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.
Related Engineering pages
Change history
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.