PROJECT / NORTH STAR

The long way home.

Saved locally

CO-OP EXPEDITION SURVIVAL / 1–4 PLAYERS

Keep the mothership moving.
Risk leaving it behind.

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

01 / PRESSURE

The carrier never waits

Every side trip trades distance and safety for tomorrow’s fuel. The shared clock makes even peaceful exploration tense.

02 / CO-OP

Separate, then reunite

Crews scatter into winding pockets, call discoveries to each other, then race back when the mothership needs hands.

03 / CONSEQUENCE

Every route leaves a scar

Destroyed pods, allied planets, recruited buddies, and installed relics reshape the fleet for the rest of the journey.

THE 12-MINUTE LOOP

Leave. Gather. Answer the recall.

FOUNDATION
  1. 01
    Read the route

    Choose a branch, planet posture, and who stays aboard.

    1:00
  2. 02
    Scatter

    Detach pods to mine, trade, rescue, or hunt a relic.

    5:00
  3. 03
    Recall

    A swarm, anomaly, or weapon opportunity demands crew aboard.

    2:00
  4. 04
    Survive & refit

    Spend the haul, repair losses, and commit to the next route.

    4:00

OPEN DESIGN QUESTION

What makes a recall exciting?

Try: warning language, time-to-return, partial crew defenses, and rewards for arriving early.

BETWEEN EXPEDITIONS / ROUTE CONSOLE

Choose the next signal.

A guided opening campaign presented as a readable star route. Select a glowing destination, inspect its lesson and stakes, then launch its playable teaching slice.

GUIDED JOURNEY6 SIGNALS
SIGNAL FIELD
PERCEIVING · ROUTEFLEET-07 / HOME VECTOR
01
Perceive

A glowing signal and bracket label explain what can be selected.

02
Choose

The brief shows one objective, one reward, and three lessons.

03
Act

The selected record launches the smallest playable test that teaches it.

04
Remember

New enemies, rewards, and places enter the codex after discovery.

PLAYTEST ZONE / LEVEL 01

Escort the last carrier.

A four-minute open-space escort run: drift far from home, trust your auto-turret, survive escalating swarms, and decide how much risk your chosen fleet ship is worth.

CURRENT BUILDLevel 01 · First Light

Explore a seeded sector spanning six screens from launch to the rest stop.

  1. 01LaunchLearn the ship
  2. 02GatherFuel the fleet
  3. 03RecallChoose to return
  4. 04DefendProtect home
  5. 05RestFinish the leg
FLEET-07 CARRIER SHIELD100% HULL100% FUEL 100% TO REST 4:00
UNIT PIKE FLEET HULL 86/86 CARGO 0MINERALS 0THREAT 0SWARM DRONE
CURRENT DRILLFlight feel

Learn the fleet ship's drift, turn, and boost.

W or thrust
QUICK COMMS
BOOSTER CRYSTALS · ONE USE

GAME CODEX / STABLE RECORDS

Know what is out there.

One searchable directory for enemy ships, fleet chassis, rewards, planets, and core systems. Every record keeps a stable ID so gameplay, MotionDeck, SoundDeck, and future save data can refer to the same thing.

19TRACKED RECORDS
RECORDS
OPEN RECORD
enemy/drone

Drone

Swarm

PLAYABLETIER 0
ROLE

BEHAVIOR

COUNTER / COST

REWARD / VALUE

Stable ID · gameplay data · asset manifests · discovery state

SHARED PROJECT / VERSIONED SOURCES

Fleeting asset registry

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.

AUDIO SOURCES8effects, loops, and theme
MOTION / GRAPHICS46fleet, enemies, worlds, VFX, and route UI
PROJECT NAMESPACEv0.7fleeting/*
HANDOFF HEALTHMAPPEDprototype and planned states separated

SOUNDDECK / FLEETING PROJECT

Audio palette

Project data ↗
fleeting/pod/boost/standardPod BoostSEEDED
fleeting/recall/warning/urgent-01Recall WarningSEEDED
fleeting/resource/fuel/pickupFuel Shard PickupSEEDED
fleeting/pod/dock/latchDocking LatchSEEDED
fleeting/carrier/engine/cruise-loopCarrier DriftSEEDED
fleeting/carrier/weapon/charge-loopWeapon ChargeSEEDED
fleeting/swarm/assault/phase-01Recall Under FireSEEDED
fleeting/music/journey/long-way-homeThe Long Way HomeSEEDED

MOTIONDECK / FLEETING PROJECT

2D, 3D & motion pipeline

Project data ↗
2D RUNTIME ARTFleet triangle mark, three fleet units, five enemy forms, combat drops, locator, and routeEXPANDED
3D PRODUCTIONFleet chassis, carrier core, docking bay, enemy families, and carrier cellPLANNED
MOTION & VFXBoost, auto-fire, swarm evolution, reward pulse, repair, and carrier crawlMAPPED
fleeting/brand/fleet-triangle/mark-2dFleet Triangle MarkPROTOTYPE
fleeting/enemy/carapace/evolution-2dCarapace Evolution FormPROTOTYPE
fleeting/resource/enemy-drop/hull-repair-2dHull Repair DropPROTOTYPE
fleeting/swarm/evolution/phase-shift-vfxSwarm Evolution ShiftPLANNED

SELF-IMPROVING LOOP

1Game brief2Editable source3Runtime export4Playtest evidence5Reusable template

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

Expedition balance lab

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.

