Delve — Game Design Documents
Delve is an asynchronous idle MMO with synchronous multiplayer elements, an original fantasy RPG inspired by classic tabletop games. Players create characters, prepare them for dungeon runs, and send them into danger — reviewing detailed results when the run completes. The game is free-to-play with convenience monetization.
Document Index
| # | Document | Description | Status |
|---|---|---|---|
| 01 | Game Overview | Vision, core loop, design pillars, session flow, monetization philosophy | Draft |
| 02 | Character Creation | Species, classes, attributes, backgrounds, starting equipment | Draft |
| 03 | Character Progression | Leveling (1-50), subclasses, feats, skills, Paragon/prestige system | Draft |
| 04 | Combat System | d100 percentile mechanics, skill queue configuration, conditions, death, combat log format | Draft |
| 05 | Equipment and Loot | Gear slots, rarity tiers, weapons, armor, consumables, loot tables | Draft |
| 06 | Quests and Dungeons | Quest board, quest types, encounter types, run timeline, failure analysis, supplies | Draft |
| 07 | Crafting and Gathering | Gathering professions, crafting professions, recipes, material tiers | Draft |
| 08 | Economy and Trading | Currencies, marketplace, NPC vendors, gold sinks, inflation control | Draft |
| 09 | Social and MMO Systems | Guilds, timed lobby parties, raids, friends, chat, mail | Draft |
| 10 | PVP System | Arena PVP, async resolution, seasons, guild wars, faction warfare | Draft |
| 11 | Factions and Reputation | World factions, reputation tiers, faction conflicts, faction vendors | Draft |
| 12 | World and Setting | Aethermere setting, regions, lore (The Sundering), key NPCs | Draft |
| 13 | Idle and Time Mechanics | Offline progress, timers, notifications, anti-burnout design | Draft |
| 14 | Monetization | $5/mo Patron subscription, permanent purchases, no premium currency, ethical principles | Draft |
| 15 | Progression Hooks and Retention | Dailies, weeklies, achievements, seasons, leaderboards, collections | Draft |
Key Design Decisions
- Species & Classes: 9 original species and 9 classes with 6 custom attributes (Might, Logic, Speed, Presence, Fortitude, Luck)
- Combat: d100 percentile dice system with skill queue combat, optimized for idle/async auto-resolution
- Progression: Levels 1-50 with Paragon system beyond cap
- Monetization: F2P + optional $5/mo Patron subscription (50% faster time-based activities). No premium currency, no cosmetic sales, no loot boxes.
- Multiplayer: Timed lobby system — group content starts at scheduled times, players prepare async
- Scope: Full sandbox — combat, crafting, gathering, economy, PVP, factions, social
How to Read These Docs
- Start with 01-Game Overview for the big picture
- 02-04 cover the character and combat core
- 05-06 cover the loot and dungeon loop
- 07-08 cover crafting and economy
- 09-11 cover multiplayer and social systems
- 12 covers the game world
- 13-15 cover meta-systems (time, money, retention)
Each document is self-contained but cross-references related docs where systems interact.
Status
All documents are in Draft status — ready for review and iteration.