Key art: from a forested cliff in the outer ring, a lone star chaser watches a bright star fall toward the crater rings, with the glowing central crater on the horizon.

Visual direction v1 · inspiration board

Wishfall

Careful what you wish for.

One way the game could look, based on your design specs: the crater-ring world, starfall, progression, bases, creatures and combat. A painterly, stylised survival look in the same family as Valheim and Enshrouded. The sky is the brightest thing on screen, and the land gets harsher, glassier and hotter as you push toward the central crater.

Painterly · stylised Third-person survival-craft ~5 crater rings Names are placeholders

From pillars to pixels

Each pillar, as a visual rule

Your four pillars, each turned into a visual rule an artist can follow when making a decision.

01

The sky is your quest log

Starlight is the only pure white in the game. The sky gets the highest saturation and contrast, and the land sits a step darker. A falling star should be readable from anywhere on screen in under a second.

02

Build anywhere you claim

A glowing core marks what's yours. Its claim radius is drawn faintly on the ground, so you always know where you can build. Hot zones show themselves through heat shimmer and scorched ground, not walls. Builds use calm, readable timber, stone and star-forged metal.

03

Push inward

The central crater's glow is always on the horizon. Each ring shifts in colour and shape: soft and green at the edge, angular, glassy and burning at the centre. You can see where you're going.

04

Your class is born from the stars

Attunement shows on the body. Gear and skin pick up glowing seams in the colours of the star types you've absorbed. The three class silhouettes (melee, ranged, caster) stay distinct even in shadow.

The world

Crater rings, from forest to glass

One handcrafted map around an ancient impact. Danger and material tier rise toward the centre, and each ring gets its own colour palette. The biome names below are mood placeholders, not lore.

Top-down map of five concentric crater rings with old craters in every ring, great-fall candidate sites as diamonds, and the central crater glowing orange. R1R2R3R4R5 great-fall candidate old crater
  1. R1

    Pinewood ring

    Temperate pine forest, meadows and mist. Soft, rounded shapes, safe, the starting area. Old craters are now grassy hollows and lakes.

    Danger 1 · no radiation
  2. R2

    Amber canyons

    Mesas, dry riverbeds and golden grass. Craters are layered cliffs you can read like strata.

    Danger 2 · T1 ward
  3. R3

    Crystal badlands

    Teal rock with crystal outcrops growing from old impacts. The first ring where the ground itself starts to glow at night.

    Danger 3 · T2 ward
  4. R4

    Ashen steppe

    Cold grey plains under falling ash, with wind-carved spires. Sparse and quiet, so the star colours stand out even more.

    Danger 4 · T3 ward
  5. R5

    Glass heart

    Black volcanic glass around the central crater, cracked with molten orange light. The glow you've seen on the horizon since minute one.

    Danger 5 · T4 ward

Ring 1 · 2 star types at launch

Stars create biomes

Each star type terraforms a patch around its impact, with a fixed look, a fixed set of monsters and one clearing objective, so the sky tells you what job is waiting. The two below use the spec's example objectives (Extract and Purge). The names are placeholders.

Ember Star crater: a glowing amber core in a basalt bowl, ringed by ash meadow and ember grass, with an extractor tripod on the core.

Ember Star

Extract
Signature
Amber-to-white core, warm smoke column visible from far away
Biome patch
Ash meadow, glowing ember grass and basalt shards breaking through native ground
Monster mood
Low pack hunters with molten seams in their hide that glow brighter as they attack
Objective
Place the extractor on the core and defend ~1–2 min of waves
Material
“Forge” family: weapons and tools
Affinity
Resists ember damage, weak to verdant (example pairing)
Raid mover
Breakers: they smash through walls when an uncleared Ember crater sours near a base
Verdant Star crater: a teal glowing core wrapped in giant roots that spread across the forest floor, dotted with bioluminescent bulbs.

