The Pathfinder above a market overlooking Astan’s harbour, streets and islands

OPEN-WORLD ADVENTURE · IN DEVELOPMENT

Seemersion
Odyssey

A world to discover. A path to make.

From the living streets of a contemporary city to forgotten islands: journey through an open world where your choices connect its past and future.

Concept art · a playable build has not been released yet

09Chapters in an open world02Layers: Now and Echo↗Your route. Your choices.

THE WORLD STORY

One city. Two layers of time. Your choices.

Astan is a simulated city on the edge of an archipelago. The network that maintains it has lost parts of its shared memory. Routes disappear, neighbourhoods drift apart, and the official account no longer matches what people remember. You are a Pathfinder. With an Echo Compass, you trace forgotten routes and decide which connections to rebuild.

One street, two truths: in the Now, a bridge has collapsed; in the Echo, it still stands. Cross the old route, understand its mechanism, then build a new connection in the present city. Switching layers is a decision and a problem-solving tool, not just a visual effect.

TWO WAYS TO READ THE WORLD

Concept art for the Now

Now

The contemporary port city: driveable streets, trams, markets, workshops, waterfronts and residential districts. Everyday life, small contracts and social relationships unfold here.

Concept art of proposed environments

HOW THE JOURNEY PLAYS

Explore. Reconnect. Change the way forward.

Proposed mechanics, from the streets of Astan to the islands’ memories.

Meaningful freedom
01

Meaningful freedom

Travel on foot, by motorcycle, car or boat. Detours, conversations and vertical routes should lead to meaningful outcomes.

An interactive past
02

An interactive past

Ancient traces have practical uses in the contemporary city: a structure, a route or knowledge that solves a present-day problem.

A responsive world
03

A responsive world

Opening a route changes residents’ access and neighbourhood traffic. The consequences of a choice should be visible.

Adventure at your pace
04

Adventure at your pace

Exploration, skill, negotiation and puzzles are the main routes forward. Guidance is optional and timed challenges are adjustable.

Every journey makes a new connection

  1. Find a clue in the city or on an island
  2. Investigate its traces in Now and Echo
  3. Choose a route: skill, dialogue or puzzle
  4. Open a route or change a relationship
  5. See the consequence and choose the next journey

THE PEOPLE OF THIS WORLD

No route is built alone.

The Pathfinder; player character

Customisable identity is part of the vision; the consistent figure in the art serves visual continuity. Observation and reconnecting routes are the core tools.

Roya; city engineer

Prioritises restoring everyday services and makes the practical costs of decisions clear.

Darya; harbour navigator

Knows uncharted routes and island communities; her trust is earned through action.

Soren; archive keeper

Defends the preservation of memories but challenges the player over who may disclose them.

NINE CHAPTERS OF AN OPEN JOURNEY

From discovering a world to shaping the way home.

The chapters guide the story; between them, unlocked city districts and islands will remain open for exploration, side activities and choosing your own route.

This collection presents the initial design and AI-generated concept art for a game in development. These are not gameplay screenshots or final graphics. A playable build and release date are not yet available.

Arrival & discovery

Astan, the waking city

Reach Roya’s workshop and investigate a disabled city bridge.

The Pathfinder above a market overlooking Astan’s harbour, streets and islands
Concept art · proposed art direction
Story and design of this chapter
Setting
Market rooftops & harbour square
Gameplay
A short movement and interaction tutorial; approach by street, rooftop or tram; scan the first trace and reveal the bridge’s Echo.
Your choice
Restore the public crossing first or the workshops’ power route. The consequences are explained before choosing.
Outcome and reward
The Echo Compass activates; one city route opens and the other remains recoverable through a side mission.
Side activity
Help a courier find an alternative route; learn to navigate without mandatory markers.

Freedom & responsibility

Streets of possibility

Deliver a navigation component from an abandoned depot to the harbour.

