Salt & Steel: Design Bible — Document Architecture Plan
Master roadmap for the complete Salt & Steel design documentation. Every file that needs to be written, organized by section, with purpose descriptions and dependency notes.
Document Numbering Convention
Each section uses a two-digit prefix matching the directory name. Documents within a section use descriptive filenames. Cross-references between documents use relative paths.
Total document count: 142 documents across 20 sections + topology + appendices
Section 00: Vision & Pillars
Foundation documents defining what Salt & Steel is, why it exists, and what principles govern all design decisions.
| File | Purpose |
|---|---|
00-vision/pillars.md |
Core design pillars: Ethical Free-to-Play, GURPS Mechanical Depth, Dual-Scale Combat, Living Sea World, Player-Driven Economy, Dark Maritime Aesthetic. Each pillar defined with implementation strategy and cross-pillar tension analysis. |
00-vision/design-philosophy.md |
The philosophical stance behind design decisions: why GURPS, why pirate ARPG, why no economy resets, why dual-scale combat. Includes explicit anti-goals (what Salt & Steel is NOT). |
00-vision/product-positioning.md |
Market positioning relative to PoE, Diablo IV, Last Epoch, Skull & Bones, Sea of Thieves, and Torchlight. Target audience definition. Competitive differentiation analysis. |
00-vision/evolution-roadmap.md |
Long-term product vision: launch scope, first-year content plan, geographic expansion strategy, platform rollout timeline. How the game grows over years without losing coherence. |
00-vision/accessibility-philosophy.md |
How Salt & Steel handles the complexity-accessibility tension. Onboarding strategy for GURPS mechanics. Difficulty modes and their relationship to the GURPS bell curve. Tutorial design philosophy. |
Dependencies: This section has no dependencies. All other sections depend on this one.
Section 01: World & Lore
The fictional world of Salt & Steel — its geography, history, cultures, and narrative themes.
| File | Purpose |
|---|---|
01-world/world-overview.md |
The world at large: a Caribbean-inspired archipelago expanding to West African coasts, Mediterranean waters, and mythic seas. Geographic overview with climate zones, major regions, and cultural spheres. |
01-world/history-and-timeline.md |
World history from the Age of Sail through the current era. Key historical events that shape the present: colonial wars, the Pact of the Brotherhood, the Sinking of Armada del Sol, the Opening of the Mythic Seas. |
01-world/cultures-and-peoples.md |
Major cultures, ethnicities, and societies. How real-world Age of Sail diversity is represented with sensitivity and depth. Languages, customs, and cultural conflicts. |
01-world/factions-lore.md |
Deep lore for each major faction: Pirate Brotherhood, Royal Navy, Trading Companies (multiple), Smuggler Guilds, Witch Doctor Circles, Ancient Orders. Their origins, internal politics, and inter-faction relationships. |
01-world/mythology-and-supernatural.md |
The supernatural layer: voodoo, sea curses, ghost ships, kraken mythology, ancient ruins with magical properties. How the supernatural integrates with the historical setting without overwhelming it. |
01-world/geography-atlas.md |
Detailed geographic reference: named islands, port cities, sea lanes, reef systems, deep ocean trenches, volcanic islands. Map reference for all named locations. |
01-world/narrative-themes.md |
Thematic framework: freedom vs. authority, greed vs. honor, the romance and brutality of piracy, colonialism and resistance, the unknown deep. How themes manifest in gameplay and story. |
01-world/naming-conventions.md |
Naming rules for characters, ships, locations, items, and monsters. Linguistic influences by region. Ensures consistency across all content creation. |
Dependencies: 00-vision/pillars.md (aesthetic pillar)
Section 02: Character Systems (GURPS-Adapted)
The complete character mechanical framework built on GURPS foundations.
| File | Purpose |
|---|---|
02-characters/attribute-system.md |
The four primary attributes (ST, DX, IQ, HT): base values, point costs, effects on derived stats, attribute caps, and how GURPS point-buy is adapted for real-time play. Includes the full secondary characteristic derivation table. |
02-characters/secondary-characteristics.md |
Derived stats: HP, FP, Will, Perception, Basic Speed, Basic Move, Dodge. Calculation formulas, modification rules, and how each affects gameplay. |
02-characters/skill-atlas.md |
The Skill Atlas — Salt & Steel's equivalent of PoE's passive tree. Complete design: thematic regions (Sea Dog, Corsair, Alchemist, Duelist, Navigator, Witch Doctor, Captain, Merchant), node types (attribute, skill rank, technique, advantage), pathing rules, respec mechanics, and visual design as a nautical chart. |
02-characters/skill-atlas-regions.md |
Detailed breakdown of each Atlas region: node count, thematic identity, key unlocks, notable synergies between regions, and recommended paths for archetypes. |
02-characters/active-skills-overview.md |
The active skill system: how skills are learned (not socketed), skill categories (Combat, Social, Nautical, Survival, Arcane, Crafting), skill defaults, prerequisites, and the technique specialization system. |
02-characters/skill-list-combat.md |
Complete combat skill list with GURPS-adapted mechanics: Swordsmanship, Axe/Mace, Polearm, Shield, Brawling, Wrestling, Knife, Flintlock, Musket, Crossbow, Throwing, Two-Handed Sword, Rapier. Each with governing attribute, default value, and available techniques. |
02-characters/skill-list-nautical.md |
Nautical skill list: Navigation, Seamanship, Gunnery (Cannon), Shiphandling, Weather Sense, Fishing, Swimming, Diving, Knot-Tying, Signaling. |
02-characters/skill-list-survival.md |
Survival skill list: First Aid, Surgery, Survival (various terrains), Tracking, Naturalist, Climbing, Stealth, Observation, Traps, Cooking. |
02-characters/skill-list-social.md |
Social skill list: Carousing, Diplomacy, Fast-Talk, Intimidation, Leadership, Merchant, Streetwise, Interrogation, Savoir-Faire. |
02-characters/skill-list-arcane.md |
Arcane/supernatural skill list: Voodoo, Alchemy, Ritual Magic, Herb Lore, Fortune-Telling, Spirit Communication, Curse-Breaking, Enchanting. Supernatural skills are rare and powerful, requiring significant Atlas investment. |
02-characters/skill-list-crafting.md |
Crafting skill list: Blacksmithing, Carpentry (Ship), Gunsmithing, Sailmaking, Alchemy (Crafting), Cartography, Scrimshaw, Leatherwork, Jeweler. |
02-characters/advantages-catalog.md |
Complete advantage list adapted from GURPS: Combat Reflexes, High Pain Threshold, Ambidexterity, Danger Sense, Hard to Kill, Hard to Subdue, Luck, Weapon Master, Enhanced Dodge/Parry/Block, Fit/Very Fit, Rapid Healing, Fearlessness, Charisma, Reputation, Ally (Crew), and Salt & Steel originals. Point costs and mechanical effects for each. |
02-characters/disadvantages-catalog.md |
Complete disadvantage list: Code of Honor (Pirate/Navy/Merchant), Overconfidence, Bad Temper, Greed, One Eye, Lame, Missing Hand (Hook), Duty, Enemy, Secret, Addiction (Rum), Berserk, Bloodlust, Unluckiness, Phobia (Sea Monsters/Drowning/Fire), Seasickness. Point values and mechanical effects. |
02-characters/character-origins.md |
The Character Origin system: Privateer, Buccaneer, Merchant Captain, Navy Deserter, Witch Doctor, Scholar. Each origin's starting attributes, skills, advantages/disadvantages, Skill Atlas starting position, and narrative hook. |
02-characters/character-creation-flow.md |
Step-by-step character creation process: origin selection, initial point allocation, starting equipment, tutorial integration, and first Skill Atlas investment. How the GURPS point-buy is presented to new players without overwhelming them. |
02-characters/leveling-and-progression.md |
How characters gain experience and character points. Point allocation post-level. Milestone rewards. How progression pacing matches campaign chapters and endgame tiers. |
02-characters/techniques.md |
The Technique system: specialized modifications of base skills (e.g., Aggressive Parry, Targeted Attack: Vitals, Disarming, Feint, Rapid Strike). How techniques are learned through the Skill Atlas and used in combat. |
02-characters/crew-companion-system.md |
Crew companions in detail: recruitment, stat blocks, skill progression, equipment, loyalty mechanics, morale system, death/permadeath rules, and how crew members participate in both land and naval combat. |
Dependencies: 00-vision/pillars.md, 00-vision/design-philosophy.md
Section 03: Combat & Skills
The real-time combat system built on GURPS mechanics.