Verdant Star

Purge
Signature
Teal core, light pulsing slowly like breathing, green aurora shimmer above
Biome patch
Overgrown thicket, giant roots and bioluminescent bulbs that swallow the native forest
Monster mood
Bark-armoured, slow and tough, with spore-burst ambushers in the undergrowth
Objective
Destroy the spreading roots before they reach the rare stock
Material
“Hearth” family: building pieces and wards
Affinity
Resists verdant damage, weak to ember (example pairing)
Raid mover
Fliers: drifting spore-carriers that go over walls, so sky defences matter

Forecasting & race

Reading the sky

The narrowing circle is your main HUD idea, so it should look the same everywhere: one cyan, dashed, hand-inked circle on the map, like a mark on an astronomer's chart rather than a UI widget. Shards carry a star type too: the colour of a shard's trail tells you which creature set guards it, before you get there.

No observatory: only a direction arrow and a sky sign at the map edge.

No observatory

Direction and a sky sign only. You walk toward a streak in the sky.

Tier 1 observatory: a large dashed circle on the map, appearing late.

T1 · Ring 1

A large circle that appears late. Good enough to start running.

Tier 2 observatory: a smaller circle, earlier, with the star type shown as a coloured glyph. EMBER

T2 · Rings 2–3

A smaller circle, shown earlier, plus the star type, so you know the objective and biome before you leave.

Tier 3 observatory: a tight circle, earliest, with star type, rare-stock size bars and shard pings. VERD

T3 · Rings 4–5

A tight circle, shown earliest, plus the type, the size of the rare stock, and shard pings on the map.

Star crater lifecycle

Hot, cooling, sour, gone

Cooling is the one race clock, so the crater's colour has to show the clock. Each stage changes how the crater looks, even from a distance.

  1. Impact: white-hot flash with a shockwave ring. Day 0

    Impact

    White flash, then a shockwave across the ground. The only moment that's pure white on the ground.

  2. Hot: glowing amber core with cyan rare-stock crystals around the rim. Day 0–2 · hot

    Rare stock

    Glowing core, cyan rare crystals on the rim. Rich, guarded, and you can't build here.

  3. Cooled: dull core, crystals gone, grey crust. ~Day 2 · cooled

    Cools

    The core dulls to grey crust and the cyan crystals are gone. Only lesser material is left.

  4. Sours: violet blight tendrils spreading only inside a capped dashed ring. After day 2 · uncleared

    Sours

    Violet blight crawls out, hard-capped to about 2× the crater radius. Its mover and swarmers roam out and raid nearby claims. Blight never damages builds.

  5. Fades: grass returning over a shallow hollow. Day 5 cleared · 7 not

    Fades

    The native biome grows back over a shallow hollow and the slot frees up for the next fall.

Concept scenes

Five moments from the loop

One scene for each key beat of the session loop. Click any scene to enlarge it. Each one has a painting prompt you can hand to an artist or an image model.

These are illustrated sketches, not final paintings. No image-generation provider is connected in this workspace, so the scenes are drawn as vector compositions to lock in layout, palette and lighting. Copy any prompt to turn it into painted concept art.

Building & bases

Build anywhere you claim

A base starts with a glowing core that claims a radius, wherever you place it. Inside, everything is yours to build. Up to three cores join into one large base, and in radiated rings the claim is a safe shelter. The scene below shows an outpost in the crystal badlands (ring 3).

Core

The hub of every base

Warm, central, always lit. Upgrading it with the ring's key material visibly grows the crystal and widens the claim ring. Up to 3 cores join their rings into one big base.

Field pieces

Build without a claim

Small, rough, unmistakably temporary. Waypoint, campfire, bedroll, ladder, rope, plank bridge and chest. Raw lashed wood and cloth, so nobody mistakes them for a base.

Stability

Broken, never collapsed

Damage reads as cracks and dimmed light. A broken gate hangs open, a broken wall has a gap, but nothing ever falls down. Repairing it puts the light back.

Shelter

Radiation-free inside

The dome is the fuel gauge. It dims as star dust runs low, a sky-coloured flicker at the core warns you, and when empty it fades to normal ring radiation. You are never trapped or killed at home.

Air bases

Star tethers

The light chain is the support. Floating foundations only exist inside the pylon's air column, so the column should be faintly visible while building. Nets, star-glass domes and wards keep fliers out.

Hollows

Caves you open, not dig

A star bore cracks a hidden cavern open. Cliffs and old crater walls hold pre-made hollows. Rock-shell pieces match the cliff textures so built caves blend into the rock.

