Game Design Document · v0.1 · Working Title

VOIDFORGED

Forge your build. Breach the Void. Extract — or die.

A loot-driven extraction bullet-heaven set aboard a derelict megastructure drifting in deep space. You are a Salvager — one of the last raiders of the Cradle, an abandoned station overrun by a corrupted machine intelligence. Fight through swarms of rogue drones and bio-mechanical horrors, pre-craft your loadout before each run, hunt lost technology, and decide when to extract back to your ship — or push deeper and risk losing everything.

Bullet Heaven Extraction Loot RPG Roguelike Deck-Building Sci-Fi Single-Player Online Leaderboards

01Overview

VOIDFORGED is a direct genre translation of Hellforged (Moonpyre / Grindstone) into a sci-fi setting. Where Hellforged fuses Vampire Survivors-style horde combat with the risk-reward tension of extraction shooters and the loot depth of Diablo, VOIDFORGED applies that exact loop to a derelict-space-station fantasy: breach the Cradle, harvest lost tech, and escape before the Swarm destroys you.

AttributeValue
GenreExtraction bullet-heaven / roguelike action RPG
SettingDerelict space megastructure ("the Cradle") overrun by a corrupted AI hive ("the Swarm")
PlatformWindows (Steam / Epic), controller + M/KB
PlayersSingle-player, online leaderboards
CameraTop-down / angled (bullet-heaven standard)
EngineUnity (see §17 Scope)
Target runtime10–20 minute runs, indefinite meta progression
Logline Raid a dead megastructure for lost technology, build your arsenal before each run, chain devastating energy synergies — and choose the moment to extract, because greed is the only enemy you carry back with you.

02Design Pillars

Five principles every design decision must serve. If a feature doesn't reinforce at least one, it's cut.

1 · The Tension Is the Game

Every run is a gamble between "extract now with what I have" and "one more breach." Death must sting — gear lost is the emotional core, not a punishment.

2 · Agency Over Chaos

The Blueprint Deck lets players curate their own drop pool. Randomness is the spice, not the master. A focused 10-synergy build must beat a scattered 20-card one.

3 · Synergy Is the Power Fantasy

The payoff is screen-clearing combinations, not single strong picks. Plasma + Cryo = shatter. The deck exists to make combos inevitable.

4 · Every Run Builds the Ship

Even a failed run returns something (salvage, intel, XP). The Anchor (ship base) and Neural Lattice make each run strictly more capable than the last.

5 · Discipline Beats Greed

The best players set a "walk-away point" before entering. The game rewards knowing when to leave, and the systems must make that decision feel earned — not obvious.

03Core Loop

The loop is a three-beat rhythm repeated endlessly, wrapped by two layers of permanent progression.

Inner loop (per run, 10–20 min)

  1. Prep — in the Anchor, build your Blueprint Deck, pick a class, check active Contract.
  2. Breach — drop into the Cradle. Fight swarms, capture nodes, open vaults, complete objectives.
  3. Decide — extract at the docking point to bank everything, or push to another point of interest at risk of total loss.

Outer loop (between runs)

  • Spend salvage to rebuild/upgrade the Anchor.
  • Spend neural XP in the Neural Lattice (permanent talent tree).
  • Chase achievements that unlock new abilities, relics, and powers.
  • Attempt the monthly Faction Contract for leaderboard titles.
The "one more run" hook A run should end with the player already knowing what they'd build differently next time — a new synergy to chase, a node they died 10 seconds from capturing. The loop is closed by curiosity, not just loot.

04Combat & Player

Bullet-heaven combat: the player moves; weapons/abilities fire (mostly) automatically. The skill expression is in positioning, target prioritization, and build construction — not aim.

Player verbs

InputActionNotes
Move (WASD / left stick)Position in the swarmConstant, no stamina
Auto-attack (passive)Primary weapon fires nearest threatWeapon = a card in your deck
Dash / dodge (Space / right click)Short invulnerable repositionCore survival tool; cooldown ~1.5s
Ability 1 / 2 (Q / E)Manual burst powersClass-defined, deck-upgradable
Extract (hold at pad)Initiate extractionChanneled; can be interrupted

Weapons & abilities come from the deck

Unlike fixed loadouts, your weapons are themselves cards. During a run, upgrades drop from the pool you curated. A build "comes online" when the right combination of weapon + modifier + energy type resolves into a screen-clearing synergy (see §7).

