◇Vanguard Command //Game Design Document Internal · v0.1
◇ Vanguard Command · Field Dossier

Lone·Signal

A hardcore single-player PvE sci-fi extraction shooter. Drop onto derelict frontier worlds overrun by reactivated machines, survive, and extract with your loot — or lose everything. One operative. One signal. No backup.

Milestone · Steam Next Fest Demo — Oct 2026 Engine · Unity 6 / URP Platform · PC · Steam Mode · Single-player · 3rd person
01

High Concept

You are a lone Vanguard operative, dropped from orbit onto derelict frontier worlds overrun by reactivated Mirminoid machines. Deploy from your ship, fight through salvage-rich ruins, survive a hostile planet and its threats, and extract with your loot — or lose everything you carried in.

The player should feel like a capable but vulnerable specialist operating far from help. The first five minutes must land the fantasy: a cinematic drop, a tense firefight, a threat that forces a decision, and a run for the extraction point. Success feels earned; failure feels fair.

02

Design Pillars

Pillar 01

Tense Solitude

You are alone on a dead world. Encounters are deliberate and dangerous; the quiet between them is just as loaded.

Pillar 02

Risk vs. Reward

Everything you carry is at stake. One more crate is always a gamble against oxygen, ammo, and the walk back.

Pillar 03

Punchy, Readable Combat

Game feel first — clear hit feedback, satisfying ragdoll deaths, honest hit registration.

Pillar 04

Atmosphere & Dread

Weather, lighting and sound carry the mood of an oppressive alien frontier.

Pillar 05

Hardcore & Honest

Hidden boss health, real consequences, minimal hand-holding. The game respects the player by never lying to them — tension comes from stakes, not from cheating.

03

Core Gameplay Loop

Prep in the hub, commit to a drop, survive the raid, and make it back. The demo loop is tuned tight — deploy → fight → boss → extract — so the first session sells the game.

◇ Hub · The Ship

Manage loadout, inventory & stash · craft and trade at the Kiosk · spend Nanites · accept contracts · pick a world and drop site at the cockpit console.

Deploy
◇ Orbital Deployment

The dropship VG-CORMORANT makes atmospheric entry. Its cargo door opens on a cinematic and you step onto the surface.

Insert
◇ Raid · A Hostile World

Explore salvage-rich zones · fight Mirminoid machines · complete objectives · manage Health, Oxygen & Stamina.

Escalate
◈ Mini-Boss

A phased machine threat forces a decision — push through or fall back. Its health is hidden; you read the fight by feel.

Extract
✓ Extraction

Reach the dropship, pull the lever, seal the door and lift off. Keep everything you carried — or die and lose the run's loot.

04

Setting & Narrative

Humanity's reach has thinned to a scatter of mining outposts and relays along the KX cluster and the systems beyond it — Talos Reach among them. Many are now derelict: abandoned, storm-battered, and crawling with their own reactivated security machines, the Mirminoids. You work for Vanguard Command, running solo salvage-and-recon drops into these worlds.

Field Intel · KX-19 · Talos Reach“Abandoned mining outpost on the rim of the KX cluster. Salvage-rich corridors crawling with reactivated Mirminoid security — and the storms outside hide the rest.”

Each world is defined by an intel profile: threat level, atmosphere & gravity, surface temperature, day-cycle length, weather, visibility, and hostile presence — all read before the player commits.

Characters & Factions

EntityRole
The Operative (you)A lone Vanguard field agent. Silent protagonist.
JARVISOnboard AI — reliable, sarcastic, "almost never wrong about supply estimates." A primary contract-giver and the player's constant voice.
Vanguard CommandThe operative's employer & mission authority. Issues deployments and the top-level story arc.
MirminoidsThe antagonist faction — dormant machine security turned hostile to all intruders.

Reputation / Trust

The player builds a Trust Level with each contract-giver, progressing through named tiers that unlock deeper contracts and story beats:

StrangerWelcomedReliableTrustedAllied
PlannedTrust-gated rewards and unlocks.
05

The Player Character

Frames

Two selectable operative frames, chosen and previewed in the profile screen — both fully playable and sharing one control scheme, with extensive cosmetic camo customization (16 mech / 7 operative camos, whole-frame recolor including gear).

Frame

Operative

The standard human-scale field agent — nimble, versatile.

Frame

Mech

A heavier armored frame — a sturdier silhouette on the field.

