1. Overview
Title: Gatherlight
Genre: Cozy Voxel Sandbox / Farming Adventure
Platform: PC (Steam)
Monetization: 1 time sale
Engine: Unity (using Voxel Play 3 and Pirates of Voxel Play)
Visual Style: 16x voxel textures, warm but muted palette, handcrafted feel
Target Audience: Fans of Minecraft, Stardew Valley, A Short Hike—players who enjoy calm, creative, emotionally resonant games
2. Core Concept
The player washes ashore on a quiet, overgrown island. A magical cat finds them. The world is haunting but beautiful.
Your job is not to conquer it—but to nurture it back to life.
There are:
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Overgrown thorns that must be healed
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Undead colonizers to defend against
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Spirits of colonizers that must be released
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Wild creatures (like boars) to navigate or defend against
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Ruins of an older culture awaiting restoration
3. Gameplay Features (MVP Scope)
Player Actions:
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Break blocks (trees, rocks, dirt)
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Inventory system for collecting and placing items
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Crafting more complex objects from less complex (Clay to bricks, etc)
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Building a simple shelter
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Farming via planting and harvesting
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Light combat with boars and ghost-like enemies
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Basic UI and settings
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Saving and loading game state
NPCs / Creatures:
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Goats and chickens (with taming & water trough mechanics)
- Undead (hostile zombies, when killed, turn into spirits)
- Spirits (non-lethal ghosts, need to be released)
- Wild boars (hostile)
- Magical cat companion (follows player)
Atmosphere Goals:
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Soft fog, breeze, sunsets
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Ambient sounds (wind, insects, rain)
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Light music: warm, mysterious, organic
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No HUD clutter, no combat urgency—emotionally grounded and gentle
4. World & Narrative
World Design:
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Handcrafted island, ~500x500 blocks
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Limited verticality (Y axis from -32 to +96)
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Not procedurally generated (for MVP)
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Ruins: fisher’s hut, witch’s hut, blacksmith, temple
Backstory (Implied, not told):
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Original inhabitants lived in harmony
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Colonizers arrived, extracted resources, disrupted balance
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Spirits remain unrested; player’s task is to heal, not dominate
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No written lore, all environmental storytelling
5. Tools & Assets
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Voxel Engine: Voxel Play 3 (Kronnect)
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Prototype Game Logic: Pirates of Voxel Play
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Optional Add-ons: Kronnect’s lighting, weather, fog tools
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Custom Assets Provided: Textures, music, sounds, UI art
6. Technical Notes
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Single Player only (Multiplayer in future)
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No infinite terrain, no procedural generation (for now)
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No marketplace/store systems
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Intended for Steam Early Access launch in early 2026
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Needs clean, expandable codebase
7. Development Status
Voxel Play
Voxel Terrain + Biomes
Not Started
via Voxel Play 3
Player Controls
Not Started
via Voxel Play 3
Inventory System
Not Started
via Voxel Play 3
Crafting System
Not Started
via Voxel Play 3
Save/Load System
Not Started
via Voxel Play 3 / Pirates
NPCs / Animals
Not Started
via Voxel Play 3 / Pirates
Light Combat
Not Started
via Voxel Play 3 / Pirates
Custom Development?
Farming Logic
Not Started
- Hunger
- Crops
- Taming Animals
May be doable with Voxel Play, or by Farming Engine add on or need to be custom.
Weather
Not Started
May be doable with Cozy Weather tool or need to be custom.
UI Implementation
Not Started
May be doable with Voxel Play, or need to be custom.
Art Assets
Audio + Music
In progress
- Original composer for music
- We'll provide specific sound effects
Art + UI
In Progress
- 16x assets being created
- Entity models being created
- UI key screens being created
8. Roadmap
MVP Goals (Steam-ready)
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3 biomes, handcrafted map
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5–6 mechanics (farming, crafting, inventory, combat, companion, healing)
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Quiet, emotionally rich vibe
- Weather cycles
- Polished art + sound
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Small teaser campaign
Fast Follows
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Seasons
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Multiplayer (2–4 players)
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Procedural islands
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More creature interactions
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Expanding lore/worldbuilding