Health & death

  • Hull Integrity (HP) — dropping to zero ends the run and loses carried gear.
  • Shield — regenerates out of combat; absorbs hits first.
  • Death = lose everything not already extracted. The Anchor persists.

05Extraction System

The heart of the game. The Cradle is a hostile map you choose to leave. There is no forced exit timer — only escalating pressure you invite onto yourself.

How it works

  • Each map has one or more docking points. Reaching one and channeling for ~5s extracts you safely.
  • Extracted gear, salvage, and intel are banked permanently to the Anchor.
  • Everything on your character at death is lost.
  • Swarm pressure ramps the longer you stay and the more nodes you capture — the map gets objectively more dangerous the richer you get.

The decision model

ChoiceRewardRisk
Extract earlySmall, safe haulNone (beyond opportunity cost)
Capture one more node+resources, +pressureEscalating swarm
Open a vaultHigh-tier lootKey cost + mini-hold
Trigger a Breach (boss)Best gear in the gameHigh chance of death
Design guardrail The game must never make death feel unfair — it must feel like a choice the player made. Telegraph danger, and let greed be the killer, not RNG.

06Arsenal — the Blueprint Deck

The signature system, translated from Hellforged's Arsenal. Before each run, you assemble a Blueprint Deck that defines exactly which upgrades, weapons, and abilities can drop during the expedition.

Rules

  • Deck has a size cap (e.g. 12 cards) plus class-defining cards.
  • Include cards that fit your build; exclude everything else. Your deck is your drop pool.
  • Cards belong to energy types (plasma, cryo, ion, graviton, hard-light, null) and roles (weapon, modifier, passive, relic).
  • New cards are earned via achievements, node captures, and Contracts.

Why it works

It removes the frustrating randomness of the genre and turns it into strategy. A well-built deck means a run is a build coming online, not a scramble for scraps. This is the single most important differentiator and the first system to prototype after the loop.

Example build "Plasma Breaker" — cards: Plasma Lance (weapon), Ignition (modifier: targets burn), Cryo Field (modifier: slows), Thermal Shock (passive: burning + chilled = shatter explosion), Overclock (relic). Five cards that resolve into a self-sustaining screen-clear.

07Energy Synergies

Combat rewards combinations. Apply one energy state, then hit with a second to trigger a reaction that clears screens and scales your build. Learning these is the mastery curve.

Energy State+ EnergyReactionEffect
Burning (Plasma)CryoThermal ShockMassive AoE shatter explosion
Burning (Plasma)IonOverloadChain lightning + stun
Chilled (Cryo)Kinetic/GravitonImplosionPull-in + burst damage
Ionized (Ion)Hard-LightRefractionBeam splits to all ionized targets
Null (Void)AnyDecayPercent-HP DoT, ignores armor

Talismans/relics (deck cards) amplify specific reactions — the classic "fire + lightning + the relic that boosts explosions" power spike from Hellforged, re-skinned to energy physics.

08Map & Points of Interest

The Cradle is a hand-authored megastructure composed of modular station segments (see §15 Art). Scattered across each run are points of interest that create the extraction decisions:

POIFunctionRisk
Capture NodeHold position ~10s to claim; yields salvage/intel, raises Swarm pressureLow–Med
VaultOpens with a key or mini-puzzle; high-tier lootMed
Objective TerminalRun-specific quest with defined rewardMed
Breach SiteChannel gathered chaos to summon a boss; endgame resourcesHigh
Docking PointExtraction exitSafe

Breach Sites = "Rifts"

The riskiest captures. Only push a Breach when your build is online and you have an escape route. Optimal timing is right before you planned to extract anyway — don't carry Breach risk for a whole run.

09Loot & Progression

Diablo-style loot with rarity tiers, affixes, and the ever-present extraction tension: gear is only yours once it's extracted.

Rarity tiers

  • Common Uncommon Rare Epic Legendary — plus Void-Forged (Breach-only, unique affixes).

