Pitch
A storm-chasing signal-routing puzzle adventure where you rebuild a flooded archipelago's semaphore network to guide boats, barter knowledge, and outwit the sea's shifting moods.
Core Gameplay Loop
Players travel between small islands after each tide cycle, surveying weather, terrain, and damaged signal towers. They collect salvage, repair or reconfigure semaphore lines, and send timed message chains that affect trade routes, rescues, and local story outcomes. Each successful route unlocks new tools, island requests, and more complex environmental conditions such as fog, lightning, and drifting debris. The loop blends planning, light resource management, and spatial communication puzzles.
Target Platform
PC/Steam
Art & Style Direction
Painterly coastal environments with soft, windswept color palettes, bright signal flags, and dramatic skies that shift with the weather. The camera presents compact diorama-like islands with readable tower silhouettes and animated ocean patterns that communicate gameplay state. The overall tone is hopeful and tactile, mixing maritime utility with gentle melancholy.
Minimum Viable Feature Set
- World map with 6–8 small islands connected by signal routes
- Core semaphore-routing puzzle system with line-of-sight constraints
- Tide and weather simulation that changes available paths each day
- Salvage collection and simple upgrade economy for repairing towers
- Timed island requests such as rescue, delivery, and forecast relays
- Narrative event system with short character-driven conversations
- Failure and recovery rules that keep mistakes costly but reversible
Milestone Plan & Ownership
| Milestone |
Focus |
Owner |
| M1 Prototype |
Core design pillars, graybox 2-island loop |
Keaton + Fenster |
| M2 Vertical Slice |
Polished slice, tech architecture |
Fenster |
| M3 Art & Content Pass |
Narrative voice, island identities, style guides |
Verbal |
| M4 Playable Demo |
Onboarding, tuning, packaging, release notes |
Hockney + McManus |
| Security & Data Privacy Review |
Save/crash-report/feedback data handling review |
Kujan |
Sub-issues below track each workstream.
Generated by 🎮 Squad Game Planner · copilot · auto · 45.1 AIC · ⌖ 4.82 AIC · ⊞ 10.1K · ◷
Pitch
A storm-chasing signal-routing puzzle adventure where you rebuild a flooded archipelago's semaphore network to guide boats, barter knowledge, and outwit the sea's shifting moods.
Core Gameplay Loop
Players travel between small islands after each tide cycle, surveying weather, terrain, and damaged signal towers. They collect salvage, repair or reconfigure semaphore lines, and send timed message chains that affect trade routes, rescues, and local story outcomes. Each successful route unlocks new tools, island requests, and more complex environmental conditions such as fog, lightning, and drifting debris. The loop blends planning, light resource management, and spatial communication puzzles.
Target Platform
PC/Steam
Art & Style Direction
Painterly coastal environments with soft, windswept color palettes, bright signal flags, and dramatic skies that shift with the weather. The camera presents compact diorama-like islands with readable tower silhouettes and animated ocean patterns that communicate gameplay state. The overall tone is hopeful and tactile, mixing maritime utility with gentle melancholy.
Minimum Viable Feature Set
Milestone Plan & Ownership
Sub-issues below track each workstream.