Game Design

Aetheria’s design begins from an old, unreasonable ambition and then tries to make it survivable: two different games sharing the same doomed universe. One layer is a tactical action RPG about ships, crews, missions, routes, and violence up close. The other is a corporate strategy game about production, infrastructure, population roles, research, and economic dominance. Both are meant to feed the same persistent galaxy, where field players collide with shortages and opportunities created by the people running the machinery.

That is the full beast. The first major scope cut was Aetheria: Terminus, a rogue-lite ARPG slice designed to prove combat, traversal, ship customization, narrative pressure, and the setting’s corporate logic before the project tried to swallow the whole sun and ask politely for seconds. When even that looked too large, Call of the Void became the last-ditch smaller target: curated cases, taxi work, station life, and one exhausted private investigator discovering that the rupture is not politely undoing itself.

Design Stack

  • Design Pillars - the compact doctrine for what the game is trying to make playable.
  • Playable Layers - how the ARPG, corporate strategy layer, and shared world are supposed to meet.
  • Action RPG Layer - cockpit-scale play: travel, combat, loadouts, risk, quests, and survival.
  • Corporate Strategy Layer - spreadsheet-scale play: corporations, labor, production, research, logistics, and market pressure.
  • Persistent Universe and Reset Loop - the long campaign structure, alien escalation, extinction, and temporal reset.

Systems

Release Path

Planning Sources

The active Aetheria-Economy repository points to three planning-time documents:

These documents and the repository README are dated planning maps, not current marching orders. They are useful because they preserve mechanic intent: the time loop, tactical ship combat, heat and stealth, licenses, contracts, dungeons, drones, station management, production, population attributes, demand profiles, market arbitrage, research patents, independent traders, police protocol, AI corporations, and shader-driven gravitational terrain. They are also very much the sort of documents a person writes before reality, money, health, and the calendar arrive with tools.

The live hierarchy treats them as inherited design pressure, then filters them through the current canonical vault and the project direction now in front of us. The active game repo’s shape is evidence, but not law: shared simulation classes, ServerShared data models, galaxy generation, equipment behaviors, cargo and trade UI, Ink narrative processing, map rendering, debug tools, and the server architecture show long-running ambitions that still need current judgment.

Setting Pressures