Gear slots

Primary weapon, secondary weapon, armor/exo-frame, two relics (synergy amplifiers), and a deck of modifiers. Gear carries affixes that interact with energy states and reactions.

Resources

ResourceSourceSpent on
SalvageAny extractionAnchor upgrades
IntelNodes, objectivesNeural Lattice
ChaosKills during a runSummoning Breach bosses
Exotic MatterBreach bosses, ContractsVoid-Forged crafting

10Meta-Progression

The Anchor (your ship — "the camp")

Your docked vessel is the meta hub. Every run returns salvage to rebuild and upgrade it: new dock modules unlock crafting, gear enhancement, and deck expansion. A built-up Anchor makes every future run easier — the "extract early, scale later" loop from Hellforged.

The Neural Lattice (the "Eternal Tree")

A large permanent talent tree. Intel from runs buys nodes that unlock synergies tailored to your combat style. The tree rewards commitment — specialize along paths that complement your class rather than spreading thin.

Achievements as progression

Hundreds of achievements, and they are not cosmetic — they unlock new abilities, relics, cards, and powers (plus secret ones). They form a progression loop: chase achievement → unlock power → use power to chase harder achievements.

11Breach Events (Bosses)

Channel the Chaos gathered during a run to tear open a Breach and summon a devastating boss — the game's ultimate stress test. Defeating one yields the strongest gear (Void-Forged tier).

  • Boss types are thematically tied to the Swarm's corrupted intelligence: a Hive Queen, a Corrupted Station Core, a Carrier Dreadnought fragment, etc.
  • Summon gambit: only when your build is at peak power, the arena is clear, and you're ready for a long fight. It's an investment of Chaos — better builds yield better returns.
  • Bosses are optional; a player can extract and never fight one. Their existence raises the ceiling, not the floor.

12Faction Contracts (Monthly Trials)

Each month, a themed gauntlet — a "Faction Contract" — tests a specific build type (a cryo gauntlet, a plasma gauntlet, a "no-extraction" endurance run, etc.).

  • Climb the live online leaderboard.
  • Top placements earn exclusive in-game titles and rewards.
  • Contracts signal a build theme, so players build a character for the Contract — driving deck experimentation and extending meta depth.

13Class Roster (initial)

Distinct classes, each with a signature mechanic and unique powers. Every class is viable; specialization into its identity beats generic play.

ClassSignature PowerPlaystyle
Plasma BreakerIgnite everything; Thermal Shock masterOffensive AoE, screen-clear
Cryo WardenFreeze fields; Implosion controlZone control, crowd denial
Ion WeaverChain lightning; OverloadMobility + multi-target
Graviton JuggernautPull/gather enemies; ImplosionTanky, positions the swarm
Null OperativeDecay, %-HP DoTHigh-risk glass cannon

14UI / UX

VOIDFORGED is UI-heavy: the Blueprint Deck, the Anchor, the Neural Lattice, leaderboards, and run HUD. A cohesive holographic design language is essential.

  • HUD (in-run) — hull/shield, active weapon cards, Chaos meter, extraction timer, minimap.
  • Anchor screens — deck builder, gear, crafting, Contracts.
  • Neural Lattice — zoomable talent tree with path previews.
  • Art language — holographic cyan/violet accents on dark panels (see §15).

15Art Direction

Derelict-space-station aesthetic: modular metallic corridors, flickering emergency lighting, volumetric fog, holographic interfaces, and bio-mechanical Swarm horrors. The mood is "a dead machine that is not quite dead."

Environment

  • Modular station kits (corridors, hangars, power rooms) assembled into hand-authored maps.
  • Volumetric fog + atmospheric lighting for that claustrophobic "derelict" mood.
  • Space backdrops (nebulas, starfields) visible through breaches in the hull.

Characters & enemies

  • Player salvager in an exo-suit; Swarm enemies as drones, cyborgs, and bio-mechanical bosses.
  • Top-down/low-poly reads clearly amid horde chaos — silhouette clarity over detail.

VFX

  • Energy-type VFX must be instantly distinguishable (plasma=orange, cryo=cyan, ion=blue-white, graviton=violet, null=black/void).
  • Reactions are the money shot — screen-filling explosions must read even at horde density.

