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

OPEN-WORLD ADVENTURE · IN DEVELOPMENT
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
THE WORLD STORY
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

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
A layer of world memory: stone harbours, enclosed gardens, ancient mechanisms and forgotten sea routes. This is fictional reconstruction, not a claim of historical accuracy.
Concept art of proposed environmentsHOW THE JOURNEY PLAYS
Proposed mechanics, from the streets of Astan to the islands’ memories.

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

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

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

Exploration, skill, negotiation and puzzles are the main routes forward. Guidance is optional and timed challenges are adjustable.
THE PEOPLE OF THIS WORLD
Customisable identity is part of the vision; the consistent figure in the art serves visual continuity. Observation and reconnecting routes are the core tools.
Prioritises restoring everyday services and makes the practical costs of decisions clear.
Knows uncharted routes and island communities; her trust is earned through action.
Defends the preservation of memories but challenges the player over who may disclose them.
NINE CHAPTERS OF AN OPEN JOURNEY
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
Reach Roya’s workshop and investigate a disabled city bridge.

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

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

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

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

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

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

Memory & truth
Reconcile three conflicting accounts of the city’s disconnection.

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

IN DEVELOPMENT
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
An online browser experience with keyboard and mouse: movement, driving, exploration and continuing your journey. This is the first playable prototype’s target.
Simple touch controls, a small-screen interface and device-adaptive quality are planned. Final device support will follow testing.
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
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.
Narrative, world rules, nine concept images, glossary and slice scope. Exit gate: review and lock the design package.
Test movement, camera, collision, motorcycle and layer switching using simple geometry. Exit gate: complete the critical path without getting stuck.
Add art, quests, sound, saving and one real consequence. Exit gate: a 20–30 minute session that resumes correctly after reload.
Test with Persian and English users and real devices, fix defects and measure performance. Exit gate: meet documented acceptance criteria.
Build islands and chapters incrementally after resources and quality are confirmed. No unverified release date or completion percentage is announced.
BEHIND THE WORLD
The design document brings together the world and characters, nine chapters, mechanics, controls and accessibility, prototype scope, technical design and acceptance criteria.
Not yet. This version presents the world, art and game design for review. A playable version will be introduced after prototyping and testing.
No. All nine are original AI-generated concept images defining the art direction; final graphics may differ.
Routes and side activities are open. Main chapters have prerequisites, while unlocked districts and islands remain explorable between them.
A browser slice with desktop and mobile controls is the initial target. Supported devices will be defined after performance testing.
No release date is set. The first slice is single-player; multiplayer requires separate design and production planning.
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