Game Design · Worldbuilding
Sable
A 2D puzzle-action side-scroller about a star-keeper navigating a world gone dark. A character story set against a world worth saving.
The stars went out.
Not a metaphor. Not a storm. One night, the sky above Lunaria went dark — and the world that ran on starfall has been failing ever since. For most people, that's a crisis. For Sable, it's personal.
Sable is a 2D puzzle-action side-scroller. You play as a star-keeper who carries bottled starlight through a world that has forgotten how to make its own. The dark is dangerous to her body. The stars are precious. Someone is responsible. The game is about what it costs to be the person who decides to care.
Visually: think Hollow Knight's hand-painted atmospheric world, Sky: Children of the Light's expressive silhouette characters, and Ori and the Will of the Wisps' light rendered as a living thing. That's the reference stack. The goal is a game where color feels earned.
Roadmap
The game is in active pre-production. Concept and visual direction are locked; production is underway.
Concept & lore
World-building, character bios, and opening scene beats
Visual direction
Art style, palette, character briefs, and production pipeline
Moodboard
Reference assembly and visual proof-of-concept
Visual mocks
Landscape and character concepts via AI-assisted production
Character design
Final locked turnarounds for Sable and Wick
Vertical slice
Opening eight scenes, fully playable