| File | Purpose |
|---|---|
03-combat-and-skills/combat-overview.md |
High-level combat design: how GURPS turn-based combat is adapted for real-time ARPG play. The "1-second turn" mapped to real-time. Server tick rate and combat resolution timing. Action economy per turn. |
03-combat-and-skills/damage-pipeline.md |
The complete damage calculation pipeline: attack roll (3d6 vs skill), hit location, active defense roll, raw damage calculation (ST + weapon + stance), DR subtraction, wound modifier application, HP loss, shock, death checks. Every step detailed with formulas and examples. |
03-combat-and-skills/combat-stances.md |
All combat stances adapted from GURPS maneuvers: All-Out Attack (Determined/Strong/Double/Feint), All-Out Defense (Dodge/Parry/Block), Committed Attack, Defensive Attack, Move and Attack, Wait, Evaluate. Stance switching timing, animation requirements, and server validation. |
03-combat-and-skills/active-defenses.md |
Dodge, Parry, and Block as real-time mechanics. Dodge-roll implementation with i-frames. Parry weapon dependency and unbalanced weapon penalties. Block and shield DB. Defense timing windows. Multiple defense attempts per turn (with cumulative -1 penalty). |
03-combat-and-skills/critical-hits-and-misses.md |
Critical hit and critical miss tables adapted from GURPS. Roll of 3-4 (critical hit), roll of 17-18 (critical miss). Special effects: maximum damage, triple damage, knockdown, disarm, weapon break, hit ally, dropped weapon. How critical results interact with armor and defenses. |
03-combat-and-skills/hit-locations.md |
Hit location system: random (3d6 table) and called shots (-penalty to hit specific locations). Locations: skull, face, neck, torso, vitals, arms, hands, legs, feet. Wound multipliers by location. Crippling injury thresholds. |
03-combat-and-skills/fatigue-in-combat.md |
FP management during combat: ability costs, stance FP modifiers, dodge-roll FP cost, exhaustion penalties, FP recovery during and after combat. How FP creates tactical depth beyond HP management. |
03-combat-and-skills/wound-and-injury-system.md |
Major wounds, shock penalties, bleeding, crippling injuries, knockdown/knockout, death checks. Recovery mechanics: First Aid skill, Surgery skill, rest, healing items. Long-term injury consequences. |
03-combat-and-skills/ranged-combat.md |
Firearms (flintlock pistol, musket, blunderbuss), crossbows, thrown weapons. Range penalties, accuracy bonuses for aiming, reload mechanics, misfires. How ranged combat interacts with the stance system and weather conditions. |
03-combat-and-skills/supernatural-combat.md |
Voodoo and arcane abilities in combat: curses, hexes, wards, spirit attacks, alchemical grenades. FP costs for supernatural abilities. How the supernatural combat layer integrates with physical combat without replacing it. |
03-combat-and-skills/boarding-combat.md |
The boarding action transition: grapple resolution, boarding party deployment, fighting on a moving deck (DX penalties), environmental hazards (fire, flooding), capturing the enemy ship. How personal combat rules apply in the naval context. |
03-combat-and-skills/movement-and-positioning.md |
Movement in combat: Basic Move in hexes/meters per second, sprint rules, encumbrance effects, terrain modifiers, climbing, swimming, jumping. How positioning interacts with stances and defenses. |
03-combat-and-skills/controls-and-input.md |
Input mapping: keyboard/mouse and controller. Skill hotbar, stance quick-switch, defense trigger (dodge-roll button), targeting, auto-attack. How GURPS combat depth is expressed through accessible controls. |
Dependencies: 02-characters (all skill and attribute files), 00-vision/pillars.md
Section 04: Item Systems
Equipment, weapons, armor, and item mechanics.
| File | Purpose |
|---|---|
04-items-and-crafting/item-overview.md |
Item system philosophy: how items interact with GURPS skills and attributes. Item rarity tiers (Common, Uncommon, Rare, Legendary, Artifact). Item level gating. How items differ from PoE's (no socket links, skill-independent). |
04-items-and-crafting/weapons.md |
Weapon categories, base types, damage values (thrust/swing from GURPS damage table), reach, parry modifiers, minimum ST requirements. Weapon-specific techniques. Firearms subsection with reload mechanics. |
04-items-and-crafting/armor-and-shields.md |
Armor types (cloth, leather, chain, plate, composite), Damage Resistance (DR) values by location, encumbrance penalties, don/doff times. Shield types, Defense Bonus (DB), and shield-specific combat rules. |
04-items-and-crafting/modifier-system.md |
The affix architecture: prefix/suffix pools, tier weighting by item level, influence types (Cursed, Blessed, Voodoo, Masterwork), implicit modifiers by base type. How Salt & Steel's modifier system adapts PoE's depth to GURPS-compatible stats. |
04-items-and-crafting/unique-items.md |
Named legendary and artifact items with fixed modifier sets. Design philosophy for uniques: build-enabling, not best-in-slot. Lore integration. Boss-exclusive drops. Artifact item quests. |
04-items-and-crafting/consumables.md |
Potions (healing, FP restoration, attribute buffs), poisons (applied to weapons), alchemical grenades (fire, smoke, acid), food and drink (FP recovery, temporary buffs), rum (morale boost, addiction risk). |
04-items-and-crafting/trinkets-and-charms.md |
Accessory items: rings, amulets, scrimshaw charms, compass, pocket watch, lucky coin. How trinkets provide build-defining bonuses similar to PoE's jewels. Scrimshaw charms as the high-variance crafting slot. |
04-items-and-crafting/ship-equipment.md |
Ship components as items: hulls, sails, cannons, figureheads, anchors, rigging, crew quarters modules, cargo hold expansions, rams, special equipment (diving bell, telescope, astrolabe). Item level and rarity for ship components. |
04-items-and-crafting/equipment-slots.md |
Character equipment slots: head, torso, arms, hands, legs, feet, main hand, off hand, two rings, amulet, belt, back (cloak/cape), two trinket slots. Ship equipment slots defined per ship class. |
04-items-and-crafting/loot-generation.md |
Server-side loot generation: drop tables by monster type, treasure chest tiers, shipwreck salvage quality, boss-exclusive drops. Item level determination, rarity weighting, modifier roll process. Drop rate tuning philosophy. |
04-items-and-crafting/loot-filters.md |
Scriptable loot filter system: filter language specification, display customization (icon, sound, beam, label), community filter support, filter sharing. Separate filters for personal loot and ship salvage. |
Dependencies: 02-characters/attribute-system.md, 03-combat-and-skills/damage-pipeline.md
Section 05: Currency & Crafting
The crafting disciplines and the currency system that fuels them.
