CAW GDD V2.2

Game Design Document "Civilizations At War"

1. Game Overview

Title: Civilizations At War

Genre: Action RPG (Dystopian Cyberpunk-Fantasy Hybrid)

Current Date: December 17, 2025

1.1. Game Summary:

Civilizations At War is an action RPG set in a unique dystopian cyberpunk-fantasy world where magic replaces technology as the foundation of society. Players navigate a realm where civilization is powered by mana, and survival depends on navigating social hierarchies, mana-based economies, and brutal faction wars. Taking on the role of a customizable hero, the player chooses from various combat styles to engage in dynamic battles against rival factions and colossal monsters. The game emphasizes strategic decision-making, where choices influence relationships with NPCs, access to resources, and the balance of power in a world where magical energy is both currency and power. With a blend of combat mechanics, upgrade systems, and a unique mana-economy, players experience a living, breathing world that reacts to their actions, from neon-lit mana-powered cities to the untamed magical wilderness beyond.

1.2. Setting & World Context:

Dystopian Cyberpunk-Fantasy: A world where magic has filled the niche of technology. Cities glow with magical neon and corruption. Mana-powered constructs serve as infrastructure, and societal stratification is extreme. However, there are no firearms—combat revolves around swords, shields, bows, and magic.

Mana-Based Economy & Governance: Power is decentralized among competing Guilds—powerful, specialized organizations that control different aspects of society. Mana collection and city protection are managed by the Guild of Civic Assurance (GCA), also known as The Gilded Fist. Instead of traditional taxes, citizens must regularly contribute a portion of their personal mana or mana crystals to the GCA, which fuels city defenses, public utilities, and the broader guild coalition's operations.

1.3. The Guild Ecosystem:

The GCA is just one of several powerful guilds. The other 3 primary guilds are:

1.4. Resource Scarcity & Consequences:

Due to widespread tax evasion, inter-guild disputes over resource allocation, and minimal initial penalties for non-payment, cities frequently operate with mana deficits. This results in rolling blackouts, failing magical defenses in poorer districts, and stark inequality. Only major cities, where guild influence is strongest, maintain consistent power; smaller towns and the wilderness exist in a state akin to a traditional fantasy setting (medieval with magic), largely disconnected from the centralized mana grid.

1.5. Core Conflict:

Players navigate this fragile, multi-faction system. Aligning with or opposing the GCA is just one path. Players might work with the Forge Consortium to develop personal power, help the Verdant Ring stabilize the wilderness, or use the Shadow Charter to bypass the system entirely. The wilderness holds ancient magic, rogue mana wells, and colossal creatures that threaten—or could be exploited by—this unstable societal structure.


2. Core Gameplay Mechanics

2.1. Combat System:

2.2. Boss & Colossal Monster Combat System:

2.3. Guild Reputation & Mana Economy:

2.4. Upgrade System:

2.5. Social Hierarchy & Faction System:


3. Feature Set

3.1. Dynamic, Reactive World:

3.2. Origins

  1. The Pitt
    Set in the slums of Turnpike City in the Grasslands. You grew up during the Triguild battle, lacking formal magic or science training but excelling at scavenging, crafting, and combat. Living partly on the streets you know your way around the local guild and other entities.
  2. The Inherited Honor
    (Details TBD)
  3. The Isekai
    (Details TBD)

Character Creation Tree

3.4. Quest System:


4. Target Audience Analysis

4.1. Demographics:

4.2. Psychographics:

4.3. Market Positioning:


5. Technical Requirements NOT ACCURATE TO MIN REQUIRMENTS


6. Unique Selling Points


7. World & Lore Overview