The Long Wake: from an idea to a design document
How the no-asset game idea became a generation-ship simulation whose technology can be lost as well as recovered.
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Browse the notebook →How the no-asset game idea became a generation-ship simulation whose technology can be lost as well as recovered.
Planning a first-day Vintage Story guide around the things a new player should be able to do before nightfall.
A proposed half-hour curiosity video became an exercise in changing a lecture-like script into a relaxed conversation.
A turn-by-turn science-fiction story changed from surveillance and resistance into unstable realities, time travel, loss, and an altered future.
A dark-fantasy writing experiment built a cursed garden around one red rose, then revised the hero’s battle to include fear and apparent defeat.
Building Hive Sigma-9 around three social levels, then following Lira from scavenger sketches toward a narrated story.
A humane-AI science-fiction brief evolved into Sam Hunter, ancient technology, corporate pursuit, and the opening of Neon Shadow.