| File | Purpose |
|---|---|
05-economy/currency-system.md |
Complete currency catalog: Doubloons (general purpose, basic reroll function), Pieces of Eight (high-value, add random affix), Salvage Tokens (upgrade material tier), Trade Goods (region-specific commodities, convert between currencies at regional rates), Letters of Marque (endgame currency, Skill Atlas respec, high-end crafting). Each currency's crafting function and drop source. |
05-economy/crafting-overview.md |
Crafting system philosophy: how crafting integrates with the GURPS skill system (crafting skills determine success rates and quality ceilings). The crafting UI. Crafting station requirements. Material acquisition paths. |
05-economy/crafting-blacksmithing.md |
Blacksmithing discipline: forging weapons and metal armor. Recipe tiers, material requirements, skill check mechanics (3d6 vs Blacksmithing), critical success/failure effects on output quality. |
05-economy/crafting-alchemy.md |
Alchemy discipline: potions, poisons, alchemical grenades, enchanting solutions. Herb and reagent system. Recipe discovery through experimentation. Volatile crafting (alchemy has highest variance). |
05-economy/crafting-carpentry.md |
Carpentry discipline: ship hull construction and repair, wooden weapons (clubs, staves), furniture for ship quarters. Ship repair as field-deployable Carpentry checks during naval combat. |
05-economy/crafting-gunsmithing.md |
Gunsmithing discipline: firearms, cannons, ammunition types (chain shot, grape shot, bar shot, explosive shot). Cannon quality affecting accuracy and damage. |
05-economy/crafting-sailmaking.md |
Sailmaking discipline: ship sails with different wind profiles, speed bonuses, and maneuverability modifiers. Material types (canvas, silk, enchanted cloth) with different properties. |
05-economy/crafting-cartography.md |
Cartography discipline: creating and upgrading treasure maps, navigation charts, Nautical Chart modifications. Cartography skill affects map quality and accuracy. |
05-economy/crafting-scrimshaw.md |
Scrimshaw discipline: bone and ivory carving to create charm items with supernatural modifiers. The most unpredictable crafting discipline — high risk, high reward. Uses monster bones and rare ivory as materials. |
05-economy/vendor-and-fence-recipes.md |
Deterministic vendor recipes: specific item combinations traded to NPCs for guaranteed outputs. Fence recipes for stolen/cursed goods. Recipe discovery progression. |
05-economy/crafting-determinism-spectrum.md |
Where each crafting method falls on the determinism-randomness spectrum. Blacksmithing is most deterministic; Scrimshaw is most random. How the spectrum creates varied engagement patterns for different player types. |
Dependencies: 02-characters (crafting skills), 04-items-and-crafting/modifier-system.md
Section 06: Economy & Trade
The player-driven economy, trade infrastructure, and market dynamics.
| File | Purpose |
|---|---|
06-economy/economy-philosophy.md |
Economic design philosophy: why no gold, how dual-use currencies prevent inflation, the role of currency sinks (crew salaries, ship repairs, chart progression), and why Voyages do not reset the economy. Lessons learned from PoE's economy. |
06-economy/trade-system.md |
Trade infrastructure: port marketplace (automated for commodities), direct player-to-player trade (for high-value items), smuggling networks (for restricted goods), trade API for community tools. Trade friction philosophy. |
06-economy/market-dynamics.md |
Expected market behavior: currency exchange rate dynamics, supply/demand effects of Voyage launches, regional price variations, smuggling arbitrage, and how the crew salary sink stabilizes the economy. |
06-economy/smuggling-and-black-market.md |
The smuggling subsystem: contraband goods, faction-restricted items, black market access requirements, smuggling routes, risk/reward balance. How smuggling creates a parallel economy for risk-tolerant players. |
06-economy/currency-sinks.md |
All currency drain mechanisms: crew wages, ship repairs, chart region modification, crafting material consumption, port fees, faction tribute, and deliberate scarcity of respec tokens. How sinks balance currency generation. |
Dependencies: 05-economy/currency-system.md, 02-characters/crew-companion-system.md
Section 07: Campaign (15 Chapters)
The story campaign from first character to endgame transition.
| File | Purpose |
|---|---|
07-campaign/campaign-overview.md |
Campaign structure: 15 chapters spanning 5 geographic acts. Pacing goals, power curve, narrative arc, and mechanical introduction schedule. How each chapter teaches systems that will be needed in endgame. |
07-campaign/act1-caribbean-coast.md |
Chapters 1-3: The Caribbean Coast. Character origin stories converge. Tutorial island, first port town, first combat encounters, first crew recruitment, first ship acquisition (Pinnace). Systems introduced: attributes, basic combat, active defenses, FP management. |
07-campaign/act2-open-waters.md |
Chapters 4-6: Open Waters. Naval combat introduction, first ship upgrade (Sloop), exploration of outer islands, first faction encounters. Systems introduced: naval combat, ship customization, weather effects, sailing navigation. |
07-campaign/act3-faction-wars.md |
Chapters 7-9: Faction Wars. Forced faction allegiance choice, inter-faction conflicts, ship upgrade (Brigantine), deeper crafting access. Systems introduced: faction reputation, advanced crafting, trade system, smuggling. |
07-campaign/act4-deep-waters.md |
Chapters 10-12: Deep Waters. Mythic encounters begin, supernatural elements emerge, ship upgrade (Frigate), first fleet encounter. Systems introduced: supernatural combat, fleet mechanics, advanced Skill Atlas regions. |
07-campaign/act5-the-maelstrom.md |
Chapters 13-15: The Maelstrom. Final boss arc, ship upgrade (Galleon), culminating naval battle, transition to endgame. Systems introduced: endgame Nautical Chart, Voyage eligibility, fleet management. |
07-campaign/side-quests.md |
Side quest design: faction-specific chains, treasure hunting questlines, crew personal quests, legendary weapon quests, ship upgrade quests. How side content enriches without blocking main progression. |
07-campaign/boss-encounters-campaign.md |
Campaign boss encounters by chapter: design philosophy, phase mechanics, combat arenas, rewards. Each boss teaches a mechanic needed for endgame bosses. |
07-campaign/narrative-design.md |
Dialogue system, NPC characterization, branching narrative, player choice consequences, and how story adapts to faction allegiance and character origin. |
Dependencies: 01-world, 02-characters, 03-combat-and-skills, 10-naval
Section 08: Endgame (Nautical Chart)
The endgame progression system — the Nautical Chart and everything it drives.
