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Systems overview

This is the design-facing systems inventory. It defines what designers expect the game to support; Engineering pages define how those systems are implemented.

Pre-production priorities

Area Systems
3C Player movement, player interaction
Gameplay Interactable objects, trigger events, memory palace, notebook, level design format
Rune mechanics Rune design format, rune collection, placement slots, effect executor, priority manager, transformable objects
UI menu Notebook menu

Full-production targets

Area Systems
3C Player state, movement, interaction, camera controller
Gameplay Interactable objects, trigger events, cutscenes, memory palace, notebook, level design format, VFX, sound/audio, save and knowledge persistence
Rune mechanics Rune design format, collection, placement slots, effect executor, priority manager, transformable objects, combine slot, rune builder
UI menu Main menu, settings, credits, notebook, pause
Waitlist Narrative system, progress tracking, UI tips

Design ownership notes

  • Designers own behavior intent, puzzle affordances, and player-facing vocabulary.
  • Engineering owns implementation surface, runtime constraints, and performance.
  • Any system that changes player learning or puzzle readability needs a design page or a linked section before implementation.

Change history

  • 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.