The carrier never waits
Every side trip trades distance and safety for tomorrow’s fuel. The shared clock makes even peaceful exploration tense.
PROJECT / NORTH STAR
CO-OP EXPEDITION SURVIVAL / 1–4 PLAYERS
Your megaship is gone. A battered carrier and its tiny fleet must crawl through a hostile, maze-like galaxy—harvesting enough fuel, making uneasy allies, and surviving every swarm between here and home.
HOME / 18 SECTORS
FLEET-07
Every side trip trades distance and safety for tomorrow’s fuel. The shared clock makes even peaceful exploration tense.
Crews scatter into winding pockets, call discoveries to each other, then race back when the mothership needs hands.
Destroyed pods, allied planets, recruited buddies, and installed relics reshape the fleet for the rest of the journey.
THE 12-MINUTE LOOP
Choose a branch, planet posture, and who stays aboard.
Detach pods to mine, trade, rescue, or hunt a relic.
A swarm, anomaly, or weapon opportunity demands crew aboard.
Spend the haul, repair losses, and commit to the next route.
OPEN DESIGN QUESTION
Try: warning language, time-to-return, partial crew defenses, and rewards for arriving early.
PLAYABLE PROTOTYPE / FLIGHT FEEL
A focused handling lab for the player pods: triangular silhouettes, momentum, readable boost, contextual controls, and one-button crew communication. It borrows principles—not assets—from precision arcade flight and clear platformer tutorials.
Player color lives in the core and trail; the triangular body always communicates facing.
Controls appear when relevant, disappear after use, and return only when the situation changes.
Four calls cover the dangerous decisions without requiring voice chat or a complex radial menu.
PLAYABLE SPREADSHEET
Tune a single travel leg. The model exposes the central trade: more scavengers bring fuel home, but fewer hands are ready when the swarm arrives.
Drag the pod markers to test risky gathering positions.
GENERATED LEG
MODEL READOUT
One defender contributes 17 power. A scavenger contributes resources, but is unavailable during the recall window.
SYSTEM MAP / V0.1
Every feature should feed the journey, the fleet, or the choice to split up. If it touches none of them, it is probably a distraction.
ECONOMY
Two tanks create the defining tension: shared carrier fuel advances the run; pod fuel determines who can safely roam.
COMBAT
Threats are announced, then build. Players choose between an early safe return and one last high-value grab.
PROGRESSION
Relics bend rules for one run. Refit modules permanently specialize the carrier but compete for scarce slots.
DIPLOMACY
Raid for a large immediate haul, trade for precision purchases, or ally for recurring aid and future story beats.
LOSS
A destroyed mini-ship returns its player quickly, while the fleet pays scrap and loses its installed pod upgrade.
COMPANIONS
Recruits fill absent-player roles, handle simple duties, and become optional specialists when four humans play.
CONTENT RULE
| Posture | Immediate reward | Long-term value | Primary cost |
|---|---|---|---|
| Raid | Large mixed haul | None; may create hunter events | Hull, reputation, ammunition |
| Trade | Chosen item or repair | Store refresh on later visits | Scrap or specific goods |
| Ally | Small welcome cache | Recurring fuel, buddy, route intel | Mission time and obligation |
EDITABLE SCOPE
Keep the first playable honest. Move features as the design proves itself, and capture ideas without letting them quietly become commitments.
LEARN, DON'T JUST PLAY
Each session needs one question, one observable signal, and a decision. Notes without a decision become lore.
SESSIONS
NEXT TEST / SUGGESTED
Run one 12-minute leg with a 45-second recall warning. Do not tell players when to turn around.
At least 75% of returns feel deliberate, and one player chooses to risk arriving late for a clear reason.
FROM LAB TO LAUNCH
The first technical goal is a great four-player expedition loop. Content scale, platform packaging, and metagame come after that loop survives playtests.
Lock vocabulary, resource math, route timing, and one swarm recall.
One carrier, four pods, one maze sector, one resource, one swarm.
Three planet postures, upgrades, pod loss, one recruit, and a run ending.
Procedural route grammar, content tools, accessibility, matchmaking, and platform services.
COMMITMENT PLAN / DEFINITION OF DONE
Build the smallest playable proof of Fleeting’s central promise. Work in vertical slices, measure every test, and expand only when the current loop meets its written acceptance signal.
ENGINE DIRECTION
Godot gives this 2D co-op game a clean path to Steam and mobile, strong scene tooling, an open runtime, and an approachable scripting layer. Keep rules in deterministic, data-driven modules so this web lab can mirror the production economy.
CREATIVE PIPELINE
TECHNICAL RISKS TO PROVE EARLY