| File | Purpose |
|---|---|
08-endgame/nautical-chart-overview.md |
The Nautical Chart as endgame atlas: how chart regions are discovered, unlocked, and modified. Tier system (1-16), region types (coastal, open sea, deep ocean, mythic waters), and how the chart replaces PoE's Atlas of Worlds. |
08-endgame/chart-region-types.md |
Detailed region type catalog: Coastal Waters (T1-4), Trade Routes (T5-8), Pirate Waters (T5-8), Uncharted Seas (T9-12), Mythic Waters (T9-12), Abyssal Depths (T13-16), The Maelstrom (T16 pinnacle). Encounter profiles, hazard levels, and loot tiers per type. |
08-endgame/chart-modification.md |
Modifying chart regions: applying currencies to increase danger/reward, rolling region modifiers (equivalent to PoE map mods), crafting custom region properties. How chart modification creates the "juicing" equivalent. |
08-endgame/chart-progression.md |
Progression through the chart: watchstone/voidstone equivalent, how completing regions unlocks adjacent regions, region completion bonuses, and the path to pinnacle content. |
08-endgame/endgame-boss-progression.md |
Endgame boss ladder: Regional Sea Lords (4 bosses unlocked through chart progression), The Kraken (pinnacle 1), The Leviathan (pinnacle 2), The Maelstrom (uber pinnacle). Boss access requirements, fragments, and reward structures. |
08-endgame/treasure-hunting-endgame.md |
Endgame treasure system: high-tier treasure maps, sunken legendary ships, artifact recovery expeditions, hoard bosses. Treasure hunting as an endgame activity track parallel to chart progression. |
08-endgame/endgame-loops.md |
The repeatable endgame loops: chart region farming, boss fragment collection, treasure hunting, fleet operations, PvP seasons. How each loop feeds the others and provides varied engagement. |
08-endgame/fleet-operations-endgame.md |
Fleet management as endgame content: commanding multiple ships, assigning NPC captains, fleet formations, convoy missions, fleet-vs-fleet encounters. How fleet operations scale the endgame for dedicated players. |
Dependencies: 07-campaign/campaign-overview.md, 10-naval, 05-economy/currency-system.md
Section 09: Voyage System (Reimagined Seasons)
The Voyage system — Salt & Steel's answer to PoE's challenge leagues.
| File | Purpose |
|---|---|
09-voyages/voyage-overview.md |
Voyage design philosophy: themed multi-week expeditions that add content without economy resets. How Voyages differ from PoE leagues (additive, not reset). Voyage cadence (every 10-12 weeks). |
09-voyages/voyage-architecture.md |
Technical architecture of Voyages: how Voyage content is injected into the Nautical Chart, instance management for Voyage-specific encounters, Voyage state tracking, and leaderboard systems. |
09-voyages/voyage-content-template.md |
Template for designing individual Voyages: thematic concept, unique mechanic, exclusive encounters, exclusive loot/crafting, leaderboard criteria, integration points with existing systems. |
09-voyages/voyage-examples.md |
Three fully designed example Voyages: "The Kraken's Wake" (sea monster themed, adds monster hunting mechanics), "Curse of the Sargasso" (supernatural themed, adds cursed water navigation), "El Dorado" (treasure themed, adds enhanced cartography and treasure mechanics). |
09-voyages/voyage-rewards.md |
Voyage reward structure: exclusive cosmetics, exclusive crafting recipes (that persist after Voyage ends), leaderboard rewards, Voyage challenge completion rewards. How rewards incentivize Voyage participation without creating FOMO for items. |
09-voyages/voyage-economy-impact.md |
How Voyages affect the persistent economy: supply shocks from Voyage-specific materials, demand shifts from new crafting recipes, price effects of Voyage-exclusive item types. Economic modeling for Voyage launches. |
Dependencies: 08-endgame, 05-economy, 06-economy
Section 10: Naval Systems
The complete naval gameplay layer — ships, sea combat, navigation, and fleet operations.
| File | Purpose |
|---|---|
10-naval/ship-types-and-classes.md |
Ship class catalog: Rowboat, Pinnace, Sloop, Brigantine, Frigate, Galleon, Man-o'-War, Flagship. Base stats (hull points, speed, turn rate, cannon slots, crew capacity, cargo capacity, draft), acquisition methods, and progression curve. |
10-naval/ship-customization.md |
Ship component system: hull types, sail configurations, cannon types, figureheads, crew quarters, cargo holds, rams, special equipment. Component rarity tiers. How ship customization parallels character gear. |
10-naval/ship-combat-system.md |
Naval combat mechanics: engagement rules, wind gauge, broadside resolution (Gunnery skill on 3d6), cannon damage types, boarding mechanics, ramming, pursuit/escape. Turn-based naval combat adapted for real-time play. |
10-naval/ship-damage-model.md |
Component-based damage: hull breaches (flooding mechanics), mast damage (speed penalties), sail damage (maneuver penalties), cannon destruction (firepower loss), crew casualties, fire propagation. Damage thresholds and cascading failures. |
10-naval/sea-navigation.md |
Navigation mechanics: wind direction and force, ocean currents, compass usage, sextant positioning, chart reading, fog of war, landmark navigation, shallow water/reef hazards. How navigation skill affects all naval movement. |
10-naval/fleet-management.md |
Multi-ship command: acquiring additional ships, assigning NPC captains, fleet formations (line, wedge, screen), fleet AI behavior orders, convoy mechanics, fleet upkeep costs. |
10-naval/port-and-harbor-system.md |
Port mechanics: docking, repairs, resupply, crew recruitment, trade access, faction services. Port types (major port, minor harbor, hidden cove, pirate haven). Port reputation and access restrictions. |
10-naval/sea-to-land-transitions.md |
Seamless transition design: how the game handles moving from ship deck to landing boat to shore to dungeon. Instance handoff protocol. Asset streaming strategy. Camera transition mechanics. |
10-naval/weather-and-sea-state.md |
Weather system: storm types, fog, doldrums, monsoons, waterspouts. Sea state (calm, choppy, rough, storm). Regional weather patterns. Supernatural weather (Voyage-specific). Weather forecasting (Weather Sense skill). |
10-naval/naval-ai.md |
Ship AI for NPC vessels: patrol patterns, engagement behavior, pursuit/flee decisions, fleet coordination, merchant convoy behavior, pirate attack patterns, naval blockade AI. How NPC ships create a living sea world. |
Dependencies: 02-characters (nautical skills), 03-combat-and-skills, 04-items-and-crafting/ship-equipment.md
Section 11: Monster & Encounter Design
Enemies, bosses, and encounter construction.
| File | Purpose |
|---|---|
11-monsters/monster-taxonomy.md |
Monster categories: Human (pirates, sailors, soldiers, cultists), Beast (sharks, crocodiles, snakes, jungle predators), Sea Monster (kraken tentacles, sea serpents, giant crabs, merfolk), Undead (drowned sailors, ghost pirates, skeleton crews), Supernatural (voodoo constructs, cursed spirits, elemental manifestations). Base stat ranges per category. |
11-monsters/human-enemies.md |
Human enemy design: pirate crews, naval marines, trading company guards, smuggler gangs, voodoo practitioners. GURPS stat blocks. Equipment loadouts. Faction-specific variants. How human enemies use the same combat system as players (stances, defenses, skills). |
11-monsters/sea-monsters.md |
Sea monster design: encounter types (ambush, chase, siege), multi-phase fights, environmental interaction (fighting on a listing ship, underwater segments). Major sea monsters: Kraken, Leviathan, Charybdis, Scylla, Megalodon, Sea Serpent. |
11-monsters/boss-design-philosophy.md |
Boss design principles: bosses must test specific player skills, use the GURPS combat system meaningfully (not just HP sponges), have readable attack patterns that allow active defense, and combine naval and personal combat phases where appropriate. |
11-monsters/boss-catalog.md |
Complete boss catalog: campaign bosses (15 chapter bosses), endgame Sea Lords (4 regional bosses), Pinnacle bosses (Kraken, Leviathan, Maelstrom), Voyage bosses (per-Voyage). Design notes, phase breakdowns, and reward tables for each. |
11-monsters/encounter-scaling.md |
Scaling mechanics: how encounters adjust to player count, character power level, and chart region tier. Party scaling. Fleet encounter scaling. Solo vs. group balance philosophy. |
11-monsters/monster-ai.md |
Monster AI: priority-based action selection, pack behavior, morale system (monsters flee when outmatched), boss phase transitions, naval AI for enemy ships. How GURPS combat stances are used by AI opponents. |
11-monsters/environmental-encounters.md |
Non-monster encounters: storms, whirlpools, reef navigation, volcanic eruptions, ghost ship encounters, siren calls, cursed fog. Environmental challenges that test navigation and survival skills. |
Dependencies: 03-combat-and-skills, 10-naval, 02-characters (for stat block format)
Section 12: Social Systems
Multiplayer, community, and social features.