16Audio

  • Soundtrack — tense synthwave / industrial action that rises with Swarm pressure and drops on extraction.
  • SFX — each energy type gets a distinct voice; reactions get layered "kaboom" stings.
  • Ambience — station hum, distant metal groans, Swarm chitter — the Cradle should sound alive and hostile.
  • Feedback — clear extraction countdown cue and a distinct "breach" horn for boss summons.

17Scope & Milestones

A disciplined vertical-slice-first plan. Prove the loop before building the meta layers.

Milestone 1 — Core Loop Prototype (vertical slice)

  • Top-down player + auto-attack + one weapon.
  • One modular station map with a single docking point.
  • Swarm spawner with escalating pressure.
  • Extraction channel + death-loss.
  • Goal: answer "is the extraction tension fun?"

Milestone 2 — Blueprint Deck

  • Deck builder UI + drop-pool curation + card drops in-run.
  • Two energy types + one reaction.
  • Goal: answer "does curating drops feel strategic?"

Milestone 3 — Synergy & VFX

  • All five energy states + full reaction table.
  • Reaction VFX pass (the "wow" moment).
  • Relics that amplify reactions.

Milestone 4 — Meta Layers

  • Anchor upgrades + Neural Lattice.
  • Achievement-driven unlocks.
  • Breach bosses.

Milestone 5 — Contracts & Polish

  • Monthly Contracts + leaderboards.
  • Full class roster, audio, final art pass.
Scope discipline The extraction loop, the Blueprint Deck, and the synergy engine are the three systems that define this game and cannot be bought. Everything else is amplifiable later. Build those three first, in that order.

18Asset Mapping (owned)

The project is unusually well-provisioned: the visual and scaffolding layers are already owned. This maps each game system to existing Unity Asset Store purchases.

Game systemOwned asset(s)Fit
Swarm / enemy AIEmerald AI 2.0, Behavior Designer (+ Tactical Pack), Deathmatch AI KitStrong
Top-down combat / RPG frameworkuMMORPG, Third Person Controller, UFPSStrong
Loot / inventory / gear tiersInventory Pro, Core GameKitStrong
Synergy VFXSci-Fi Effects, Ultimate VFX, Realistic Effects Pack 4Strong
Visual scripting (loop logic)Playmaker, FlowCanvas, GameFlowStrong
Environment (station)Sci-Fi Heavy Station Kit (base/hangars/power-ups), Deep Space Outpost Level, Sci-Fi LevelStrong
Top-down mapsSci Fi Top Down Space Station PolygonRStrong
Characters / enemiesSci Fi Space Soldier/Drone PolygonR, Assault Cyborg, Alien Character, Star Sparrow Modular SpaceshipStrong
UI theme & framework3D Holographic Interface + GUI Skin, DoozyUI, Simple Fantasy UI, Cartoon UI Jungle PackStrong
Atmosphere / lightingAura 2, Fog Volume 3, *FREE* Skyboxes - Space, The Night SkyStrong
Meta / servicesEasy Mobile Pro, Cross Platform Native PluginsGood
Feel / toolingDOTween Pro, Chronos, UMotion Pro, Editor Console Pro, Enhanced Hierarchy, MaintainerGood

Custom work (cannot be bought)

SystemEffortNotes
Extraction risk/reward loopMediumPure game logic; the heart of the game
Blueprint Deck (drop-pool curation)MediumData model over ScriptableObjects / Inventory Pro
Energy synergy resolverMediumRule engine + your Sci-Fi Effects for payoff
Neural Lattice / Anchor metaLow–MedMostly data + DoozyUI/holographic UI
Breach boss AILow–MedEmerald AI/Behavior Designer base + summon logic

§Genre References

  • Hellforged (Moonpyre / Grindstone) — the direct structural reference: extraction bullet-heaven.
  • Vampire Survivors — horde combat & auto-attack baseline.
  • Escape from Tarkov / Hunt: Showdown — extraction risk-reward tension.
  • Diablo / Path of Exile — loot rarity, affixes, build synergies.
  • Slay the Spire — deck-curation mindset (the Blueprint Deck).