BLESSED WIKI

Game Design Document

🖨 Print / PDF version

The living design reference for Blessed. Sections marked TBD are not designed yet — the structure is there to fill in. Chapters cross-link to wiki pages with the same [[wikilinks]] used everywhere else.

  1. 01. Vision & Overview

    Elevator pitch, design pillars, platforms and target experience.

  2. 02. Core Loop

    The wave → collect → card phase loop, session flow, and game states.

  3. 03. Combat & Stats

    Stat system, damage model, aura resource, and ability design.

  4. 04. Characters

    The five playable classes, their loadouts and team roles.

  5. 05. Weapons & Tiers

    Weapon archetypes, the 19 classes, 5-tier progression, and the trait layer.

  6. 06. Perks & the Card Phase

    The between-wave card selection, perk design space, rarity and pricing.

  7. 07. Enemies & AI

    The data-driven intent brain, movement profiles, and enemy archetype design.

  8. 08. World, Planets & Disasters

    The four elemental planets, their disasters, and run structure across them.

  9. 09. Economy & Progression

    Zingthons, drops, the shop, in-run and permanent progression, saves.

  10. 10. Multiplayer & Networking

    2–4 player online co-op: architecture, authority rules, and Steam integration.

  11. 11. UI & UX

    Interface stack, HUD, card screen, notifications and feedback language.

  12. 12. Audio

    Audio architecture and the sound design direction.

  13. 13. Story & Narrative

    Setting, tone, and lore — structure ready, content to be written.

  14. 14. Art Direction

    Visual style, sprite pipeline, and effects language — to be defined.