#2 Game design

TODO: refactor doc into list of facts, not just thoughts around how world works. Current version sounds vague

An immersive-sim FPS co-op sandbox on a super-magnetic, metal-rich planet where civilization grows industrially and fades away already. You survive by driving a home-bunker cargo truckvehicle across an infinite-feeling world, looting and improvising with real physics. The signature is the isolated vehicle interior: while the vehicle is moving, players can still freely interact with items inside (storage, crafting, chaos) as if it’s a moving room.

Drive a moving home-bunker across a magnetic wasteland and survive by turning loot, physics, and curiosity into power.

The “first 5 minutes” promise (what players immediately experience)

Hooks

Design pillars (non-negotiables)

The planet (tone + world logic)

Current scope notes (pragmatic constraints)