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.
PLAYTEST ZONE / LEVEL 01
A short, episodic route that teaches the game through play: launch, gather what the carrier needs, answer a recall, defend home, and reach the gate.
Play the complete first episode from launch to the route gate.
DESIGN MEMORY / AUGUST 2026
This archive records the playable decisions we have made together. It preserves the reason behind each change so future tuning does not accidentally reintroduce solved friction.
Started with momentum, steering, boost, fuel, gathering, recall, and docking in one focused canvas test.
FOUNDATIONExpanded the resource contact field so close passes feel intentional instead of arbitrarily missed.
KEPTRaised boost impact so spending fuel produces an immediately legible movement advantage.
KEPTRemoved precision alignment. Near the carrier, pressing E simply picks up the pod.
KEPTAdded a hotkey callout only when docking is available, with a small animated emphasis.
KEPTSimplified the fighter silhouette and reserved the stronger glow language for radiant, higher-value resources.
KEPTAdded a soft local backdrop and cyan chevron when the pod crosses the carrier silhouette.
ACTIVEThe full expedition drill now asks the player to leave, gather, answer recall, and catch a moving home base.
ACTIVECombined the proven interactions into a timed route with fuel delivery, shared holdings, an attack wave, carrier defense, and a route gate.
CURRENTTEST COVERAGE / LEVEL 01
Use the smallest child item that can answer the question. Level 01 is the integration test; its five focused modules remain available whenever one interaction needs tuning.
| Module | Primary question | Observe | State |
|---|---|---|---|
| Launch & flight | Does movement feel expressive and controllable? | Correction time, boost use, wall contacts | FOCUSED |
| Fuel gathering | Do fuel and salvage teach their roles through use? | Resource recognition, route choices, banking | FOCUSED |
| Recall & docking | Is returning deliberate and low-friction? | Response time, prompt readability, hesitation | FOCUSED |
| Carrier defense | Is the first attack readable without stopping travel? | First shot time, threat priority, hull damage | NEW |
| Route & gate | Does the winding carrier path create useful pressure? | Carrier tracking, return path, gate clarity | NEW |
| Level 01 · First Light | Does the episode teach a complete Fleeting loop? | Holdings banked, carrier fuel, hull, completion | CURRENT |
LEVEL 01 / FIRST RULES TEST
These rules are deliberately small enough to test now. The first level succeeds at the gate, setbacks cost shared resources, and the episode fails only when the carrier can no longer continue.
Survive sixty seconds and bank at least three holdings before the carrier reaches the gate.
PLAYABLEPod mistakes cost time and shared resources, but the player remains part of the crew.
NEXT MODULEThe episode ends if carrier fuel or hull reaches zero. That makes gathering and defense parts of the same journey.
PLAYABLEWHAT WE LEARN NEXT
Level 01 now has a beginning, rising pressure, defense beat, and ending. The next decision is whether pod loss should cost cargo, repair material, time, or a combination.
SHARED PROJECT / VERSIONED SOURCES
Every sound, song, graphic, and motion keeps a stable gameplay ID, an editable source in its specialist tool, and a runtime handoff. This is the bridge that lets the game and both creative sites improve together.
SOUNDDECK / FLEETING PROJECT
MOTIONDECK / FLEETING PROJECT
SELF-IMPROVING LOOP
Fleeting-specific learning becomes an optional SoundDeck or MotionDeck template only after it proves useful. The source recipe remains attached to every runtime asset.
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