A motorcyclist on a contemporary boulevard beside a stone market, tram and branching routes
Concept art · proposed art direction
Story and design of this chapter
Setting
Coastal boulevard & market lanes
Gameplay
Ride a motorcycle, change vehicles or continue on foot; three routes differ in distance, traffic and risk; the timed challenge is optional.
Your choice
A crowded shortcut is faster but reduces neighbourhood trust; the safer route is slower without a story penalty.
Outcome and reward
Unlock the garage and vehicle appearance options; local trust affects later contracts.
Side activity
Route-reading races, urban photography and deliveries, without mandatory violence.

Departure & companionship

The harbour pact

Chart the first safe sea route with Darya, the harbour navigator.

The Pathfinder’s boat leaving a stone harbour toward islands and a sea gate
Concept art · proposed art direction
Story and design of this chapter
Setting
Docks & archipelago
Gameplay
Steer, read wind and currents, anchor and make simple repairs; coastal landmarks replace a linear route.
Your choice
Carry extra equipment or leave room to help a damaged boat during the crossing.
Outcome and reward
Unlock the basic boat and route journal; offering help introduces an ally and a new side route.
Side activity
Investigate dark beacons and discover small landing places.

Temptation & agency

The garden without tomorrow

Find a lost-memory clue and learn why the residents refuse to leave the garden.

The Pathfinder between a peaceful glass-domed garden and an exit toward a stormy sea
Concept art · proposed art direction
Story and design of this chapter
Setting
An ancient garden beneath a contemporary dome
Gameplay
Branching conversations, conflicting memories and a water-flow puzzle; no mandatory countdown.
Your choice
Preserve the garden’s calm with a voluntary exit, or restore the suppressed memories to everyone.
Outcome and reward
A witness joins your journey; the choice changes the garden’s residents and future activities.
Side activity
Restore a greenhouse and hear three generations of one family’s story.

Ingenuity & trust

The watchful foundry

Recover a route stabiliser from an automated foundry without shutting down city services.

Modern factory walkways with stone machinery, a brass sensor and multi-level routes
Concept art · proposed art direction
Story and design of this chapter
Setting
A port factory & ancient mechanisms
Gameplay
Light stealth around a sensor’s field of view, crane routing and a counterweight puzzle; negotiation with the supervisor is also possible.
Your choice
Temporarily misdirect the sensor or collect evidence for a repair permit. Both routes can complete the mission.
Outcome and reward
Add a stabiliser to the compass; the method changes your relationship with the Memory Keepers.
Side activity
Open a safe route for workers and repair the neighbourhood lift.

Perception & choice

The singing channel

Distinguish a true signal from misleading echoes and guide a relief vessel through.

A boat between stone resonance towers and two sea routes in evening mist
Concept art · proposed art direction
Story and design of this chapter
Setting
Resonance towers among sea rocks
Gameplay
An audio navigation puzzle with a complete visual equivalent; tune towers, follow light patterns and steer the boat.
Your choice
Choose a short, risky passage or first repair the beacons along the longer route.
Outcome and reward
Open a safe sea corridor and add signal reading to the map.
Side activity
Record island sounds for the archive, with textual and visual versions of every clue.

Cost & solidarity

Two sides of the crossing

Establish a supply route for two neighbourhoods before a storm front arrives.

A contemporary bridge above a stormy strait, an old stone route and a relief boat
Concept art · proposed art direction
Story and design of this chapter
Setting
A strait, modern bridge & stone passage
Gameplay
Read a damaged bridge, control current gates and coordinate land and sea routes; timing assistance is available.
Your choice
Which side receives limited equipment first? A third route opens through an optional mission and cooperation between both groups.
Outcome and reward
Traffic patterns and local service prices change; no choice permanently removes a neighbourhood from play.
Side activity
Find a backup route through service tunnels.

Memory & truth

The archive beneath

Reconcile three conflicting accounts of the city’s disconnection.

