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GDD summary

Rephrased is a 3D isometric linguistic puzzle adventure where rewriting ancient texts reshapes the environment. The player controls Sol, a boy awakened from a long slumber, embarking on a journey to regain his lost memory and seek the truth of what happened to his world.

Keywords: puzzle, language, environment reshaping.

Experience goals

  • Curiosity — when finding runes (ancient texts) in the world and arranging them.
  • Amazement — when reshaping the world by arranging runes.

Design pillars

  • Runes are a part of the world. Runes are not merely words written on paper; objects in the scene that resemble the shape of a rune can also be considered that rune.
  • Understanding runes by watching environment changes. By arranging runes, players can figure out what effects they produce when placed in a certain order, thereby understanding their meanings.
  • Less UI, more visual hints. When trying to tell or teach players, use visual cues and environmental narratives instead of UI where possible.

References and inspirations

  • Chants of Sennaar — the sense of achievement that comes from gradually understanding a language system.
  • Baba Is You — arranging texts to change the world.
  • The Witness — puzzles hidden in the world.

Audience

  • Platform: PC (Steam)
  • Primary target: Adults 18-35 who enjoy cerebral, mechanics-driven puzzle games with emergent discovery (Baba Is You, The Witness). Players who find satisfaction in systems mastery and experimentation over reflex-based challenge.
  • Secondary target: Casual puzzle fans and word-game enthusiasts, 25-45, who are drawn in by the linguistic novelty but stay for the accessibility of the core loop. Streamers and content creators are also a secondary audience because the sentence system produces shareable moments when unexpected word combinations create surprising results.
  • Key territories: English-speaking countries

Gameplay

Core loop

The player observes the environment, finds or identifies runes, interacts with them in sequence, and watches valid sentences reshape the environment. The player then uses the result to infer meaning and solve the space.

Controls

Target interaction from the design doc: Interact Mode and the notebook flow below. Build status: see Implementation status (Gate 2 build) — today the player carries runes instead.

Action Condition Keyboard Controller
Move Not in Interact Mode and notebook is closed WASD Left Stick
Enter / Exit Interact Mode Notebook is closed Space East Button
Move pointer In Interact Mode Mouse Right Stick
Interact In Interact Mode Left Click South Button
Open notebook Not in Interact Mode and notebook is closed Q North Button
Draw / Type in notebook Notebook is open Mouse Virtual Keyboard
Exit notebook Notebook is open Esc East Button
Exit Credits menu In Credits menu Esc East Button

Player control mode

Not in the current build. The sections below describe planned interaction. See Implementation status (Gate 2 build) for what ships today.

When players are not in Interact Mode, they can move in the environment and open the notebook, but the pointer is hidden.

When in Interact Mode, they cannot move, but the pointer is shown. They can click to interact with runes shown entirely in the viewport.

When they exit Interact Mode, the system checks whether the interacted rune sequence forms a valid sentence. If it does, the effect triggers.

Runes

Introduction

Runes are the core mechanic in Rephrased. They are the language of the game world. Players can click on runes in sequence to form sentences. Valid sentences can affect objects in the scene in different ways: make a statue rotate, turn a stone into a tree, or reverse time.

Types

Runes are split into two types: nouns and verbs. Nouns refer to objects in the scene, and verbs refer to different kinds of changes. The meaning of each rune is not fixed; the effect can change based on combination. For example, river + reverse makes water flow backwards, but time + reverse makes time turn backwards.

Sentence pattern

After forming a sentence, an effect only happens if the sentence follows specific patterns:

  • noun + verb
  • verb + noun
  • noun A + verb + noun B

The first two patterns change the object or its status that the noun refers to. The last pattern usually makes object A keep affecting object B.

Implementation status (Gate 2 build)

The patterns above are the design target. The current build differs:

GDD target Build status
noun + verb Shipping — validated and executed via calculator slots
verb + noun Planned — GDD pattern; USentenceValidator does not accept it yet (Development plan)
noun A + verb + noun B Shipping
Interact Mode + pointer Planned — build uses carry (Player and interaction)
Notebook Planned — not in build
Meta-rule redefinition PlannedURuneRedefinitionManager exists but is not wired (Rune system core)
Full save / load Partial — rune discovery and palace assignments persist; puzzle state does not (Save / load)

Runes are not just text

Early in the game, runes usually appear carved on walls or written on paper as text. In the mid-to-late game, objects in the scene that are shaped like runes can also be clicked to form sentences. For example, a cloud shaped like the rotate rune can function as a rune.

Rune list

Runes in the current design version:

Noun runes Verb runes
Tree Transform into
Stone Move Toward
Fire Rotate
Water Flow Float Up
Enlarge / Increase
Shrink / Decrease
Reverse
Stop / Off
Accelerate
Slow
Hidden / None
Penetration

Sol's notebook

Sol has a portable notebook that helps players remember encountered runes and gives them a place to take notes.

Whenever players encounter a new rune, it gets recorded in the notebook. The player can open the notebook at any time to check all runes they have seen.

Rephrased does not give players the real meaning of each rune directly. Instead, players can draw or write anything in the notebook. On gamepad, players type notes. This supports the language-learning experience and creates moments where players reinterpret an earlier rune.

