Game Concept | Skills Pool
Game Concept The foundational game concept, world premise, and high-level design vision for Saltglass Steppe. Use when making decisions about scope, feature direction, or ensuring new work aligns with the core vision.
EliasVahlberg 0 Sterne 04.04.2026 Beruf Kategorien Spieleentwicklung Saltglass Steppe --- Expanded Concept (TUI Roguelike RPG)
High concept
A desert called the Saltglass Steppe was once a coastal metropolis belt. Repeated "glass storms" (silica cyclones + ancient orbital light) fused buildings, bones, and machines into glittering vitrified reefs. The result is a world where:
Light is dangerous (refraction burns, mirage predators, signal-cults).
Maps are unreliable (storms physically rewrite layouts).
Identity is mutable (you adapt to storms; society judges your "refraction caste").
You play a scavenger, pilgrim, or outlaw who survives by learning the Steppe's physics and politics.
Core gameplay loop
Take rumors/contracts in a settlement (caravanserai, monastery, salt-port, scrapyard).
Travel overmap through dunes, glass flats, and storm corridors (resource + encounter management).
Enter a site (glassed ruin, mirror canyon, saint-tomb, data well).
Extract value: relics, water, "scripture shards," storm glass, faction favors.
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Game Concept npx skills add EliasVahlberg/saltglass-steppe
Sterne 0
Aktualisiert 04.04.2026
Beruf
Return/press deeper depending on risk: storm fronts, injuries, heat, reputation. This keeps the Qud-like rhythm: curiosity → danger → loot → weird consequence.
World structure (procedural but legible)
Regions (biomes)
Salt Flats: open sightlines, snipers, mirage hazards; easy navigation but storms hit hard.
Glassed Reefs (ruins): dense labyrinths of vitrified towers and fused streets; high loot.
Mirror Canyons: reflective walls that duplicate sightlines; beam-based enemies; navigation puzzles.
Singing Dunes: sound triggers encounters; stealth is inverted (noise attracts/repels different things).
The Brine Under: underground salt aquifers + drowned metro tunnels; water-rich, disease-heavy.
Sites (dungeon archetypes)
Refraction Cathedra: a "holy" ruin generating patterned light; puzzle dungeon with beam routing.
Storm-Locked Vault: doors open only during/after storms; encourages planned risk-taking.
Crucible Block: fused industrial block with craft components and dormant assembly arms.
Pilgrim Necropolis: ossified glass-bone spires; social dungeon with rituals and taboo mechanics.
Signal Warden Spires: old comm towers with active drones; hacking/reputation routes.
Signature mechanic: Glass storms that rewrite the map Storms are not just weather---they're procedural editors.
What a storm can do (pick 2--4 per storm)
Rotate a sub-area (a wing of the ruin rotates 90°; corridors realign).
Swap room "modules" (two rooms exchange positions; doors now lead elsewhere).
Fuse walls into glass (creates new line-of-sight lanes; makes combat more lethal).
Deposit storm glass (new resource nodes, but also sharp terrain).
Spawn stormborn entities (temporary enemies/merchants/phenomena).
Change light rules (mirrors strengthen beams; some tiles become "hot light" damage zones).
Player-facing clarity (TUI-friendly)
Pre-storm: a forecast bar: WIND ++ SILICA +++ LIGHT ++ EDIT: ROTATE/SWAP
During storm: the map "shimmers" with a simple overlay (e.g., ~ tint), and you get log lines like:
"The west wing refracts ... corridors realign."
"A new glass seam forms to the south."
Post-storm: a diff report (optional) highlights changed rooms in a distinct color until visited.
The goal is "surprising but not unfair": you get warning, and changes are local, not whole-map chaos.
Character progression: Refraction Adaptations (mutations) You slowly become "storm-shaped." Mutations are powerful but socially expensive.
The Refraction meter
Tracks exposure to storms, glassed ruins, and certain relics.
At thresholds you choose (or risk-random) an adaptation.
High Refraction also increases certain encounters (hunters, cult attention).
Example adaptation trees Prismhide (defensive/utility)
Prismhide I: +armor vs lasers/heat, -stealth (glints)
Prismhide II: reflect a % of beam damage
Prismhide III: emit a brief "flare" to blind (but reveals you on the map)
Store "light charge" in sunlight/stormlight
Spend charge to fire a line-beam (ASCII line targeting)
Overcharge risks "glass fever" (temporary debuff or unwanted mutation)
Mirage Step (mobility/stealth)
Create a decoy after moving (enemy targeting confusion)
Short blink to a visible tile during storm shimmer
NPCs treat you as "untrustworthy/uncanny" (trade penalties with some factions)
Saltblood (survival/economy)
Drink brine without sickness
Excrete salt crystals (crafting reagent, barter)
Certain predators track you by "salt scent"
NPCs and factions react to visible traits:
Mirror Monks admire Prismhide, fear Mirage Step.
Sand-Engineers value Saltblood and "practical" adaptations.
Glassborn raiders respect Sunveins; they try to recruit or harvest you.
Factions (with gameplay roles)
Mirror Monks (predictive mystics)
Belief: The future is visible in angled reflections; storms are scriptures.
