GDD Questions · Edition 03

The Question Atlas

One hundred and twenty questions shape Galespun. Painted cards are directions we’ve chosen. Pencil sketches are questions still waiting for an answer.

63chosen or working directions
17partly answered
40still open
24new in this edition

SelectedWorkingPartialOpenNew in Edition 3

Chapter 01

Promise & audience

A controller-led, single-player adventure for time-limited players who want deep builds without a steep learning burden. Mac is the first development and playtest target, and Steam is the intended distribution direction. The first vertical slice is now concrete: town, quest, dungeon, a discovered companion, extraction, a second town, and a bonding milestone.

Chapter 02

Controls & party

The preferred baseline gives the player control of the trainer. A following companion auto-attacks and uses powers on command. Early play has one active companion; switching carries a cooldown and a meaningful cost. Trainer weapon classes start small and grow.

Chapter 03

Dungeons & encounters

Two cities and two separate dungeons are connected by an initially weak airship. Start with authored maps and readable room objectives. Depth changes hazards, layouts, enemy behavior and resource pressure. Guardians test patterns, timing and preparation. Seasonal live events are not planned.

Chapter 04

Investment & failure

Progression raises how hard a dungeon can become; optional resources then “juice” a single run with stronger monsters and better chase rewards. Players can see which chase materials a dungeon offers, but not exact drops. Extraction happens only at limited exits. Defeat loses the unextracted haul and temporary XP, never permanent progress. Cozy and Brave change pressure, rewards and loss rules, and are locked for the run.

Chapter 05

Temporary builds

In-run power discoveries replace a heavy item shop as the main source of run builds. Choices are quick: one or two offers, with two as the default. Rerolls start limited and expand with progression. Powers mostly feel like upside. Slots follow controller ability roles such as attack, dash, shield, area and special, and a discovery can replace, improve or transform the move in a role.

Chapter 06

Lasting progression

Dungeon levels are temporary. Extracted loot is crafted into permanent progression that raises a companion’s starting level. Permanent evolution needs both a level threshold and a rare crafted item. Permanent learned moves are not assumed; mastery shapes which moves are offered. Cooldowns replace PP, and the trainer grows as the companion’s enabler.

Chapter 07

Companions & rescues

Companions arrive through quests, dungeon encounters, discoveries and recruitment. A roster of roughly 20–25 distinct companions is enough, with elemental families sharing themes. Bond capacity grows slowly; a rare find at full capacity forces a hard choice. The first rescued human unlocks crafting. Rescue protection follows Cozy/Brave.

Chapter 08

Markets & cargo

Towns are a real pillar, not a loading screen: quick returns and longer sessions both work. Prices use a learnable regional baseline with some movement; goods from a nearby dungeon pay better far away. Carrying capacity, for both the hero and the ship, is the strongest limit on profit. Overflow forces a keep-or-leave choice. Travel is direct route selection with a fuel cost.

Chapter 09

Routes & upgrades

The first upgrades expand carrying capacity for the hero and the ship; the cargo room matters most. The ship makes room for specialist crew facilities, because a crafter, artificer or armor forger needs a working station aboard.

Chapter 10

Story & onboarding

Teach through doing. The first dungeon teaches movement, attacks and companion switching with minimal prompts, and permanent progression is discovered rather than front-loaded. After a failed run, the player returns no weaker than before: you can always come back to this world and make progress.

Chapter 11

Art, sound & access

Accessibility is always available and never costs loot: text size, control remapping and color-vision support. Cozy mode adds separate percentage assists, such as enemy speed and damage, which may affect rewards.

Chapter 12

Saves & first release

The vertical slice ends when the newly found companion is bonded. The full game can reach a clean credits moment followed by an endless post-credits mode. Playtests are short and frequent, followed by five simple questions. Cut system complexity before the core loop; one representative interaction can prove a system.

Chapter 13

Merchant, map & city

Cities stay functional and readable at first, differentiated by shops, services and outposts. The first town needs a quest source that leads to a dungeon; the second needs an NPC who receives the quest item and helps bond the new companion.

Chapter 14

Airship & crew

Early ship space supports roughly one or two crew members plus specialist workstations. A specialist can join once the ship has space and the right facility. Crew management stays light and mostly passive. Crafting is tied to specialist crew and their equipped spaces.

Chapter 15

Items & customization

Personal inventory and ship cargo have separate capacity pressure, and capacity must be the easiest thing to read on the cargo screen. The trainer screen shows permanent support growth. Trainer and companion progression differ: a trainer tree shapes companion performance, while companions gain run powers, starting levels and evolution.