Third-person movement, sprint, jump, camera orbit, and comfortable traversal around the island.
Pickups, resource nodes, structures, and workstations all need the same readable interaction flow.
Stacking, hotbar hooks, and enough item logic to support the first true survival loop.
Fiber, stone, branches, food plants, Prismwood, Temporal Resin, and Raw Fluxstone become the opening resource set.
Rope, bandages, torch, crude knife, and hand axe establish the first useful tool progression.
Campfire, shelter pieces, storage, and a workbench make the home spot feel like a real foothold.
Fresh, Aged, and Crystallized states become visible on materials and supported by recipes.
One readable storm changes sky, audio, structure risk, and at least one material conversion rule.
The player gets a warning, prepares shelter, survives the event, and learns why stabilization matters.
Fluxstone Ingot, Hardened Prismwood, and Crystallized Resin unlock the first storm-refined tier.
Stabilization becomes a real upgrade, protecting structures from damage or reversion during storms.
The player leaves home, gathers richer materials, and returns with enough value to craft a clear Tier 2 upgrade.
HUD, interaction prompts, hotbar, crafting UI, storm warnings, and a clear objective chain.
Ambient island loop, storm layers, gathering sounds, and enough audio to make the world feel intentional.
Readable visuals, polished pacing, and a clear opening promise: survive time itself.