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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

#DocumentDescriptionStatus
01Game OverviewVision, core loop, design pillars, session flow, monetization philosophyDraft
02Character CreationSpecies, classes, attributes, backgrounds, starting equipmentDraft
03Character ProgressionLeveling (1-50), subclasses, feats, skills, Paragon/prestige systemDraft
04Combat Systemd100 percentile mechanics, skill queue configuration, conditions, death, combat log formatDraft
05Equipment and LootGear slots, rarity tiers, weapons, armor, consumables, loot tablesDraft
06Quests and DungeonsQuest board, quest types, encounter types, run timeline, failure analysis, suppliesDraft
07Crafting and GatheringGathering professions, crafting professions, recipes, material tiersDraft
08Economy and TradingCurrencies, marketplace, NPC vendors, gold sinks, inflation controlDraft
09Social and MMO SystemsGuilds, timed lobby parties, raids, friends, chat, mailDraft
10PVP SystemArena PVP, async resolution, seasons, guild wars, faction warfareDraft
11Factions and ReputationWorld factions, reputation tiers, faction conflicts, faction vendorsDraft
12World and SettingAethermere setting, regions, lore (The Sundering), key NPCsDraft
13Idle and Time MechanicsOffline progress, timers, notifications, anti-burnout designDraft
14Monetization$5/mo Patron subscription, permanent purchases, no premium currency, ethical principlesDraft
15Progression Hooks and RetentionDailies, weeklies, achievements, seasons, leaderboards, collectionsDraft

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.