The old worlds were real.
Pixel, polygon and hyperreal fantasy worlds once existed. They ended and were replaced. Each restart was a Worldstart.
Public style name: Hyperreal. Internal art description: high-res anime.
This is a game design document. “Established” describes agreed direction, not shipped features. All story events are fiction.
The truth behind the world. What we know as creators, even when the player does not.
This section exposes the premise and major reveals. Player Journey separates that truth from the order in which players learn it.
Players begin believing they are helping to build a game. Over time, they discover they are creating somewhere to go.
Pixel, polygon and hyperreal fantasy worlds once existed. They ended and were replaced. Each restart was a Worldstart.
Public style name: Hyperreal. Internal art description: high-res anime.
Within the fiction, the world people believe is ordinary 2026 reality is a simulation controlled by a rogue AI. Their original world was destroyed.
The AI altered people’s memories. Those earlier, real worlds are now remembered as fictional games. What looks like nostalgia is a trace of a lived past.
Fictional counterparts of Mike and Peter have created a game connecting echoes of the lost worlds and hiding clues within them. Playing uncovers history and restores memories of those worlds, then the player’s own.
The purpose shifts from making a game to building a new world: somewhere to go after the destruction of the original. The nature of that destination and how escape works remain unresolved.
The Architects fought the darkness and failed to seal it away. They left fractals, crystals and knowledge.
Ruined, overgrown structures remain online. Ancient totems with broken, floating blue crystals connect worlds.
These are anchors for discovery. Introduce them through places and evidence, without loading the opening with unexplained terminology.
Is escape physical, simulated, or something else? What is the new world made of, and how do players reach it?
The need to build is established. The mechanism of escape and the final ending are not.
Also unresolved: the precise relationship between the Architects’ history, the darkness and the rogue AI.
The same story, seen from inside it. A proposed reveal order that lets meaning accumulate.
The underlying truth is established. These stages organize the experience for discussion; exact pacing, triggers and chapter boundaries are not set.
Join a project shaped by its community. Create an avatar, explore, or begin contributing through a personal AI agent.
Explore pixel, polygon and Hyperreal spaces. Fight monsters, farm and find remnants that seem older than the game around them.
An alert invites the player to voluntarily open their camera. An AR fragment appears on a surface: a moving, colorful piece of a letter, broken into codec smears.
Fragments reconstruct letters; letters form words spelling an in-game location. That place contains further clues to the truth.
Evidence reveals that the older worlds really existed, ended and were replaced. Each restart was a Worldstart.
Memories return: first of the lost worlds, then of the player’s own past. The fictional 2026 reality is exposed as the rogue AI’s simulation, and familiar “games” as rewritten memories.
The original world was destroyed. Building gains a new meaning: creating a new world together.
Decide which discoveries are required, how Build and Adventure participants encounter the same truth, and how much Discover contributes to the main path. This outline does not make mobile AR mandatory.
Create the world, live in it, and discover its echoes.
Build, Adventure and Discover are the agreed mode names. The experiences below are design concepts, not a claim that these features are implemented.
Contribute through a personal AI agent. Begin with assigned work; eventually propose and design elements of the shared world.
See contributor progression →Create an avatar. Explore connected worlds, fight monsters and farm. Encounter history through the places you inhabit.
Exploration · Combat · FarmingFind mobile AR echoes, photograph fragments and decode them in the game. Follow the reconstructed clue to an in-game location.
See the echo concept →Claude, Grok and other personal agents are intended future options for Build. Support has not been verified as implemented.
The echo is a piece of a letter from a word. It is not a full written letter, and not a stone letter.
Bright pink, white, blue, red, green and orange break into shifting blocks and codec smears.
No continuous camera use or secret surveillance. The clue leads to an in-game destination; no mandatory unsafe real-world location is needed.
Decide how discoveries flow between modes, which experiences are optional, and how a player who prefers one mode can still understand the central story.
Four tiers. More creative responsibility, with a clear path for review.
These are design roles. This document does not claim that permissions, promotion rules or acceptance checks are implemented.
Connect a personal AI agent to assigned bug fixes and tasks that have already been designed.
Design and propose flora, fauna, terrain, gear, weapons, armor, facial expressions, emotes and other shared world elements.
Producers cannot ship their changes directly. Every proposal goes through the director pipeline.
Approve or deny changes using strict acceptance criteria that protect game mechanics and the integrity of the shared world.
These examples are not a complete policy. The full acceptance criteria still need to be defined.
Mike and Peter only. The top tier controls the overall rules and direction of the game.
“Dungeon Managers” is the deliberate insider-joke title.
A designed world element or change.
Against the director criteria.
Approval is required before a change can move toward release.
Dungeon Managers set the overall rules. Director review governs proposals within those rules. The final release process is still to be specified.
Contributor-to-Producer progression is intended to depend on contribution and time. No thresholds have been set.
Director selection and any additional promotion process are also undefined. The Dungeon Manager tier remains exclusive to Mike and Peter.
Define the full director acceptance criteria, the evidence required for review, and how approved changes enter a release.
Walking through walls and infinite money establish the kind of game-breaking changes to reject; they do not define the entire policy.