to 10.
Read the full chapter in the GDD (page 5)
05Astromancy: the star chart
The prologue's puzzle: three constellations pulse in a beat code that spells a message, then the player plots the quickest course along one-way updrafts to the hidden island. An outside playtest found it much harder than the language puzzles; the rules stayed, the information became visible (beats that write out, wrong answers that say why, a mark on every island).
Read the full chapter in the GDD (page 6)
06The Sanctuary's systems
Three short variations on reading: a glass floor whose safe panes ring a C-major chord and whose traps ring D-minor when Caelus sweeps his fork; two orbiting rings of books that Rhen-Sael swings towards Lyssia; and an escape in which she can't move, so the first words the player learned become reflexes against three Sentinels.
Read the full chapter in the GDD (page 7)
07The crew: companions, not followers
Playtest feedback said the crew followed her like sheep. Now each companion steers to a personal place beside Lyssia with its own reaction time, walk and jog speeds and curiosity: Vesper at her shoulder, Rystak guarding behind, Caelus dawdling and wandering off to look at things. The dialogue is a plain-text script of 102 nodes and 33 choices; the plot is linear, but who says what branches.
Read the full chapter in the GDD (page 8)
08Conceptual Bleed
The slice's twist: when Lyssia touches the Verses, a vision plays and the game changes. 17 of her lines turn into metaphor ("It is heavier than the island"), and Integrity and Expression appear: Expression lengthens every stall in the escape, each Sentinel that reaches her costs Integrity. The cost of knowing becomes audible and mechanical, without a fail state.
Read the full chapter in the GDD (page 9)
09Controls, UI, art and audio
Keyboard, gamepad and mouse; prompts name every action and grammar mistakes get a one-line reason. LPC pixel art plus original art drawn by editor scripts (the airship, the obsidian Mouth, the Sanctuary), violet and gold for Annea. All 343 lines are voiced with an open text-to-speech model, cast by ear in two rounds, with every line subtitled.
Read the full chapter in the GDD (page 10)
10Saving, technology and process
One autosave slot written at every area, solved definition and camp. Rules live in a pure C# core (parser, dialogue, star chart, glass floor, escape) with 56 EditMode tests on the real data; scenes regenerate from text maps. Six phases, one outside playtest, and a table of what it changed: the star chart, a focus bug, the crew, the UI and the airship.
Read the full chapter in the GDD (page 13)
11Scope and roadmap
In the slice: six areas, a fully voiced chapter, Kha'shul, the Sanctuary's systems, branching dialogue and Conceptual Bleed. Out, on purpose: combat, inventory, a branching plot. Next: a hint ladder, Bleed as a choice (Expression opens alternative definitions, Integrity limits them), and a test of whether Kha'shul scales past ten words without becoming a vocabulary test.
Read the full chapter in the GDD (page 16)