| File | Purpose |
|---|---|
12-social/crews-guilds.md |
The Crew system (guild equivalent): crew creation, shared ship, crew treasury, crew ranks, crew stash, crew Nautical Chart (shared progression). How crews provide social structure without mechanical gatekeeping. |
12-social/party-and-group-play.md |
Party play: up to 6 players for land content, fleet coordination for naval content. Party scaling for encounters. Loot distribution options (free-for-all, round-robin, need/greed). Shared instance management. |
12-social/pvp-systems.md |
PvP modes: naval duels (ship-to-ship), port arena (personal combat), open-sea PvP zones (flagged areas on the Nautical Chart), crew wars (organized crew-vs-crew). PvP balance approach (separate from PvE balance where necessary). |
12-social/chat-and-communication.md |
Communication systems: text chat (global, local, crew, party, trade), voice chat integration, signal flags (naval communication), emotes. Moderation tools and reporting. |
12-social/community-tools-api.md |
Community tool support: public API for build planners (Skill Atlas data), trade indexing API, character profile API, leaderboard API. How Salt & Steel designs for community tool ecosystem from day one rather than retrofitting. |
12-social/reputation-and-leaderboards.md |
Player reputation systems: pirate infamy ranking, Voyage leaderboards, PvP rankings, exploration completion tracking. How reputation provides progression goals beyond gear. |
Dependencies: 00-vision/pillars.md, 09-voyages/voyage-overview.md
Section 13: Technical Architecture
Server, client, networking, and infrastructure design.
| File | Purpose |
|---|---|
13-technical/server-architecture.md |
Server design: server-authoritative model, dual instance types (sea/land), Account Authority service, service decomposition (trade, social, voyage, weather, faction), database architecture. Instance lifecycle for both sea zones and land areas. |
13-technical/client-architecture.md |
Client engine: DX12/Vulkan rendering, deferred pipeline with PBR, dynamic ocean rendering (wave simulation, reflections, foam), particle system, multi-threaded architecture, asset pipeline. Dual-scale rendering (ship view and personal view). |
13-technical/networking-model.md |
Networking: lockstep and predictive modes, TCP with delta updates, area-of-interest filtering at both naval and personal scale, sea-to-land transition protocol, party synchronization, fleet synchronization. Bandwidth optimization for naval combat (many ships, large area). |
13-technical/instance-management.md |
Instance design: sea zone instances (large, shared, weather-affected, persistent within session), land instances (private/party, procedurally generated, despawned on exit), port town instances (shared social hubs, persistent), boss arena instances. Instance capacity planning. |
13-technical/database-design.md |
Database architecture: character records (attributes, skills, Atlas allocation), ship records (class, components, damage state, crew), item records (base type, modifiers, owner), Nautical Chart state (discovery, modifications), faction reputation. Serialization formats. |
13-technical/ocean-rendering.md |
Ocean rendering technology: wave simulation (FFT-based), foam generation, underwater rendering, water-surface interaction (ships, projectiles, monsters), reflection/refraction, caustics. Performance targets for ocean rendering at various quality levels. |
13-technical/procedural-generation.md |
Procedural generation systems: island layout generation (tileset composition with landmark rooms), sea zone layout (reef placement, current patterns, island distribution), dungeon generation (caves, ruins, shipwrecks), weather pattern generation. |
13-technical/performance-targets.md |
Performance budget: frame rate targets by hardware tier, server tick rate targets (20-30 Hz land, 10-20 Hz sea), loading time targets, network bandwidth budget, memory budget. How the dual-scale system affects performance requirements. |
13-technical/cloud-and-scaling.md |
Cloud infrastructure: regional server deployment, cloud burst capacity for Voyage launches, geographic routing, CDN for assets, DDoS mitigation. Scaling plan for 100K to 1M concurrent players. |
Dependencies: 00-vision/pillars.md, all gameplay systems (this section describes their infrastructure)
Section 14: Visual & Audio
Art direction, rendering style, sound design, and music.
| File | Purpose |
|---|---|
14-visual-audio/art-direction.md |
Visual identity: dark maritime aesthetic, Age of Sail realism grounded with supernatural horror elements. Color palette (desaturated blues, weathered wood browns, blood reds, moonlit silvers, supernatural greens). How the aesthetic manifests across environments, characters, and UI. |
14-visual-audio/environment-art.md |
Environment design: Caribbean islands, port towns, sea caves, ruins, shipwrecks, open ocean, deep underwater. Tileset strategy for procedural generation. Biome variation across geographic regions. Day/night cycle lighting. |
14-visual-audio/character-art.md |
Character visual design: player character customization options, origin-specific visual identity, equipment visual progression, crew member appearance variety. How equipment rarity is visually communicated. |
14-visual-audio/ship-art.md |
Ship visual design: hull aging and battle damage visualization, sail designs (faction-specific, custom), figurehead models, cannon smoke and fire effects. How ship appearance communicates ship class and power level. |
14-visual-audio/monster-art.md |
Monster visual design: human enemies (faction-specific uniforms and equipment), sea monsters (scale, texture, bioluminescence), undead (decay stages, ghostly effects), supernatural entities (ethereal rendering). |
14-visual-audio/vfx-system.md |
Visual effects: combat VFX (sword impacts, blood, gunfire, explosions), naval VFX (cannon fire, splashes, hull breaches, fire spread), weather VFX (rain, lightning, fog, waterspouts), supernatural VFX (curses, hexes, spirits). Particle system design. |
14-visual-audio/animation-system.md |
Animation design: combat animations (weapon swings, dodge-rolls, parries, blocks, stance transitions), naval animations (cannon operation, boarding, climbing, swimming), ambient animations (ship rocking, sail flapping, crew activity). Blend trees and state machines. |
14-visual-audio/music-design.md |
Music system: adaptive shanty system (crew sings while sailing, music intensity scales with combat), ambient sea music, port town themes, boss encounter scores, Voyage-specific musical themes. Dynamic mixing based on game state. |
14-visual-audio/sound-design.md |
Sound design: combat audio (sword clashes, gunshots, cannon roar, impacts), naval audio (creaking wood, wind in sails, wave impacts, hull groans), ambient audio (seabirds, port bustle, jungle sounds, underwater echoes), UI audio. 3D spatial audio for naval combat. FMOD integration. |
14-visual-audio/mtx-visual-standards.md |
Cosmetic MTX visual guidelines: how cosmetic items maintain the dark maritime aesthetic. Acceptable cosmetic boundaries. Ship skin design standards. Weapon effect design standards. How MTX avoids undermining the base game's visual tone. |
Dependencies: 00-vision/pillars.md (aesthetic pillar), 01-world/world-overview.md
Section 15: UI/UX
Interface design for all game systems.