The notebook is not shown as a 2D UI. It is a 3D UI: Sol opens a book in his hand, and the camera moves toward the front of the book. This preserves immersion.

Dynamic camera

For Rephrased, the dynamic camera is mainly a hinting tool.

When the player enters different areas or different corners of the same area, the dynamic camera helps them focus on objects that need attention. For example, when the player approaches a mural, the camera can slide to the midpoint between mural runes and the object that needs to change. This hints that the player should use the runes to affect that object and solve the puzzle.

Matrix of runes

https://docs.google.com/spreadsheets/d/1LXL9krFPjEcc8IwuOVA3wCxR_gZXgYR0HxAAw1Fjq74/edit?gid=274070186#gid=274070186

Level design guidance

Overview

In Rephrased, a basic puzzle level consists of runes used to solve the puzzle and a goal, generally reaching the level exit. The standard puzzle-solving approach is that players observe the environment, discover which part of the environment should be changed, find useful runes or unearth hidden runes, and finally interact with runes in a certain sequence to reach the exit.

Design guidance

https://docs.google.com/document/d/1JWNHiVQul7zf_TLzKzsoOk3eVIWgIsTUfchXo3WpqPs/edit?tab=t.0

Configuration guidance

Word:

https://docs.google.com/document/d/1V7o2dxKRhtH4EAulRlEUw9MuU46QUV9xyMCkZj3cfqg/edit?tab=t.0#heading=h.hnh9eahrpzfe

Slide:

https://docs.google.com/presentation/d/1MUxH9AApgpOdOkbuJlfCidM-aFq-JktQAMDrBOXXP74/edit?slide=id.g3caaf1c1439_2_0#slide=id.g3caaf1c1439_2_0

Tutorial design guidance

Overview

In Rephrased, we do not want too much UI to break immersion. The tutorial takes the form of environmental prompts, level and puzzle design, the dynamic camera system, and the notebook mechanic.

Design guidance

https://docs.google.com/document/d/1owhBxJqnNZeFieZddS8Dx5Q-1teuIFMEQAB7-WJshWQ/edit?tab=t.0

Narrative

Overview

Rephrased mainly uses environmental narration and cutscenes to deliver story. Runes in scenes can show players the function of areas: for example, Flower and Water runes on a wall can suggest that the space may have been a garden. Camera movement can focus players on architecture in the current area, and environmental details can imply past use, such as a ruin with tables and chairs suggesting a classroom.

Script summary

Sol wakes with no memory in a destroyed world. He finds unknown runes and learns their meanings and power. In the exploration adventure, he learns about the civilization's past, and the World rune restores his full memories. With a new view of the world, he looks to the stars, and a hard choice is shown in front of him: should he use the World rune to restart the world or change it to a better one?

Act 1 — Disorientation

Storybeat 1: The player encounters the first puzzle with nearly no information, but is given the hint that the world is destroyed and Sol remembers nothing.

Storybeat 2: The player learns more puzzle patterns by encountering verbs such as change, move, rewind, and grow that directly modify the nature of the surrounding environment. By completing the first more complicated puzzle, the player sees a memory from someone else, though where it comes from and who it belongs to are uncertain in the current design.

Act 2 — Interpretation

Storybeat 3: The player learns about the society structure of the ancient civilization by solving more puzzles and learns that different groups had different responsibilities. After this layered structure is revealed, the player understands that language is also nested: runes can change environments, and environments can form larger runes from an overhead perspective.

Storybeat 4: The player figures out that there is an ultimate rune meaning the world, which can restore everything by adding up all learned runes so far. Visually, it looks like all areas combined into one. However, this rune is a false solution. It will destroy the world again because this is what caused the catastrophe before Sol lost his memory.

Act 3 — Destruction

Storybeat 5: Through prior gameplay, the player observes the starry sky and learns more about the stars. This builds toward the realization that the stars are the origin of the language of the world. The final puzzle uses a more dominant perspective: changing the status of stars also changes the world, leading to the real restoration of the civilization.

Story beats source

https://docs.google.com/document/d/1YmvGxyqa_bE16Oet91oZluy1fJy141j9OENeP4XpX4A/edit?tab=t.0

Art

Overview

The visual style of Rephrased draws inspiration from Journey and Cocoon. The game features a limited, muted color palette and minimalist design. Characters, creatures, architecture, and objects are rendered in geometric shapes, giving them a man-made feeling.

Lookbook

https://docs.google.com/presentation/d/10l56QOByBzbpaN1hoevHU3U3btseV3W5RytySmZftnQ/edit?slide=id.g3a32c88c112_0_0#slide=id.g3a32c88c112_0_0

Art reference

https://miro.com/app/board/uXjVJ_YrpJ4=/

User interface

The main menu has buttons for Start Game, Settings, Credits, and Quit Game.

Settings menu

In the settings menu, players can adjust the game's volume and graphics quality.

Credits menu

After opening, the list of developers scrolls. Players can manually exit.

Pause menu

The pause menu has buttons for Resume Game, Settings, and Quit Game.

Change history

  • 2026-05-23 — Gabriel Li — Gate 2 implementation status table; Glossary links for carry and Interact Mode; Interact Mode and notebook marked planned with carry shipping.
  • 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.