PROJECT / NORTH STAR

The long way home.

Saved locally

CO-OP MYTHIC SURVIVAL BUILDER / 1–4 PLAYERS

Raise the Hearth.
Survive the ages.

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

01 / PRESSURE

Every dusk is a deadline

Daylight is for exploration and preparation. Night brings a visible invading force that grows with every age.

02 / CO-OP

Build different answers

Heroes can scout, gather, construct, and fight in parallel while every new tower and wall changes the shared battlefield.

03 / CONSEQUENCE

Make the wilderness yours

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

Explore. Gather. Build. Defend.

CURRENT MVP
  1. 01
    Explore

    Leave the Hearth and reveal useful land, hostile camps, and resources.

    DAY
  2. 02
    Gather

    Bring wood, stone, and food into the shared settlement stockpile.

    DAY
  3. 03
    Build & expand

    Place defenses and claim sacred sites to extend the frontier.

    DUSK
  4. 04
    Defend

    Fight beside your towers until dawn, then prepare for a harder age.

    NIGHT

OPEN DESIGN QUESTION

How far dare we build before night?

Protect this loop: explore → gather → claim → build → defend → dawn. New systems should create choices inside it.

CAMPAIGN CHRONICLE / WORLD ATLAS

Choose the next chapter.

A guided mythic opening across Ithaca. Select a glowing landmark, inspect its lesson and stakes, then launch the smallest playable test for that chapter.

GUIDED ODYSSEY6 CHAPTERS
LANDMARK FIELD
READING · THE LANDITHACA / HEARTH BOUNDARY
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.

OPEN WORLD / REGION ATLAS

A kingdom larger than one map.

The MVP begins in Ithaca, but every frontier is a distinct mythology region with its own guardian, economy, build options, and late-game reason to return.

HOMELAND

Ithaca & Ionian Coast

Restore the Hearth, reclaim farms, and establish the first defensive road network.

PLAYABLE NOW · BASE EXPANSION
FRONTIER

Arcadian Wilds

Hunt mythic beasts through forests where paths and tower sightlines keep changing.

GUARDIAN · CALYDONIAN BEAST
FRONTIER

Aegean Isles

Secure causeways and ports to open sea trade between otherwise isolated settlements.

REWARD · TRADE FLEET
LOCKED

Cretan Labyrinth

Push defenses through a living maze and capture ancient Minoan mechanisms.

REWARD · ENGINEERS
LEGENDARY

Mount Olympus

Climb into a divine endgame region where the gods judge the rebuilt kingdom.

REWARD · DIVINE FAVOR
LEGENDARY

The Underworld

Descend beyond the mortal frontier to recover relics and heroes lost in earlier runs.

GUARDIAN · CERBERUS

PLAYTEST ZONE / MYTHIC PIVOT

Keep the Hearth burning.

Explore a wide mythic wilderness by day, gather settlement resources, clear hostile camps, claim sacred land, build defenses, and survive progressively harder nights.

CURRENT BUILDMVP 01 · Hearth of Ithaca

Explore, gather, expand, build, and survive one complete day and night.

  1. 01ExploreRead the land
  2. 02GatherWood · stone · food
  3. 03BuildShape the defense
  4. 04DefendSurvive the night
  5. 05ExpandFace the next age
ITHACA SANCTUARY SHIELD120/120 HEARTH160/160 ERA BRONZE TO DUSK 48s
HERO ACHILLES HERO HEALTH 100/100 POWER SLASH READYRAIDERS 0ERA FOE RAIDERS
CURRENT MVPHearth of Ithaca

Explore, gather, build, and survive until dawn.

WASD move · SHIFT sprint
QUICK COMMS
DIVINE FAVORS · ONE USE
ITHACA SETTLEMENTTHE HEARTH MUST SURVIVE
TOWERS
0
LANDS CLAIMED
0
FOOD
0

GAME CODEX / STABLE RECORDS

Know the land and its ages.

One searchable directory for invading civilizations, heroes, resources, sacred lands, defenses, and core systems. Stable IDs connect gameplay, MotionDeck, SoundDeck, and future save data.