| File | Purpose |
|---|---|
15-ui-ux/hud-design.md |
Heads-up display: health/FP bars, compass/wind indicator, minimap, skill hotbar, stance indicator, crew status, ship status (when aboard). HUD modes: personal, naval, port. Minimal HUD option. |
15-ui-ux/skill-atlas-interface.md |
Skill Atlas UI: zoomable cartographic map interface, node selection, point allocation, region navigation, search functionality, respec interface. How the nautical chart aesthetic is applied to the character progression UI. |
15-ui-ux/nautical-chart-interface.md |
Nautical Chart UI: zoomable sea chart, region selection, region modification, route planning, discovery tracking, boss progression indicators. Chart overlay modes (weather, faction territory, danger level). |
15-ui-ux/inventory-and-cargo.md |
Inventory management: personal inventory grid, ship cargo hold, crew equipment management, stash (port-bound storage), quick-equip, item comparison tooltips. Cargo management for trade goods and salvage. |
15-ui-ux/ship-management-ui.md |
Ship management interface: component installation, damage status visualization, crew assignment, ship stat summary, fleet overview (for multi-ship players), repair interface. |
15-ui-ux/trade-and-market-ui.md |
Trade UI: port marketplace listing and search, direct trade window, smuggling network interface, currency exchange, price history graphs. |
15-ui-ux/crafting-ui.md |
Crafting interface: crafting station UI per discipline, recipe browser, material inventory, success probability display (based on skill level), crafting result preview. |
15-ui-ux/social-ui.md |
Social interface: crew (guild) management, party formation, chat windows, friend list, crew application system, PvP matchmaking UI. |
15-ui-ux/minimap-and-navigation.md |
Minimap design: land minimap (standard overhead), sea minimap (compass rose with nearby ships/islands), fog of war, objective markers, treasure map overlay. Full-screen map mode. |
15-ui-ux/settings-and-accessibility.md |
Settings menus: graphics quality, audio, controls, networking mode selection, accessibility options (colorblind modes, text scaling, input remapping, screen reader support, subtitles, combat speed adjustment). |
15-ui-ux/onboarding-and-tutorials.md |
Tutorial system: integrated campaign tutorials, tooltip system, help overlay, practice arena for combat mechanics, practice sailing area for naval mechanics. Gradual system introduction aligned with campaign chapters. |
Dependencies: All gameplay systems (UI documents reference their corresponding system documents)
Section 16: Monetization
Business model, MTX strategy, and revenue systems.
| File | Purpose |
|---|---|
16-monetization/business-model.md |
Business model overview: ethical free-to-play with cosmetic-only MTX and convenience purchases. Revenue streams: cosmetic shop, supporter packs, convenience features (cargo tabs), battle pass equivalent (Voyage pass). Explicit anti-goals: no pay-to-win, no loot boxes, no energy timers. |
16-monetization/cosmetic-mtx-catalog.md |
Cosmetic categories: ship skins (hull appearance), sail designs, figurehead models, weapon effects, character outfits, pet companions (parrot, monkey, cat), portal effects, emotes, signal flag designs. Pricing tiers and rotation strategy. |
16-monetization/supporter-packs.md |
Supporter pack design: themed bundles with exclusive cosmetics, premium currency for shop purchases, physical rewards for highest tiers. Launch supporter packs and Voyage-aligned supporter packs. |
16-monetization/convenience-features.md |
Convenience purchases: expanded cargo hold tabs (paralleling PoE's stash tabs), crew management UI upgrades, additional character slots, cosmetic loadout presets. The line between convenience and advantage. |
16-monetization/voyage-pass.md |
Voyage Pass: optional purchased track within each Voyage offering exclusive cosmetic rewards for Voyage participation milestones. Free track available to all players. How the Pass avoids creating FOMO or pay-to-win pressure. |
16-monetization/pricing-strategy.md |
Pricing philosophy: regional pricing, bundle discounts, first-purchase bonuses, holiday sales. Revenue modeling and player spending psychology. |
Dependencies: 00-vision/pillars.md (ethical F2P pillar), 09-voyages/voyage-overview.md
Section 17: Progression Systems
How players progress through the game — the meta-systems governing advancement.
| File | Purpose |
|---|---|
17-progression/character-progression-curve.md |
Character power progression: XP curve, character point acquisition rate, Skill Atlas investment pacing, attribute growth rate. How the GURPS point-buy is paced to maintain engagement without creating dead zones. |
17-progression/ship-progression-curve.md |
Ship progression: acquisition timeline for each ship class, component upgrade progression, fleet expansion timeline. How ship progression aligns with campaign chapters and endgame tiers. |
17-progression/nautical-chart-progression.md |
Chart progression: region unlock rate, chart tier advancement, boss encounter pacing, treasure hunting progression. How chart progression provides long-term endgame goals. |
17-progression/faction-progression.md |
Faction reputation progression: reputation gain rates, milestone rewards, faction rank system, inter-faction reputation tradeoffs. How faction progression creates long-term engagement. |
17-progression/difficulty-curve.md |
Overall difficulty progression: how the GURPS 3d6 bell curve is leveraged for difficulty tuning, expected player power at each campaign chapter, endgame difficulty tiers, and how difficulty scales with chart region tier. |
17-progression/voyage-progression.md |
Voyage-internal progression: how a single Voyage's content unlocks over its duration, pacing of Voyage-specific encounters and rewards, leaderboard progression dynamics. |
17-progression/mastery-and-endgame-goals.md |
Endgame mastery systems: chart completion, boss challenges (speedrun, no-damage), collection goals (all unique items, all ship types), PvP rankings, exploration completion. What keeps players engaged after "finishing" the chart. |
Dependencies: 02-characters, 07-campaign, 08-endgame, 10-naval
Section 18: Security & Integrity
Anti-cheat, economy protection, and game integrity.
| File | Purpose |
|---|---|
18-security/server-authority.md |
Server-authoritative design as anti-cheat: how server-side computation of all combat, loot, and economy transactions prevents common cheats. What the client is and is not trusted with. |
18-security/anti-cheat-systems.md |
Anti-cheat measures beyond server authority: client integrity checks, statistical anomaly detection, behavioral analysis, ban wave strategy. How Salt & Steel detects and responds to cheating. |
18-security/rmt-prevention.md |
Real-money trading prevention: trade pattern monitoring, currency movement analysis, account linking detection, RMT marketplace monitoring. How the economy is protected from external interference. |
18-security/exploit-response.md |
Exploit response protocol: how exploits are identified, assessed, patched, and their economic damage is mitigated. Rollback policy. Communication strategy during exploit incidents. |
18-security/data-privacy.md |
Player data protection: GDPR compliance, data minimization, encryption at rest and in transit, account recovery procedures, data deletion requests. |
Dependencies: 13-technical/server-architecture.md, 06-economy/economy-philosophy.md
Section 19: Development Pipeline
How Salt & Steel is built, tested, and shipped.
| File | Purpose |
|---|---|
19-development/content-creation-tools.md |
Internal tools: island editor, ship component editor, monster stat block editor, Skill Atlas node editor, Nautical Chart region editor, Voyage content creation pipeline. How tools enable rapid content creation. |
19-development/voyage-development-cycle.md |
Voyage production pipeline: 10-12 week development cycle, design -> prototype -> playtest -> polish -> ship. Team allocation per Voyage. How concurrent Voyages are developed. |
19-development/qa-and-testing.md |
Testing strategy: automated balance testing (GURPS probability verification), combat stress testing, economy simulation, naval combat load testing, sea-to-land transition testing, Voyage regression testing. |
19-development/community-feedback-loop.md |
Community interaction: forum engagement, content creator program, alpha/beta testing community, bug reporting, balance feedback collection. How community input feeds the development cycle. |
19-development/live-operations.md |
Live ops: server monitoring, incident response, hotfix deployment, Voyage launch procedures, performance monitoring, economy health dashboards. |
19-development/localization.md |
Localization strategy: supported languages, text localization pipeline, audio localization (voice acting priorities), cultural sensitivity review, regional content considerations. |
Dependencies: All sections (development pipeline covers production of all content)
Topology
System interconnection maps and architectural overview.
