Story beats¶
This is the cleaned act-level narrative spine. Keep uncertain details in Open questions instead of mixing comments into the main beats.
Act 1 — Disorientation¶
Sol wakes from a long sleep with no memory. The world around him is barren, fragmented, and still: stone ruins, geometric forms, cracked ground, and warm light across an empty landscape. Reality feels decompiled.
The first puzzles teach that runes are not decorations. When Sol moves runes around, matter snaps into meaning: formless stone becomes a wall, broken rules cause discomfort, and restored rules bring relief. The memory palace appears as an archive-like ruin with empty pedestals waiting for recovered knowledge.
Design purpose:
- Establish loss of memory.
- Establish runes as world grammar.
- Let the player learn through direct environmental change.
Act 2 — Interpretation¶
Sol learns that runes follow grammar. Objects exist because a rule declares them; relationships can be rebuilt through sentences such as NOUN IS NOUN. As the vocabulary grows, memories surface that may not belong to Sol.
The world should start feeling like a layered civilization rather than a random ruin. The player learns that different systems, responsibilities, and structures existed before the collapse.
Design purpose:
- Expand from vocabulary learning to cultural interpretation.
- Let larger puzzles reveal how the old civilization worked.
- Make the memory palace feel less like a notebook and more like an archive with intention.
Act 3 — Destruction¶
The final act should clarify what happened to the civilization and why language/runes became central to rebuilding or destroying reality. The player should understand that restoring the world is not only mechanical progress; it also means interpreting responsibility, memory, and loss.
Design purpose:
- Resolve the truth behind the ruined world.
- Pay off the memory and language mechanics emotionally.
- Force the player to apply the full rune grammar in a way that reflects the story's central question.
Narrative integration rules¶
- Story beats should be delivered through puzzle context, memory fragments, and environmental change before dialogue or text exposition.
- A new major mechanic should carry a narrative meaning when possible.
- Memory reveals should follow player comprehension: do not explain what the player has not mechanically experienced.
Change history¶
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.