Every dusk is a deadline
Daylight is for exploration and preparation. Night brings a visible invading force that grows with every age.
PROJECT / NORTH STAR
CO-OP MYTHIC SURVIVAL BUILDER / 1–4 PLAYERS
After a victorious war, the returning heroes find Ithaca fractured by a divine storm. The last sacred flame protects only a small patch of land. Explore the wilderness, reclaim shrines, build a living settlement, and withstand armies drawn from progressively harsher ages.
ITHACA / DAY 01
HEARTH BURNS
Daylight is for exploration and preparation. Night brings a visible invading force that grows with every age.
Heroes can scout, gather, construct, and fight in parallel while every new tower and wall changes the shared battlefield.
Claimed groves, quarries, and shrines expand the build frontier. Territory is not a score—it is where your settlement can live.
THE FIRST-DAY LOOP
Leave the Hearth and reveal useful land, hostile camps, and resources.
Bring wood, stone, and food into the shared settlement stockpile.
Place defenses and claim sacred sites to extend the frontier.
Fight beside your towers until dawn, then prepare for a harder age.
OPEN DESIGN QUESTION
Protect this loop: explore → gather → claim → build → defend → dawn. New systems should create choices inside it.
CAMPAIGN CHRONICLE / WORLD ATLAS
A guided mythic opening across Ithaca. Select a glowing landmark, inspect its lesson and stakes, then launch the smallest playable test for that chapter.
A glowing signal and bracket label explain what can be selected.
The brief shows one objective, one reward, and three lessons.
The selected record launches the smallest playable test that teaches it.
New enemies, rewards, and places enter the codex after discovery.
PLAYTEST ZONE / MYTHIC PIVOT
Explore a wide mythic wilderness by day, gather settlement resources, clear hostile camps, claim sacred land, build defenses, and survive progressively harder nights.
Explore, gather, expand, build, and survive one complete day and night.
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.
KEPTOriginally made fuel expenditure more legible. Personal fuel was later removed because it discouraged the exploration the game needs.
SUPERSEDEDRemoved 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 rest stop.
CURRENTExpanded the sector, added three persistent fleet units, auto-turrets, escalating swarms, booster crystals, and expedition fabrication.
CURRENTRemoved fleet-ship fuel, made hull the personal risk, added evolving enemy forms, and turned every kill into a salvage opportunity.
CURRENTChanged boost into a timed impulse, added delayed numeric shield regeneration, animated shield impacts and enemy motion, and moved cargo into a readable side rack.
CURRENTCross a wide hostile region from the Ithaca sanctuary, clear four guardian strongholds, unlock extraction at 60%, and build automation that pays out after future missions.
CURRENTTEST COVERAGE / HEARTH OF ITHACA
Use the smallest child test that can answer the question. Hearth of Ithaca is the integration test; earlier space labs remain archived only as design memory.
| Module | Primary question | Observe | State |
|---|---|---|---|
| Explore & claim | Can players read resources, camps, and claimable land? | Route choice, E prompt, territory feedback | FOCUSED |
| Build & defend | Does a tower visibly convert daytime work into safety? | Foundation discovery, B use, tower coverage | FOCUSED |
| Hero combat | Can movement and focus fire rescue a weak lane? | Sprint, auto-bow, Space focus | FOCUSED |
| Day-night pressure | Does dusk create useful urgency without busywork? | Return timing, unfinished plans, dawn relief | NEW |
| MVP 01 · Hearth of Ithaca | Does one dawn make you want to protect a larger settlement? | Expansion desire, defensive choices, next-age curiosity | CURRENT |
MVP 01 / HEARTH RULES
Reach dawn with the Hearth burning. A fallen hero returns at home and loses half the gathered stores; only the destruction of the Hearth ends the settlement.
Keep the Hearth alive through the night raid. Dawn advances the day, introduces stronger pressure, and preserves the settlement you built.
PLAYABLEThe hero reforms beside the sacred flame. Half the currently held settlement materials are lost, but no player becomes a spectator.
PLAYABLEIf invading forces reduce the Hearth to zero health, Ithaca falls and the survival run ends.
PLAYABLECURRENT MVP TEST
The proof connects open-world gathering, guarded territories, free defense placement, one rising night, and a visible settlement that survives into tomorrow.
Mythic Hearth rules ↗GAME CODEX / STABLE RECORDS
One searchable directory for invading civilizations, heroes, resources, sacred lands, defenses, and core systems. Stable IDs connect gameplay, MotionDeck, SoundDeck, and future save data.
No matching records.
Bronze Age host
Stable ID · gameplay data · asset manifests · discovery state
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.
ARCHIVED MODEL / SPACE PROTOTYPE
This calculator preserves the assumptions behind the retired space-escort direction. It remains available for design history, but it no longer defines the current Hearth MVP.
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 / MVP 01
Every current feature must strengthen exploration, gathering, territory, building, or night defense. If it touches none of them, it waits outside the Hearth MVP.
ECONOMY
Wood, stone, and food are found in the world and converted into visible structures. Future workers automate claimed groves and quarries.
COMBAT
Each era introduces a new army doctrine rather than only larger health bars: raiders, flankers, archers, siege lines, then mythic giants.
PROGRESSION
Heroes specialize movement and combat. One-use godly favors create dramatic recoveries without replacing preparation.
WORLD
Cleared camps become named lands with resources, foundations, and future paths. The settlement grows into the open world instead of resetting.
LOSS
A fallen hero returns at the Hearth and loses half the stores. The run ends only when the sacred flame is destroyed.
COMPANIONS
Recruits can gather, repair, or guard a lane, filling absent-player roles while four humans remain the expressive center.
CONTENT RULE
| Land | Immediate reward | Long-term value | Primary cost |
|---|---|---|---|
| Grove | Large wood cache | Renewable timber and healing herbs | Wide, exposed border |
| Quarry | Stone and tower plan | Walls and durable upgrades | Distant daylight travel |
| Ford | Food and route access | Trade and water control | Multiple enemy approaches |
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
Play one full loop, claim at least one land, build an Apollo Tower, and survive the first night.
The player understands the day-night loop, deliberately chooses where to expand and defend, and can name a desired next settlement upgrade.
MVP COMMAND CENTER
The immediate finish line is one readable solo day-night loop with a meaningful expansion decision and a settlement that visibly changes. Story spectacle and four-player networking wait until this loop earns them.
One open land, three heroes, four territories, gathered materials, buildable towers, and a rising first night.
Add walls, one worker, renewable claimed resources, structural damage, and the second civilization doctrine.
Build the victorious battle tutorial, the wounded homecoming, first claim, first tower, and first defended night.
Move proven rules into the production engine, then add online co-op, civilization-era content, Steam, and mobile.
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