| File | Purpose |
|---|---|
topology/system-topology.md |
Complete system interconnection map (THIS DOCUMENT'S COMPANION). Every major system and how they interconnect. Mermaid diagrams, coupling assessment, emergent complexity analysis. |
topology/document-plan.md |
This document. Master roadmap for all design documentation. |
Dependencies: All sections (topology synthesizes all systems)
Appendices
Reference material, glossaries, and supplementary documents.
| File | Purpose |
|---|---|
appendices/gurps-reference.md |
GURPS mechanics reference: the 3d6 probability table, attribute cost table, damage table (thrust/swing by ST), skill difficulty categories (Easy/Average/Hard/Very Hard), advantage/disadvantage point costs. Essential GURPS tables adapted for Salt & Steel. |
appendices/gurps-adaptations.md |
Complete list of GURPS adaptations for real-time play: what was kept verbatim, what was simplified, what was expanded, what was removed. Design rationale for each adaptation decision. |
appendices/poe-lessons-learned.md |
Lessons from Path of Exile research: what PoE got right (currency system, league cadence, server authority, build depth), what Salt & Steel deliberately does differently (no socket links, no economy resets, GURPS instead of flat-random, naval layer), and what remains an open question. |
appendices/glossary.md |
Complete glossary of Salt & Steel terminology: game terms, GURPS terms, nautical terms, pirate terminology. Standardized language for all design documents. |
appendices/probability-tables.md |
3d6 probability reference: success rates for every target number (3-18), expected roll distributions, critical hit/miss probabilities, margin-of-success tables. Essential reference for all balance work. |
appendices/damage-tables.md |
Complete damage reference: ST-based damage (thrust and swing) for ST 1-30, weapon damage modifiers, wound multipliers by damage type, DR values for all armor types, hit location wound modifiers. |
appendices/ship-stat-blocks.md |
Complete ship statistics: every ship class with all base stats, component slot counts, crew capacity ranges, and acquisition costs. Quick reference for naval balance work. |
appendices/skill-defaults-table.md |
Skill default chart: every skill with its default values (which attributes or other skills it defaults from, and at what penalty). Essential for understanding the skill interconnection web. |
appendices/sources-and-references.md |
Source material: GURPS Basic Set references, PoE research document cross-references, historical Age of Sail references, nautical terminology sources. |
appendices/competitive-analysis.md |
Competitive landscape: detailed analysis of PoE, Diablo IV, Last Epoch, Skull & Bones, Sea of Thieves, and Torchlight Infinite. Feature-by-feature comparison with Salt & Steel's design. |
Document Dependency Graph
graph TD
S00[00: Vision & Pillars] --> S01[01: World & Lore]
S00 --> S02[02: Character Systems]
S00 --> S14[14: Visual & Audio]
S00 --> S16[16: Monetization]
S02 --> S03[03: Combat & Skills]
S02 --> S04[04: Item Systems]
S02 --> S10[10: Naval Systems]
S03 --> S11[11: Monsters & Encounters]
S03 --> S10
S04 --> S05[05: Currency & Crafting]
S02 --> S05
S05 --> S06[06: Economy & Trade]
S01 --> S07[07: Campaign]
S02 --> S07
S03 --> S07
S10 --> S07
S07 --> S08[08: Endgame\nNautical Chart]
S10 --> S08
S05 --> S08
S08 --> S09[09: Voyage System]
S05 --> S09
S06 --> S09
S00 --> S12[12: Social Systems]
S09 --> S12
S00 --> S13[13: Technical Architecture]
S00 --> S15[15: UI/UX]
S02 --> S17[17: Progression Systems]
S07 --> S17
S08 --> S17
S10 --> S17
S13 --> S18[18: Security & Integrity]
S06 --> S18
TOPO[Topology] -.->|synthesizes| S00
TOPO -.->|synthesizes| S02
TOPO -.->|synthesizes| S03
TOPO -.->|synthesizes| S05
TOPO -.->|synthesizes| S08
TOPO -.->|synthesizes| S10
TOPO -.->|synthesizes| S13
APP[Appendices] -.->|supports| S02
APP -.->|supports| S03
APP -.->|supports| S10
S19[19: Development Pipeline] -.->|covers production of| S07
S19 -.->|covers production of| S09Writing Priority Order
Documents should be written in this order to minimize forward references and maximize the value of each completed section:
Phase 1: Foundations (Write First)
- 00-vision/pillars.md — Everything depends on this
- 00-vision/design-philosophy.md — Establishes decision framework
- appendices/gurps-reference.md — Required before any mechanical design
- appendices/gurps-adaptations.md — Documents all GURPS modifications
Phase 2: Character Core
- 02-characters/attribute-system.md — Foundation for all mechanics
- 02-characters/secondary-characteristics.md — Derived from attributes
- 02-characters/character-origins.md — Starting points for players
- 02-characters/skill-atlas.md — Central progression system
- 02-characters/advantages-catalog.md — Build-defining traits
- 02-characters/disadvantages-catalog.md — Build-defining constraints
Phase 3: Combat
- 03-combat-and-skills/combat-overview.md — Combat system foundation
- 03-combat-and-skills/damage-pipeline.md — Core mechanical loop
- 03-combat-and-skills/combat-stances.md — Tactical layer
- 03-combat-and-skills/active-defenses.md — Defense system
- 03-combat-and-skills/fatigue-in-combat.md — Resource management
Phase 4: Items & Economy
- 04-items-and-crafting/item-overview.md — Item system design
- 04-items-and-crafting/modifier-system.md — Affix architecture
- 05-economy/currency-system.md — Economy foundation
- 05-economy/crafting-overview.md — Crafting system design
Phase 5: Naval
- 10-naval/ship-types-and-classes.md — Ship progression
- 10-naval/ship-combat-system.md — Naval combat
- 10-naval/sea-navigation.md — Navigation mechanics
- 10-naval/ship-customization.md — Ship building
Phase 6: World & Content
- 01-world/world-overview.md — Setting the stage
- 07-campaign/campaign-overview.md — Campaign structure
- 08-endgame/nautical-chart-overview.md — Endgame design
- 09-voyages/voyage-overview.md — Seasonal content
Phase 7: Infrastructure
- 13-technical/server-architecture.md — Server design
- 13-technical/networking-model.md — Networking
- 13-technical/instance-management.md — Instance design
Phase 8: Everything Else
31-142. Remaining documents in section order, filling out the complete design bible.
File Path Summary
All documents live under H:\workspaces\SaltAndSteel\design\ with the following directory structure.
Note on directory naming: The existing pre-created directories use a different numbering scheme (e.g., 06-campaign, 07-endgame, 08-seasons-and-voyages, etc.). The structure below uses clean, content-descriptive names that match each section's actual topic. Existing empty directories should be renamed to match before documents are written.