Piece unlocks

Structural tiers, ring by ring

Each great-fall key material unlocks the next tier, raising span, height and durability. The material should be readable from a distance, so you can tell a base's tier at a glance.

  1. WoodRing 1. Lashed timber and thatch, short spans.
  2. StoneRing 2. Dressed stone, arches, taller walls.
  3. ForgedRing 3. Metal frames and long beams (placeholder name).
  4. Star materialsRing 4. Star-glass and glowing trims, floating foundations.
  5. Tether pylonRing 5. The final tier: air columns and sky bases.

Star sets add pieces from building-focused star families, such as star-glass, glowing trims, wards and flier nets. They're another reason to chase one particular star.

Era style kits come from clearing old-crater ruins: a decorative architecture kit from each era. Style, not power.

Mid-tier names on this strip are placeholders. Your spec only fixes wood → stone → … → star materials, with tether pylons as the final tier.

Creatures & bosses

Two populations, one tell

Natives belong to the land. Star creatures arrive with a fall and should look like they don't belong. Every star type has the same role slots, so players learn a new set quickly. And every move you can't parry or block uses one shared warning, from the smallest bruiser to the final boss.

A native: an antlered grazing animal in matte forest colours, no glow, standing in the pine meadow of ring 1.

Natives · 6–8 per ring

Of the land

Matte, earthy and painted in their ring's palette, with familiar anatomy: grazers, predators, biome monsters at creature camps. They're food, hides and bones, and they're the ones behind industry raids.

A star creature: a low, angular hound with glowing amber seams and crystal spines, standing on scorched ash ground beside a crater.

Star creatures · 5–6 + mini-boss per type

From the sky

Angular, crystalline and plainly alien, with glowing seams in their star type's colour. They resist their own affinity and are weak to one other. You meet them only at craters, shards, blight and star raids.

Role slots · Ember set example

Same slots, free flavour

Every star type fills the same slots, so silhouettes must sort by role first and by type second. The swarmer is low and small, the bruiser wide and heavy, the specialist tall and thin, the mover shaped by how it moves, the support marked by its aura, and the mini-boss crowned.

Line-up of the Ember set's role slots in silhouette with amber seams: three small swarmers, a heavy bruiser, a tall spitting specialist, a breaker bursting from the ground, a support with aura rings, and a large crowned mini-boss. SWARMERBRUISERSPECIALISTMOVER · BREAKERSUPPORTMINI-BOSS
Each crater's clear ends with its mini-boss, which drops a guaranteed trophy part. Blight roamers and star raids send only the mover and swarmers; bruisers and specialists stay home at the crater.

Great-fall bosses

Phases that terraform the arena

Each ring's boss is the apex of the star type that falls in the next ring. Its 2–3 phases spread that type's biome over a shared arena template, and every phase exposes a weak spot (cyan diamond) for the Seeker, a break meter for the Vanguard and arena features for the Starcaller.

Phase 1: the boss on a plain stone arena floor with one weak spot.

Phase 1

A plain arena. Learn the 2–3 signature moves.

Phase 2: teal biome patches spread and stone pillars rise; the weak spot moves.

Phase 2

The biome spreads and pillars rise. Charging into a pillar staggers the boss.

Phase 3: glowing hazard cracks across the arena and adds from the boss's own set.

Phase 3

Hazards across the floor, and adds called in from the boss's own set.

The tell: the boss flares pure white with a ring burst before an unparryable signature move.

The tell

A pure-white star-flare and the same sound before every unparryable move. Dodge it, don't block it.

Combat & classes

Three silhouettes, one sky

Classes aren't tied to star types, so they don't get a type colour. They're told apart by shape: the Vanguard is square and heavy, the Seeker lean and angular, the Starcaller round and flowing. All three use the same cyan starlight for their abilities, and each one's hook leaves its own mark in the world.

Vanguard: a broad, square-shouldered figure with a two-handed hammer, ground cracks glowing from an impact and stacked momentum chevrons.

Vanguard

Melee
Fantasy
Star-forged body that wades in
Hook
Momentum: chained hits power up abilities
Charge from
Landing hits
Boss role
Fills the break meter
Capstone
Become a falling star: leap-impact
Seeker: a lean hooded archer at full draw, with cyan diamond marks floating over a distant target's weak spots.