Movement

  • Walk / run / sprint (drains Stamina)
  • Crouch with weapon-aware arm posing
  • Jump · fall · land, with robust grounded detection so props and surfaces read correctly underfoot
  • Dodge-roll — Ctrl+W A S D — a directional evade with brief i-frames, a consistent controlled distance, and a Stamina cost

Player Vitals

StatBehaviour
HEALTHDamage reduces it; death ends the run. Optional armor cuts incoming damage. Low-health alarm & screen effects.
OXYGENDepletes on raids (worse in bad weather); regenerates in safe zones. Never runs out in the hub / menu. Refillable via canisters.
STAMINASpent by sprinting and dodging; regenerates over time. Gates aggressive movement.
06

Combat

Weapons

Ranged firearms (pistol, rifle, and beyond) with ammunition types. Weapons carry per-instance state (loaded ammo) and support traits, adaptation, and damage modifiers. Aiming, firing and reloading are the core verbs.

Game Feel — the "juice" pass

  • Hit FX — impact sparks on every enemy hit, including the mini-boss
  • Screen shake on firing and impacts
  • Death juice — ragdoll impulse + spark-shower death FX; hit markers on confirmed hits
  • Enemy flinch removed on purpose — feedback comes from FX, not stagger, to keep enemies threatening
Hit RegistrationFull-range hit resolution with a body-shot fallback so shots reliably register; world geometry still blocks fire.

Boss Design

The demo features a Mech mini-boss — a phased encounter built on the enemy AI framework (walks, aggros, deals damage, high HP, dies with a death animation). Boss health is intentionally hidden to preserve tension; feedback lands through FX rather than a bar.

PlannedFull multi-phase attack telegraphs — dependent on new attack-animation clips. Weakpoints and a visible boss HP bar are deliberately out for the demo.
07

Bestiary — Mirminoids

Reactivated machine security, built on a shared archetype + AI framework. Hostile presence is surfaced pre-drop as species + density, so the player reads the danger before committing.

UnitRoleThreat
DroneBasic roaming melee / harasser.Roaming
RangedFires at range with random spread — leaves room to dodge or take cover.Ranged
BombardierExplosive threat; area damage.Explosive
CommunicatorSupport / coordination role.Support
TurretFixed emplacement; killable via a child hitbox, droops on death.Static
Mech Mini-BossPhased escalation encounter (see §06).Boss

Enemies path via NavMesh, aggro on the player, and drop loot as lootable corpses (see §09).

08

Deployment & Extraction

Orbital Deployment

Deployment is driven from the ship's cockpit console — a full-screen holographic “VANGUARD COMMAND · ORBITAL DEPLOYMENT” interface: a worlds list, each with a planetary intel panel; selectable drop sites; and DEPLOY, which plays the "INITIATING DROP" sequence with an ABORT option before the raid loads.

Initiating Drop

✓ Uplink Sync  →  Dropship Release  →  Vector  →  Atmospheric Entry

Arrival

The VG-CORMORANT performs an atmospheric entry; its cargo door opens on a cinematic and the player steps out facing the hostile world — the first "wishlist moment."

Extraction

To leave, return to the dropship and pull the launch lever: the cargo door seals and the ship lifts off. Extracting banks the run's loot; dying mid-raid loses it — the core extraction tension.

09

Loot, Inventory & Economy

Inventory

Carry & Stash

Grid system with distinct containers — Backpack (~20 slots), Quickbar, Loadout, and a persistent hub Stash. Drag-and-drop, stacking, and item context actions.

Drops

Under-Foot Physics

Dropping an item spawns a physics prop at the player's feet that settles on the ground and won't get kicked around. Dropping a stack opens a quantity picker.

World Loot

Crates & Corpses

Crates highlight on approach — press E to open a loot UI. Defeated enemies become lootable corpses, despawning after they're emptied. Loot tables drive yields.

Economy

Nanites · Craft · Trade

Nanites are the core currency, earned from salvage & contracts. Craft gear at the ship; buy/sell at the hub Kiosk.

10

Quests & Contracts

System A

Story Quests

A curated arc (~30 planned; Vanguard + JARVIS lines) carrying narrative and trust progression. Objective verbs: KillEnemy, CollectItem, hold-E channelled repair / download / sabotage, fetch → hand over, and deliver-to-point.

