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Game Design Bible

SALT & STEEL Where the Sea Meets Legend

"A captain's legend is written not in ink, but in the wake of their ship."

A pirate-themed action RPG built on GURPS-depth mechanics, dual-layer on-foot and naval combat, and a living sea that runs while you sleep. This is the complete design bible — every system, every pillar, every decision documented for the team that will build it.

52 Documents
18 Sections
287K Total Words
7 Design Pillars
All Sections
00
Vision & Pillars

The soul of Salt & Steel — foundational design pillars, creative identity, and the philosophical commitments that define every decision.

🗺️
01
World & Lore

The living sea and the civilizations upon it — world overview, factions, history, mythology, and the supernatural forces shaping the setting.

⚔️
02
Characters

GURPS-depth character architecture — classes, ascendancies, attributes, skills, advantages, disadvantages, and leveling progression.

🗡️
03
Combat & Skills

Dual-layer combat systems — on-foot swordplay, naval warfare, skill geometry, movement, and the tactical depth that defines Salt & Steel.

🔱
04
Items & Crafting

The loot engine — base item types, the modifier system, and the architecture of equipment that drives power expression.

💰
05
Currency & Crafting Methods

The currency-as-tools economy — crafting methods, the currency system, and the full spectrum of item modification.

📜
06-campaign
Campaign

The narrative arc — campaign structure, NPC design, dialogue systems, and the story of a captain's rise.

⚖️
06-economy
Trade & Economy Philosophy

The philosophy of a player-driven economy — trade systems, economic balance, and the principles of market design at sea.

🌊
07
Endgame

The deep waters — endgame progression systems, the Nautical Chart, and the content that awaits veteran captains.

🧭
08
Seasons & Voyages

The live-service heartbeat — the Voyage system, expansion model, and the philosophy of seasons that preserve identity.

🦜
09
Social Systems

Crew, community, and connection — social mechanics, crew management, community tools, and the multiplayer identity of Salt & Steel.

⚙️
10
Technical Architecture

The engineering beneath the waves — client architecture, server design, networking, instance management, and performance.

🎨
11
Visual & Audio

The aesthetic soul — art direction inspired by Josh Kirby, VFX systems, animation, sound design, and atmospheric music.

🖥️
12
UI / UX

The captain's instruments — HUD design, inventory and cargo systems, the Skill Atlas interface, accessibility, and nautical chart UI.

💎
13
Monetization

Ethical free-to-play — business model, cosmetic systems, cargo hold tabs, and Voyage supporter packs.

🌟
14
Progression Systems

The Skill Atlas and the architecture of long-term character development — progression that rewards identity over optimization.

🐙
15
Monsters & Encounters

The creatures of the deep — monster taxonomy, encounter design, boss architecture, and the challenges that test a captain.

16
Naval Systems

Ship combat, wind mechanics, boarding actions, and the full naval warfare system that makes Salt & Steel unique.

Special Documents