Seeker

Ranged
Fantasy
Hunter who reads weak spots
Hook
Marks: tag weak spots, abilities consume marks
Charge from
Weak-spot hits and precise shots
Boss role
Hits the weak spot each phase exposes
Capstone
Rain of marked shots
Starcaller: a robed figure raising a staff with a glowing orb, two overlapping sigil circles burning on the ground.

Starcaller

Caster
Fantasy
Channels the sky itself
Hook
Star sigils: ground zones that combine
Charge from
Slow regen plus a channel
Boss role
Uses the phase-terraformed arena
Capstone
Call a mini starfall on an area

HUD sketch

Two bars, four slots, one hotbar

Stamina drives every physical action and star charge powers abilities, so the two bars sit side by side. The boss bar adds a break meter underneath. Everything else stays off screen until it's needed.

HUD sketch over a dim arena: boss name, health and segmented break meter at the top; health, stamina and star-charge bars bottom left; four ability slots and a four-weapon hotbar bottom centre; healing flask with charges bottom right. APEX OF THE NEXT STAR · PLACEHOLDER 1234 3 ①②③④⑤
  1. ①Boss health and break meter: parries and staggers fill it, full opens a damage window
  2. ②Health, stamina and star charge
  3. ③Four ability slots from the class tree
  4. ④Weapon hotbar, instant swap, current weapon outlined
  5. ⑤Healing flask, refilled at a bed, core or campfire

Weapon roster · ~6 types

  • Sword + shield
  • Two-handed axe / hammer
  • Daggers
  • Bow
  • Crossbow / thrown
  • Staff / focus

Anyone can use any weapon; the class makes you best with its own. Ring tiers and star families add variants with new stats, effects and special moves, shown through material and seam colour rather than new shapes.

Damage affinities · one rule

  • WeakCracked diamond. An Ember set hit by verdant damage.
  • NeutralPlain ring. Mundane weapons and other types.
  • ResistShield. Any set hit by its own type.

Shown in the observatory and bestiary with the same three glyphs, so players never have to rely on colour alone.

Style guide

The rules behind the look

A starting point for art direction. Copy the colours into your engine's colour grading and material library, and argue with the rules.

Night sky#0B1126
Starlight#F4FBFF
Omen cyan#9FE8FF
Ember#F2A65A
Verdant#4FD1B5
Blight#B77CE0

Light & materials

Cold key, warm fill. Starlight is the cold key light; campfires, lanterns and the central crater give the warm fill. A player's base should always read as the warm spot in a cold world.

Only star things glow. The ground, buildings and creatures are matte and painterly. Emission and gloss are reserved for star materials, attunement seams and star cores, so loot always stands out.

Shape language by ring. Rounded and organic at the edge of the map, angular and shattered at the centre.

Typography

Omen · 24h to impact A shard falls to the north Old-world serif for titles and lore, a clean sans for UI text, and a monospace for chart readings and timers, like an astronomer's notebook.

Do & don't

  • Do keep the sky the brightest, most saturated plane in every shot.
  • Do give every star type one colour, used on its core, biome, monsters and map glyph.
  • Do pair every colour cue with a shape cue (glyphs, silhouettes) for colour-blind players.
  • Do use one tell for every unparryable move: a pure-white star-flare plus the same sound cue.
  • Do keep natives matte and earthy in their ring's palette. Only star creatures glow.
  • Don't make broken pieces look destroyed: cracked, dimmed and still standing.
  • Don't use pure white anywhere except starlight and impacts.
  • Don't let blight violet appear on anything friendly.
  • Don't show what the stars are until Lore Forge decides.

Field notes

A world beneath the Seam

Early visual studies from Wishfall’s island: its first falling shard, the omen forecast, and the title screen. These are pre-production concepts.

Wishfall island seen from the sea beneath the Seam

Wishfall from the sea

The crater-ringed island beneath a pale split in the sky.

A shard falls beyond the roofs of Landfall Quay

First shard, Landfall Quay

A new fall draws chasers out from the harbour.

Early interface concept for reading an approaching starfall

Read the omen

A forecast gives the island time to prepare.

Wishfall title screen concept over a lantern-lit harbour

The title screen

Lanterns keep their warmth beneath the cold sky.

Concept