System B

Timed Contracts

Live bounties in three slots — 3-hour / daily / weekly — each with a deadline & cooldown, persisted per profile. Accept at the quest board, re-roll a slot for Nanites, and track active contracts in the inventory journal.

SurfacingBoth systems flow through a unified Contracts UI — a quest-giver board plus an inventory Contracts journal tab. Accept & re-roll happen only at the board.
11

World & Environment

Bounds

Invisible Walls

Each map is bounded by a hard, non-damaging polygon wall shaped to the play area (concave-capable). It never reads as an obvious box.

Hazards

Toxic Pools

Standing in the visible liquid deals armor-piercing damage over time; the dry edges are safe — damage keys off actually being in the pool.

Weather

Dynamic Systems

Clear / Fog / Rain / Dust Squalls cycle, affecting visibility and oxygen use. Surfaced pre-drop with a "next shift" countdown; the raid locks to current weather on deploy.

Worlds also advertise a day-cycle length (e.g. "26h Cycle") as part of their intel flavor.

12

UI / UX & Art Direction

A cohesive military-sci-fi command aesthetic — the same visual language this document borrows.

Brand

Vanguard Command

Command-console identity across every screen — holographic, diegetic readouts.

Palette

Cyan on Navy

Dark navy panels with a signature cyan accent #46C8FF; amber and red for warnings and threat.

Motifs

Hexes & Chamfers

Hexagon command glyphs; chamfered panels (top-left / bottom-right cuts); crisp keycap chips for input prompts.

Type

Rajdhani + Mono

Rajdhani for display / labels; JetBrains Mono for codes & data readouts; a clean body face for prose.

UX PrincipleIterate UI in small, directed, reversible steps — avoid large opaque rebuilds. ESC-closable full-screens coordinate with the pause manager so one press doesn't both close a screen and open pause.
13

Technical & Audio

Technical Overview

  • Engine — Unity 6, Universal Render Pipeline
  • Art — stylized low-poly sci-fi (Synty family) with custom rigging/retargeting and per-frame camo systems
  • AI — NavMesh pathfinding + a shared Mirminoid archetype / AI framework
  • Character — CharacterController-driven, velocity-based locomotion with Animation Rigging for procedural weapon IK
  • Persistence — profile data (nanites, timed contracts, unlocks) saved across sessions

Audio

  • Diegetic ship & UI sound — console interactions, engine spool-up on deploy, door mechanics
  • Combat SFX (fire, impacts, deaths) tied to the game-feel pass
  • Ambient weather beds (rain, wind, dust) supporting atmosphere; category-based pickup sounds
14

Scope & Roadmap

Everything is filtered through one question: does it strengthen the first five minutes and the one tight tense loop?

Demo — Steam Next Fest, Oct 2026

FeatureStatus
Cinematic deploy → fight → mini-boss → extract loopIn
Core combat feel — hit FX, shake, ragdoll juice, reliable hit-regIn
Orbital deployment flow + dropship arrival / extractionIn
Inventory, loot (crates + corpses), drop system, quantity pickerIn
Contracts (story + timed rotating bounties), Trust levelsIn
Weather, world boundary, hazards, oxygen / stamina pressureIn
Character frames + camo customizationIn
Mini-boss full multi-phase attack telegraphsPlanned
Broader story-quest content (12 of ~30 authored)Planned
Weakpoints · visible boss HP · enemy flinchDeferred
PrincipleDepth of one loop over breadth. Stub or incomplete systems are kept out of the demo.

Post-demo directions

Deeper world variety, an expanded bestiary and boss roster, richer progression & economy, more story arcs, and additional biomes and hazards.

15

Business, Marketing & Risks

Model

Premium · Steam

Premium PC release; the Next Fest demo is the wishlist driver. North-star for the demo: wishlists via a polished, high-feel first session.

Social

@lonesignal.ofcl

IG (plus TikTok / YouTube). Visual before/after and cinematic loops perform; UI/mechanic explainers underperform — lean cinematic & atmospheric.

Watch

Balance

"Hardcore/honest" must stay fair — oxygen / stamina / ammo pressure needs careful tuning so tension never tips into frustration.

Open Risks

  • Content breadth vs. polish — the demo favors one deep loop; full story content is post-demo
  • Boss expressiveness — the mini-boss needs bespoke attack animations to reach its intended readability
  • Enemy pathfinding coverage — NavMesh registration on raid maps must be verified so enemies path correctly