21TRACKED RECORDS
RECORDS
OPEN RECORD
enemy/ares-raider

Raider of Ares

Bronze Age host

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 SOURCES24Hearth, gathering, building, raids, and mythic score
MOTION / GRAPHICS72heroes, lands, civilizations, defenses, VFX, and UI
PROJECT NAMESPACEv0.11fleeting/mythic/*
HANDOFF HEALTHREMAPPEDspace direction archived; Hearth direction current

SOUNDDECK / FLEETING PROJECT

Mythic audio palette

Project data ↗
fleeting/mythic/hearth/fire-loopHestia Hearth FireCURRENT
fleeting/mythic/world/dawn-stingerFirst Light StingerMAPPED
fleeting/mythic/world/dusk-hornDusk War HornMAPPED
fleeting/mythic/build/apollo-towerApollo Tower RaisedMAPPED
fleeting/mythic/resource/wood-pickupOlive Wood PickupMAPPED
fleeting/mythic/resource/stone-pickupMarble PickupMAPPED
fleeting/mythic/combat/shield-impactBronze Shield ImpactPLANNED
fleeting/mythic/music/hearth-odysseyHearth Odyssey ThemePLANNED
fleeting/archive/space/*Earlier Space PaletteARCHIVED

MOTIONDECK / FLEETING PROJECT

2D, 3D & motion pipeline

Project data ↗
2D RUNTIME ARTThree heroes, Hearth, four sacred territories, resources, Apollo Tower, and two Bronze Age foesCURRENT
3D PRODUCTIONModular Greek ruins, olive groves, tower kit, hero silhouettes, and civilization armor setsPLANNED
MOTION & VFXBow release, shield hit, tower build, claim pulse, Hearth damage, dusk, dawn, and Divine FavorsMAPPED
fleeting/mythic/hero/atalanta-2dAtalanta RangerPROTOTYPE
fleeting/mythic/world/hearth-2dHearth of IthacaPROTOTYPE
fleeting/mythic/defense/apollo-tower-2dApollo TowerPROTOTYPE
fleeting/mythic/enemy/ares-host-2dBronze Age WarhostPROTOTYPE
fleeting/archive/space/*Earlier Fleet AssetsARCHIVED

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.

ARCHIVED MODEL / SPACE PROTOTYPE

Earlier expedition balance lab

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.

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 / MVP 01

Every dawn should reveal a stronger home

Every current feature must strengthen exploration, gathering, territory, building, or night defense. If it touches none of them, it waits outside the Hearth MVP.

SHARED PURPOSEKeep the Hearth
burning
EXPLORERead the open landpossibility ↑
GATHERCarry useful storesoptions ↑
BUILDShape the defensesafety ↑
DEFENDEarn another dawnterritory ↑

ECONOMY

Physical settlement stores

Wood, stone, and food are found in the world and converted into visible structures. Future workers automate claimed groves and quarries.

COMBAT

Civilization eras

Each era introduces a new army doctrine rather than only larger health bars: raiders, flankers, archers, siege lines, then mythic giants.

PROGRESSION

Heroes & Divine Favors

Heroes specialize movement and combat. One-use godly favors create dramatic recoveries without replacing preparation.

WORLD

Sacred territorial expansion

Cleared camps become named lands with resources, foundations, and future paths. The settlement grows into the open world instead of resetting.

LOSS

Recoverable heroes, vulnerable home

A fallen hero returns at the Hearth and loses half the stores. The run ends only when the sacred flame is destroyed.

COMPANIONS

Settlers & mythic allies

Recruits can gather, repair, or guard a lane, filling absent-player roles while four humans remain the expressive center.

CONTENT RULE

Territory reward triangle

LandImmediate rewardLong-term valuePrimary cost
GroveLarge wood cacheRenewable timber and healing herbsWide, exposed border
QuarryStone and tower planWalls and durable upgradesDistant daylight travel
FordFood and route accessTrade and water controlMultiple enemy approaches

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

Does one dawn make you want to expand?

Play one full loop, claim at least one land, build an Apollo Tower, and survive the first night.

  • Ask whether resources were readable at a glance.
  • Record the first moment dusk changed the plan.
  • Notice what the player wants to build on day two.
Pass signal

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

Prove one day worth defending.

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.

NOW
PLAYABLE PROOF

Hearth of Ithaca

One open land, three heroes, four territories, gathered materials, buildable towers, and a rising first night.

  • Readable resource language
  • Meaningful build placement
  • One satisfying dawn
NEXT
SETTLEMENT DEPTH

A reason to expand

Add walls, one worker, renewable claimed resources, structural damage, and the second civilization doctrine.

  • Hestia Brazier
  • Territory workers
  • Amazon flankers
THEN
VERTICAL SLICE

The Last Siege to first dawn

Build the victorious battle tutorial, the wounded homecoming, first claim, first tower, and first defended night.

  • Heroic power fantasy
  • Hestia's last flame
  • Settlement transformation
LATER
PRODUCTION

Co-op mythic campaign

Move proven rules into the production engine, then add online co-op, civilization-era content, Steam, and mobile.

  • Host-authoritative co-op
  • Godot content pipeline
  • Platform packaging

COMMITMENT PLAN / DEFINITION OF DONE

Seven gates from idea to stewardship

Open master plan
0Product truthWorkbook + pipeline
1Hero feelMovement + combat
2Hearth heartbeatBuild + defend
3Vertical sliceLast Siege → dawn
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