Authored World Consequences
Narrative World Interaction
Choices and events primarily produce bespoke reactions and set-piece changes, with systems supporting the fiction.
Reputation, prices, and access may support consequences, but do not replace authored responses.
Boss Hierarchy
Combat · Progression Economy
A three-tier encounter hierarchy: rare major bosses, substantial regional bosses, and elite ordinary enemies.
Rewards and production investment should scale with the tier; exact counts and labels remain open.
Combat
Combat
Intense, deliberate third-person combat with weight, commitment, and more forgiveness than Elden Ring.
- Core possibilities include shields, rolling, ranged and melee weapons, charged attacks, and enemy-specific strengths and weaknesses.
- Combat is one pillar alongside exploration and story, not the whole genre promise.
Dynamic Ambience
Narrative World Interaction · Exploration Navigation
Atmospheric sound responds to location and nearby events.
The principle is protected; current forest and lakeshore recordings are not individually protected.
Failure and Recovery
Persistence Recovery · Progression Economy
The death, checkpoint, and recovery loop remains intentionally open.
- Recoverable loss of a renewable progression resource is a baseline to evaluate, not a decision.
- Avoid importing corpse recovery if the surrounding game does not support leaving, growing, and returning without grind.
- The game needs a restoration or checkpoint equivalent; its fiction and whether it uses lamps remain open.
Lamp Tending
Narrative World Interaction
The mundane job action that currently frames Kip's first Lamp Road assignment.
It is an opening and Cinderfolk-region mechanic, not an assumed global system or motif.
Progression
Progression Economy
Frequent modest gains within an authored hero, with narrower equipment and permanent-stat tradeoffs.
- Progression should feel more continuous and satisfying than traditional Zelda without Elden Ring's class and build sprawl.
- Major authored tools can punctuate the smaller gains; whether respec exists remains open.
- Growth uses a renewable resource earned from enemies, in the spirit of souls or experience, spent on permanent stat choices. Where in the village it is spent is undecided.
- Kilnrath gadgets supply Kip's early-game item discoveries, Zelda-style, and the first real weapons are found in the world: the miner's pick in the mine, the woodsman's axe at the Lamp Road cutting.
- First leveling is introduced at the village hub after the mine level, not before.
Regional Enemy Ecology
Combat · Exploration Navigation · Narrative World Interaction
Each major region has a coherent enemy ecology, with selective recurring archetypes and variants.
Enemies may rhyme or overlap across regions where the world supports it; uniqueness should not be forced.
World Navigation
Exploration Navigation · Traversal
Authored regional navigation using discoverable maps, varied gates, and prominent but non-universal shortcuts.
- Players can enter an unmapped region and see their position, while terrain, roads, and landmarks remain blank until its map is found.
- New routes can open through world changes, traversal abilities, bosses, keys, and permissions in a disciplined mix.
- Found maps are read at Annis's bookroom, and getting them read is a small quest rather than an automatic unlock.