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.
- 01. Vision & Overview
Elevator pitch, design pillars, platforms and target experience.
- 02. Core Loop
The wave → collect → card phase loop, session flow, and game states.
- 03. Combat & Stats
Stat system, damage model, aura resource, and ability design.
- 04. Characters
The five playable classes, their loadouts and team roles.
- 05. Weapons & Tiers
Weapon archetypes, the 19 classes, 5-tier progression, and the trait layer.
- 06. Perks & the Card Phase
The between-wave card selection, perk design space, rarity and pricing.
- 07. Enemies & AI
The data-driven intent brain, movement profiles, and enemy archetype design.
- 08. World, Planets & Disasters
The four elemental planets, their disasters, and run structure across them.
- 09. Economy & Progression
Zingthons, drops, the shop, in-run and permanent progression, saves.
- 10. Multiplayer & Networking
2–4 player online co-op: architecture, authority rules, and Steam integration.
- 11. UI & UX
Interface stack, HUD, card screen, notifications and feedback language.
- 12. Audio
Audio architecture and the sound design direction.
- 13. Story & Narrative
Setting, tone, and lore — structure ready, content to be written.
- 14. Art Direction
Visual style, sprite pipeline, and effects language — to be defined.