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Systems overview

This page connects the player experience to the systems that support it. Engineering pages describe the runtime details.

Player-facing systems

System Player experience Design ownership
Character and interaction Explore an isometric 3D space and activate nearby runes or interactables. Movement feel, interaction distance, readable focus.
World runes Find language embedded in ruins, objects, light, and landscape. Rune placement, shape, discovery context, pairing opportunities.
Mind Drawing Reconstruct an encountered rune from its exact stroke pattern. Pattern legibility, learning order, drawing challenge.
Rune transaction Combine one Verb and one Noun in either order. Vocabulary, contextual behavior, puzzle intent.
Command delivery See the noun-centered command travel through the world. Range, pacing, feedback, target composition.
Runeable objects Respond according to noun identity, current status, and resolved Verb effect. Allowed statuses, state transitions, presentation.
Dynamic camera Frame clues, transformations, routes, and reveals. Camera zones, shot priority, transition timing.
Audio and VFX Reinforce selection, completion, travel, rejection, and state change. Sensory language for every command stage.
Level structure Turn learned vocabulary into traversal, discovery, and narrative progress. Encounter, comparison, application, reveal.
Save and accessibility Preserve progress and support keyboard, mouse, and gamepad play. Checkpoint boundaries, rebindable actions, readable feedback.

Runtime flow

  1. ARephraseCharacter routes interaction to URuneCoordinatorComponent.
  2. A world or drawn rune contributes a token to FRuneTransaction.
  3. The coordinator accepts one Verb and one Noun in either order.
  4. The noun provides the command origin and identity.
  5. AExpandingRingActor visualizes and times delivery.
  6. URuneableObjectComponent checks the noun and finds the noun's rule for this verb and the exact current state.
  7. The rule sets the new state, or keeps it for a temporary effect such as Rise.
  8. The puzzle shows the new state through its State Looks and plays the matching Performance: animation, light, sound, VFX, and camera.

Content sources

Technical owners

Area Primary owner
Rune coordinator, transaction, command delivery Systems Engineer
Word data, drawing patterns, puzzle Blueprints Blueprint Engineer / Tech Designer
Character, input, camera, integration Generalist Engineer
Rune-responsive puzzle actors Puzzle Engineer
Audio feedback Audio Engineer
Materials, VFX, transformation readability Tech Art
Milestone integration and verification Engineering Producer

Change history

  • 2026-09-17 — Gabriel Li — Rebuilt the inventory around the current rune transaction, Mind Drawing, command delivery, status effects, and 2nd Playable.
  • 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.