Gameplay: Give "reflection riddles" (quests that reveal map edits or hidden doors).
Conflict: They oppose anyone who "dulls the light" (certain tech/crafts).
Sand-Engineers (salvagers & builders)
Belief: The Steppe can be domesticated with infrastructure.
Gameplay: Crafting stations, upgrades, bridge-building, storm shelters.
Conflict: Hunted by Glassborn; distrust Monks.
Glassborn Raiders (storm-adapted warbands)
Belief: The Steppe chooses the strong; glass is bloodline.
Gameplay: Dynamic raids, ambushes, rival champions with named gear.
Conflict: They claim ruins by rite; you can duel, bargain, or infiltrate.
Archive Drones ("Saint-Librarians")
Belief: None---just mission logic: preserve data and "authorized relics."
Gameplay: Patrol beams, scanning cones, hackable; can be reasoned with using credentials.
Conflict: They "fine" you with violence for carrying certain artifacts.
(Optionally add a 5th): The Brine Choir (understeppe cult) who can "sing" storms into being.
Combat & tactics (TUI strengths)
Readable "light physics"
Beams are clear: -----> lines with ricochets off mirrors / \.
Glass terrain:
Sharp glass: movement damage unless you have boots/traits.
Glare tiles: reduce accuracy / increase detection.
Meltglass (rare): slows, burns, but can be shaped with tools.
Enemy roster (examples)
Mirage Hounds: appear as duplicates; only the "shadow" is real.
Glass Beetles: turn into reflective shells; bounce your beams back.
Salt Mummies: dry undead that release blinding salt puffs.
Refraction Wraiths: spawn during storms; die if you "ground" the light (smoke, dust, darkness).
Archive Drones: scanning cones, alarm states, hacking risk/reward.
Items, relics, and crafting
Key resources
Storm Glass: used for lenses, prisms, blade edges; dangerous to carry (glints attract).
Saint-Keys (credentials): authorize you with Archive systems.
Brine Vials: hydration + crafting; can be contaminated.
Scripture Shards: lore fragments that also act as "spell components" for miracles (if you include that system later).
Crafting themes
Lenscraft: scope upgrades, beam splitters, "glare filters" (stealth).
Sheltercraft: portable awnings, storm anchors, reflective cloaks (reduce exposure).
Saltchem: brine bombs, dust clouds (anti-beam), preservation salves.
Crafting is intentionally "weird utility," not just +damage.
Quests that fit the setting (and generate emergent play)
The Map That Lies
A settlement pays you to verify a ruin layout---but storms change it.
You must produce a "truth map" by triangulating post-storm diffs.
Saint of the Broken Angle
Retrieve a lens-relic from a cathedra.
Choice: give it to Monks (rep + prophecy), Engineers (tech unlock), or keep it (new mutation path unlock).
Raid Debt
Glassborn demand tribute after you loot "their" reef.
Resolve by duel, stealth repayment, faction politics, or framing Archive Drones.
The Storm Shelter
Build/activate an ancient shelter grid that reduces map edits in a radius.
This becomes a strategic hub you can return to, and factions fight over.
Overmap travel & survival (simple but meaningful)
Heat / hydration: brine helps but increases sickness risk; shade reduces refraction exposure.
Storm forecasts: choose to shelter, outrun, or deliberately "bathe" in storms to accelerate mutation growth.
Navigation: compasses can lie near mirror canyons; you can use "sun fixes" or monk techniques to reduce getting lost.
A strong starting "vertical slice" (first 2--4 hours)
Starting settlement: Last Salt
Has a well, a small Mirror Monk shrine, an Engineer salvage bay, and a black-market "glint fence."
Tutorialized choices: accept a monk riddle, an engineer repair job, or a raider tribute demand.
First dungeon: The Shard Arcade
A fused shopping complex turned glass maze.
Teaches:
beam reflection hazards,
sharp glass terrain,
a small storm event that rotates one wing,
one named relic at the bottom (e.g., Angle-Split Lens).
Early "build identity" moment
After the first storm exposure you pick 1 adaptation (or suppress it using a rare shelter item).
NPC reactions change immediately (prices, greetings, guards).
TUI presentation ideas that sell the fantasy
Glare/shine represented with subtle color shifts or glyph changes (. becomes - becomes *).
Refraction status as a simple triangle meter: ◁◁◁ that fills and changes color.
Storm edit warnings as a side panel "Storm Behavior" list with icons/short verbs.
Rumor board as a "cartography ledger": entries like "A door that only exists after a storm" or "A spire that casts two shadows at noon."
Optional: endgame direction (clear goal without railroading) You learn that the storms are being tuned by an ancient system called the Heliograph. Multiple factions want control:
Monks want to "read" it (keep storms as scripture),
Engineers want to stabilize it (terraform),
Glassborn want to intensify it (selection/ascension),
Archive wants it locked down.
stabilize storms (reduce edits, make world safer),
ascend (become a storm-saint, embrace max refraction),
break the Heliograph (unleash chaotic edits, world becomes unrecognizable but free).
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