The Pathfinder in a partly flooded archive with ancient columns and contemporary data equipment
Concept art · proposed art direction
Story and design of this chapter
Setting
A data vault inside a sunken ancient structure
Gameplay
Environmental exploration, event reconstruction and a two-layer alignment puzzle; evidence remains available in the journal.
Your choice
Publish every memory or separate private records and disclose only public evidence.
Outcome and reward
Gain a new understanding of the crisis and final-story options; faction trust changes become visible in the city.
Side activity
Restore a resident’s memory without exposing it to others.

Belonging & the future

Return: the city you shaped

Decide how the route network will be governed, using the evidence and relationships you have built.

Return to a living city with modern transport, an ancient beacon and restored routes
Concept art · proposed art direction
Story and design of this chapter
Setting
Central square, beacon & reconnected districts
Gameplay
A final conversation, activation of selected connections and a playable route revealing the consequences of earlier choices.
Your choice
Choose stable central stewardship, a neighbourhood-led network, or a shared agreement if cooperation requirements were met.
Outcome and reward
Three proposed ending states with visible changes; exploration and side missions continue.
Side activity
Revisit companions and the routes altered by your choices.

IN DEVELOPMENT

The adventure is taking shape.

World, story and core mechanics are being designed. A playable build is on the development roadmap; for now, explore the proposed world, its chapters and concept art.

Concept development / pre-production
Explore the Odyssey world
Two creators in navy suits shaping the routes of a simulated city and archipelago on a light architectural table
From the first idea to the game world: building Odyssey

Desktop; a window into the world

An online browser experience with keyboard and mouse: movement, driving, exploration and continuing your journey. This is the first playable prototype’s target.

Mobile; the world with you

Simple touch controls, a small-screen interface and device-adaptive quality are planned. Final device support will follow testing.

Virtual reality; presence inside the world

A headset experience with immersive controls and comfort options is part of the Odyssey vision. This mode will be developed and tested after the base experience is validated.

Online initially means accessing the experience through the internet. Real-time multiplayer requires separate design and infrastructure and is not yet available.

DEVELOPMENT PATH

A large world, built through clear steps.

The nine chapters describe the full narrative vision. To prove quality, the first slice covers a small part of chapters one and two. Its target session is 20–30 minutes, not a promised final-game length.

  1. 01 / Identity & design

    Current phase

    Narrative, world rules, nine concept images, glossary and slice scope. Exit gate: review and lock the design package.

  2. 02 / Greybox prototype

    Planned

    Test movement, camera, collision, motorcycle and layer switching using simple geometry. Exit gate: complete the critical path without getting stuck.

  3. 03 / Playable slice

    After mechanics validation

    Add art, quests, sound, saving and one real consequence. Exit gate: a 20–30 minute session that resumes correctly after reload.

  4. 04 / Testing & optimisation

    Dependent on slice results

    Test with Persian and English users and real devices, fix defects and measure performance. Exit gate: meet documented acceptance criteria.

  5. 05 / World expansion

    Requires a production decision

    Build islands and chapters incrementally after resources and quality are confirmed. No unverified release date or completion percentage is announced.

BEHIND THE WORLD

Documented design. A path you can review.

The design document brings together the world and characters, nine chapters, mechanics, controls and accessibility, prototype scope, technical design and acceptance criteria.

Before the journey.

Can I play it now?

Not yet. This version presents the world, art and game design for review. A playable version will be introduced after prototyping and testing.

Are these images from the game?

No. All nine are original AI-generated concept images defining the art direction; final graphics may differ.

How do open exploration and chapters fit together?

Routes and side activities are open. Main chapters have prerequisites, while unlocked districts and islands remain explorable between them.

Will it support phones and browsers?

A browser slice with desktop and mobile controls is the initial target. Supported devices will be defined after performance testing.

What about release and multiplayer?

No release date is set. The first slice is single-player; multiplayer requires separate design and production planning.

Back to Seemersion World