Concept
Gameplay overview
We’re quite facing the gameplay as a walking simulator. Putting walking as a main core loop has
been a risky move. It's walking, driving, placing structures for various reasons. Then there's
management, planning, sneaking and fighting. The gameplay loop had to express “connection”
without direct combat or co-op. Also patching up with the best UI and design ever invented for
gameplay of this style. We have an old school Kojima extreme fan back from MGS1. Them
gameplays are just unique and the story has to be outstanding as his words. The initial design
which uses to control motion and physics in hyper balanced condition using analogs later
becomes official, making game more fun and playful. And also reducing the boredom the player
is going to feel later while playing for continuous hours.
Theme Interpretation
Death Stranding which leads to the meaning of a mass extinction caused by the unnatural
linking of life and death (Inspire by whale stranding). In this game, the world isn’t filled with
enemies instead it’s filled with terrain, weather, and topography, which become the “obstacles”
instead of AI. It shows us the breakdown of the boundary between life and death. The world is
literally broken, and people live in bunkers, separated and isolated.
1.Game’s Nature
Human connects through isolation
Game shows death as a bridge not an end
People survive even in hopelessness
2.Environment & World design
Being a response to Post-Apocalyptic Tropes
Travel system are and less possible
3.Narrative Structure
Having a unique narrative that symbolize game’s situation (for example. BBs (Bridge Babies) as
a symbol for fragile hope)
4. Design Philosophy Behind the Name
Everything is built to reinforce the idea of strands
As_
Strand mechanics (asynchronous multiplayer)
Strand enemies (BTs)
Strand relationships (emotional bonds, umbilical cords, BB)
Primary Mechanics
1.Walk and Traversal System
• Balance and weight distribution – physics-based, adjustable and make the game more
playful
• Stamina and movement speed – time-based, overloaded or carrying heavy cargo drains
stamina fast
• Terrain Interaction – physics-based, wet or slippery surfaces increase fall risk
• Vehicle Usage – you can use vehicles (like the all-terrain bike), the vehicle can also take
fall damage
2. Combat System
• Melee Combat – combat-based, slow and emphasizing on timing over button-mashing
• Enemy Types –character-based, MULEs & BTs
• Enemy Awareness –noise and movement-based, enemies have a detection cone and can
hear sounds. If spotted or heard, they’ll chase or attack
• Sneaking Mechanics–combat-based, can crouch and move slowly to avoid detection by
human enemies
3. Structures Building System
• Types of Structures – Bridges, Ladders, Climbing Anchors, Safe Houses and Zip-lines
• Resource Management – inventory-related, building structures consumes materials like
metals, ceramics, and resins
• Maintenance, Durability and Upgrading Structures – Structures decay over time or due
to environmental effects like aging rain (Time fall), Some structures can be upgraded to
become more durable or efficient
4. Terrain Interaction System
• Dynamic Environmental Effects – environment-based, weather impacts terrain
interaction and Time-fall) accelerates terrain to corrode faster
• Environmental Obstacles – fallen trees, boulders, and wreckage
• Path Blockage by Obstacles – about obstacles can block paths, requiring detours or
building structures
Secondary Mechanics
There are also secondary and essential mechanics_
1. BB (Bridge Baby) Bond System
• Soothing BB – player can form a bond by soothing it when stressed (after the Time-falls
or near BTs), improves its detection abilities
• BB Levels and Perks – BB can grow higher level enhancing responsiveness, scanning
range, and stability during stress
2. Time-fall and Weather Forecasting System
• Weather-map – player can predict weather using a weather-map which leads to
planning routes around rain becomes a strategic move
• Spawn Enemies – rain can spawn BTs, making Time-fall areas high-risk zones
3. Resting and Shelter System
• Stamina and health restoration– shelter is your personal safe space which can also fully
restores player’s stamina and health
• Drinks – drinks from the table restore stamina immediately
• Shower/Toilet (Standing or Sitting) – restores hygiene also creates EX Grenades which is
used to fight BTs