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.
BETWEEN EXPEDITIONS / ROUTE CONSOLE
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.
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 / LEVEL 01
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.
Explore a seeded sector spanning six screens from launch to the rest stop.
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.
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 unlimited movement feel expressive and controllable? | Correction time, boost use, boundary contacts | FOCUSED |
| Field salvage | Do carrier cells, salvage, and repairs teach their roles? | Reward recognition, route choices, banking | FOCUSED |
| Recall & docking | Is returning deliberate and low-friction? | Response time, prompt readability, hesitation | FOCUSED |
| Carrier defense | Do evolving enemies create readable escalation? | Evolution notices, threat priority, loot pickup | ACTIVE |
| Route & rest stop | Does the open route create useful pressure? | Carrier tracking, return path, rest clarity | ACTIVE |
| Level 01 · First Light | Does the episode teach a complete Fleeting loop? | Drops collected, carrier fuel, hull, completion | CURRENT |
LEVEL 01 / FIRST RULES TEST
The first level succeeds at the rest stop, fleet-ship loss keeps the pilot with the crew, and the episode fails only when the carrier can no longer continue.
Keep the carrier fueled and intact until it reaches safety. Holdings improve the stop; they do not unlock it.
PLAYABLEIf a ship's hull is destroyed, it stays lost from the hangar. Its pilot returns to carrier duty until the crew finds, buys, or builds a replacement.
PLAYABLEThe episode ends if carrier fuel or hull reaches zero. That makes gathering and defense parts of the same journey.
PLAYABLECURRENT ESCORT TEST
Unlimited flight keeps exploration expressive while evolving swarms turn combat into a source of salvage, carrier cells, and emergency repairs.
Combat and reward roadmap ↗GAME CODEX / STABLE RECORDS
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.
No matching records.
Swarm
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.
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
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
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 ship is lost, but its pilot immediately moves to carrier duty. Replacement ships come from salvage, stores, allies, or manufacturing.
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
Play through at least two enemy evolutions and compare the urge to hunt against the need to escort.
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
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