design/
├── 00-vision/
│ ├── pillars.md
│ ├── design-philosophy.md
│ ├── product-positioning.md
│ ├── evolution-roadmap.md
│ └── accessibility-philosophy.md
├── 01-world/
│ ├── world-overview.md
│ ├── history-and-timeline.md
│ ├── cultures-and-peoples.md
│ ├── factions-lore.md
│ ├── mythology-and-supernatural.md
│ ├── geography-atlas.md
│ ├── narrative-themes.md
│ └── naming-conventions.md
├── 02-characters/
│ ├── attribute-system.md
│ ├── secondary-characteristics.md
│ ├── skill-atlas.md
│ ├── skill-atlas-regions.md
│ ├── active-skills-overview.md
│ ├── skill-list-combat.md
│ ├── skill-list-nautical.md
│ ├── skill-list-survival.md
│ ├── skill-list-social.md
│ ├── skill-list-arcane.md
│ ├── skill-list-crafting.md
│ ├── advantages-catalog.md
│ ├── disadvantages-catalog.md
│ ├── character-origins.md
│ ├── character-creation-flow.md
│ ├── leveling-and-progression.md
│ ├── techniques.md
│ └── crew-companion-system.md
├── 03-combat-and-skills/
│ ├── combat-overview.md
│ ├── damage-pipeline.md
│ ├── combat-stances.md
│ ├── active-defenses.md
│ ├── critical-hits-and-misses.md
│ ├── hit-locations.md
│ ├── fatigue-in-combat.md
│ ├── wound-and-injury-system.md
│ ├── ranged-combat.md
│ ├── supernatural-combat.md
│ ├── boarding-combat.md
│ ├── movement-and-positioning.md
│ └── controls-and-input.md
├── 04-items-and-crafting/
│ ├── item-overview.md
│ ├── weapons.md
│ ├── armor-and-shields.md
│ ├── modifier-system.md
│ ├── unique-items.md
│ ├── consumables.md
│ ├── trinkets-and-charms.md
│ ├── ship-equipment.md
│ ├── equipment-slots.md
│ ├── loot-generation.md
│ └── loot-filters.md
├── 05-economy/
│ ├── currency-system.md
│ ├── crafting-overview.md
│ ├── crafting-blacksmithing.md
│ ├── crafting-alchemy.md
│ ├── crafting-carpentry.md
│ ├── crafting-gunsmithing.md
│ ├── crafting-sailmaking.md
│ ├── crafting-cartography.md
│ ├── crafting-scrimshaw.md
│ ├── vendor-and-fence-recipes.md
│ └── crafting-determinism-spectrum.md
├── 06-economy/ (rename from 06-campaign)
│ ├── economy-philosophy.md
│ ├── trade-system.md
│ ├── market-dynamics.md
│ ├── smuggling-and-black-market.md
│ └── currency-sinks.md
├── 07-campaign/ (rename from 07-endgame)
│ ├── campaign-overview.md
│ ├── act1-caribbean-coast.md
│ ├── act2-open-waters.md
│ ├── act3-faction-wars.md
│ ├── act4-deep-waters.md
│ ├── act5-the-maelstrom.md
│ ├── side-quests.md
│ ├── boss-encounters-campaign.md
│ └── narrative-design.md
├── 08-endgame/ (rename from 08-seasons-and-voyages)
│ ├── nautical-chart-overview.md
│ ├── chart-region-types.md
│ ├── chart-modification.md
│ ├── chart-progression.md
│ ├── endgame-boss-progression.md
│ ├── treasure-hunting-endgame.md
│ ├── endgame-loops.md
│ └── fleet-operations-endgame.md
├── 09-voyages/ (rename from 09-social-systems)
│ ├── voyage-overview.md
│ ├── voyage-architecture.md
│ ├── voyage-content-template.md
│ ├── voyage-examples.md
│ ├── voyage-rewards.md
│ └── voyage-economy-impact.md
├── 10-naval/ (rename from 10-technical-architecture)
│ ├── ship-types-and-classes.md
│ ├── ship-customization.md
│ ├── ship-combat-system.md
│ ├── ship-damage-model.md
│ ├── sea-navigation.md
│ ├── fleet-management.md
│ ├── port-and-harbor-system.md
│ ├── sea-to-land-transitions.md
│ ├── weather-and-sea-state.md
│ └── naval-ai.md
├── 11-monsters/ (rename from 11-visual-and-audio)
│ ├── monster-taxonomy.md
│ ├── human-enemies.md
│ ├── sea-monsters.md
│ ├── boss-design-philosophy.md
│ ├── boss-catalog.md
│ ├── encounter-scaling.md
│ ├── monster-ai.md
│ └── environmental-encounters.md
├── 12-social/ (rename from 12-ui-ux)
│ ├── crews-guilds.md
│ ├── party-and-group-play.md
│ ├── pvp-systems.md
│ ├── chat-and-communication.md
│ ├── community-tools-api.md
│ └── reputation-and-leaderboards.md
├── 13-technical/ (rename from 13-monetization)
│ ├── server-architecture.md
│ ├── client-architecture.md
│ ├── networking-model.md
│ ├── instance-management.md
│ ├── database-design.md
│ ├── ocean-rendering.md
│ ├── procedural-generation.md
│ ├── performance-targets.md
│ └── cloud-and-scaling.md
├── 14-visual-audio/ (rename from 14-progression-systems)
│ ├── art-direction.md
│ ├── environment-art.md
│ ├── character-art.md
│ ├── ship-art.md
│ ├── monster-art.md
│ ├── vfx-system.md
│ ├── animation-system.md
│ ├── music-design.md
│ ├── sound-design.md
│ └── mtx-visual-standards.md
├── 15-ui-ux/ (rename from 15-monsters-and-encounters)
│ ├── hud-design.md
│ ├── skill-atlas-interface.md
│ ├── nautical-chart-interface.md
│ ├── inventory-and-cargo.md
│ ├── ship-management-ui.md
│ ├── trade-and-market-ui.md
│ ├── crafting-ui.md
│ ├── social-ui.md
│ ├── minimap-and-navigation.md
│ ├── settings-and-accessibility.md
│ └── onboarding-and-tutorials.md
├── 16-monetization/ (rename from 16-naval-systems)
│ ├── business-model.md
│ ├── cosmetic-mtx-catalog.md
│ ├── supporter-packs.md
│ ├── convenience-features.md
│ ├── voyage-pass.md
│ └── pricing-strategy.md
├── 17-progression/ (new directory)
│ ├── character-progression-curve.md
│ ├── ship-progression-curve.md
│ ├── nautical-chart-progression.md
│ ├── faction-progression.md
│ ├── difficulty-curve.md
│ ├── voyage-progression.md
│ └── mastery-and-endgame-goals.md
├── 18-security/ (new directory)
│ ├── server-authority.md
│ ├── anti-cheat-systems.md
│ ├── rmt-prevention.md
│ ├── exploit-response.md
│ └── data-privacy.md
├── 19-development/ (new directory)
│ ├── content-creation-tools.md
│ ├── voyage-development-cycle.md
│ ├── qa-and-testing.md
│ ├── community-feedback-loop.md
│ ├── live-operations.md
│ └── localization.md
├── topology/
│ ├── system-topology.md
│ └── document-plan.md
└── appendices/
├── gurps-reference.md
├── gurps-adaptations.md
├── poe-lessons-learned.md
├── glossary.md
├── probability-tables.md
├── damage-tables.md
├── ship-stat-blocks.md
├── skill-defaults-table.md
├── sources-and-references.md
└── competitive-analysis.md
Total: 142 documents across 22 directories
Notes on Scope
This document plan exceeds the PoE research collection (75 original research documents) by nearly double, reflecting Salt & Steel's larger system surface area (the naval domain alone adds 10 documents that have no PoE equivalent). The additional scope is justified:
- GURPS adaptation requires explicit documentation of every mechanical translation decision (appendices/gurps-adaptations.md and the detailed skill lists)
- Naval systems are a complete second gameplay layer with no ARPG precedent
- The Voyage system is architecturally distinct from PoE leagues and requires its own design framework
- Sea-to-land transitions create technical challenges unique to Salt & Steel
- The Crew system adds NPC management complexity that PoE does not have
The document plan is designed to be complete: every system identified in the topology has at least one corresponding design document, and every design document has a clear purpose and dependency chain. No system is left undocumented.
This document plan is the master roadmap for the Salt & Steel design bible. It should be updated as new systems are identified or existing systems are split/merged during design.