3 players
12 AU
3 / 5
2 deployed
FUEL 100SCRAP 18HULL 100%STABLE

Drag the pod markers to test risky gathering positions.

FUEL AT ARRIVAL
DEFENSE MARGINpower vs. threat
SCRAP AT ARRIVAL
RESERVE LEGSat this burn rate

GENERATED LEG

Encounter timeline

MODEL READOUT

Stable expedition

STABLE

Current assumption

One defender contributes 17 power. A scavenger contributes resources, but is unavailable during the recall window.

SYSTEM MAP / V0.1

One pressure loop, many answers

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.

SHARED CLOCKMothership
keeps moving
LEAVEDeploy fleetship risk ↑
EXPLOREMaze pocketsknowledge ↑
RETURNRecall eventdefense ↑
SPENDRefit fleetoptions ↑

ECONOMY

Carrier fuel

Only the carrier needs fuel. Fleet ships can roam freely; their personal pressure comes from hull damage and the permanent risk of losing a valuable craft.

COMBAT

Recall swarms

Threats are announced, then build. Players choose between an early safe return and one last high-value grab.

PROGRESSION

Relics & refits

Relics bend rules for one run. Refit modules permanently specialize the carrier but compete for scarce slots.

DIPLOMACY

Planet posture

Raid for a large immediate haul, trade for precision purchases, or ally for recurring aid and future story beats.

LOSS

Valuable fleet ships

A destroyed ship is lost, but its pilot immediately moves to carrier duty. Replacement ships come from salvage, stores, allies, or manufacturing.

COMPANIONS

Autonomous buddies

Recruits fill absent-player roles, handle simple duties, and become optional specialists when four humans play.

CONTENT RULE

Planet reward triangle

PostureImmediate rewardLong-term valuePrimary cost
RaidLarge mixed haulNone; may create hunter eventsHull, reputation, ammunition
TradeChosen item or repairStore refresh on later visitsScrap or specific goods
AllySmall welcome cacheRecurring fuel, buddy, route intelMission time and obligation

EDITABLE SCOPE

Feature board

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

Playtest log

Each session needs one question, one observable signal, and a decision. Notes without a decision become lore.

SESSIONS LOGGED0target: 2 each milestone
OPEN QUESTIONS3currently unproven
LATEST CONFIDENCEdesigner-reported

SESSIONS

Evidence archive

NEXT TEST / SUGGESTED

Do danger and reward rise together?

Play through at least two enemy evolutions and compare the urge to hunt against the need to escort.

  • Notice whether evolved silhouettes read immediately.
  • Track which drops cause a deliberate course change.
  • Watch whether repair drops create satisfying recoveries.
Pass signal

Players can name the current swarm form and voluntarily chase at least one valuable drop without losing track of the carrier.

FROM LAB TO LAUNCH

Build the proof before the galaxy

The first technical goal is a great four-player expedition loop. Content scale, platform packaging, and metagame come after that loop survives playtests.

M0
NOW / 1–2 WEEKS

Paper engine

Lock vocabulary, resource math, route timing, and one swarm recall.

  • Balance workbook
  • Input + camera spike
  • Network architecture decision
M1
PROTOTYPE / 4–6 WEEKS

Ugly fun

One carrier, four pods, one maze sector, one resource, one swarm.

  • Host-authoritative co-op
  • Drop-in local bots
  • Desktop web build
M2
VERTICAL SLICE / 8–12 WEEKS

A remembered journey

Three planet postures, upgrades, pod loss, one recruit, and a run ending.

  • Save/profile layer
  • Steam input pass
  • Mobile performance budget
M3
PRODUCTION

Build the galaxy

Procedural route grammar, content tools, accessibility, matchmaking, and platform services.

  • Content pipeline
  • Steam + mobile packaging
  • Telemetry and balance

COMMITMENT PLAN / DEFINITION OF DONE

Seven gates from idea to stewardship

Open master plan
0Product truthWorkbook + pipeline
1Flight feelPod is fun alone
2Co-op heartbeatSplit + recall
3Vertical sliceMemorable journey
4Content factoryGodot + tools
5Platform betaSteam + mobile
6StewardshipLaunch + learn
STANDING PROMPT

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 4, data-first

RECOMMENDED

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.

GAMEPLAYGodot scenes + GDScript/C#
RULESPure simulation modules
DATAResources / JSON content

CREATIVE PIPELINE

Connect your tools

Pipeline contract ↗

TECHNICAL RISKS TO PROVE EARLY

Prototype gates

FEATURE

Add feature

NEW EVIDENCE

Log a playtest