Game Design Document: Civilizations at War

1. Game Overview

Class

Title: Civilizations at War
Genre: Action RPG
Platform: PC (exclusive at launch; future plans to expand if deemed plausible — controller support at launch)
Target Audience: Ages 15+

1.1. Game Concept

Players are introduced into a world of mixed medieval and futuristic tech — think Cyberpunk without guns, but with swords, staffs, scythes, and other strange fantasy weapons. The player creates a character at the start of a new game, choosing their origin story, class, combat style, and starting weapon.
Class and combat style affect which starting weapons are available. Origin Story and Class affect your starting stats. The player may have more or less starting skill points based on their choice in origin story and class.


2. Gameplay Mechanics

2.1. Core Mechanics

2.2. Game Loop

  1. Character Creation: Choose characters pronouns, name, and (looks? Maybe?).
  2. Character Mechanical Choices: Choose your unique origin story, class, combat style, and starting weapon. Based on these choices the player will then allocate their skill points into Speed, Strength, Stamina, Intelligence, Mana Capacity, and Mana Regeneration.
  3. Explore: Move through your starting enivorment and discover the story that awaits you in this world.
  4. Gain Power: Level up and buy better gear, find more people to join your party and help you on your journey. Maybe even join a guild, or even start your own. This world is yours to comand, should you be brave enough.
  5. Complete your story: Each origin has its own ending based on your choices. However the game doesn't stop there.
  6. Repeat: Every ending unlocks new origins, classes, and skills. New Game+

3. Story and Setting

3.1. Narrative

Players begin with their chosen origin and explore a world focused on growth, discovery, and moral choice.

3.2. Setting

The game world features diverse locations:

3.3. Worldbuilding

Overview

The world is vast and partly unexplored.
Humans are recent arrivals and do not know how they came to be there.
Other races — elves, goblins, orcs — have deeper histories and distinct capabilities.
Low-level goblins are mostly nonverbal.
Magic specialization is common; few have the mana to use and master multiple classes, so healers often focus solely on verbal spellcasting.

3.4. Origins

1. The Pitt

Set in the slums of a city in the Grasslands.
You grew up during the Triguild battle, lacking formal magic or science training but excelling at scavenging, crafting, and streetwise combat.

2. The Inherited Honor

(Details TBD)

3. The Isekai

(Details TBD)

3.5. Story Tree


4. Art

4.1. Art Style

Controls


5. Sound

5.1. Sound Style

¯\(ツ)(TBD)


6. Monetization

6.1. Revenue Model


7. Marketing Strategy

7.1. Target Audience

Strategy and RPG players, ages 15+.

7.2. Promotion


8. Development Timeline

8.1. Milestones

(To be added)