Archive index

AF-WLD-001 · WORLD

Green Vale

The first region. Warm, pastoral, weathered, inhabited, and restrained—a place where beauty comes from use and attention.

STATUS
Gameplay-facing visual target
PROVENANCE
Environment direction study
LAST REVIEWED
21 SEP 2026
01

Place

Green Vale is not an untouched refuge. It is tended land under quiet pressure, shaped by paths, agreements, absences, weather, and work.

The region rewards observation before explanation. A repaired wall, a changed animal route, or the way a door is left open can carry testimony.

VDA-ENV-002 / GREEN VALE · WORLD / ENVIRONMENTExploration
Green Vale gameplay-facing visual target
AF-WLD-001 / GAMEPLAY-FACING VISUAL TARGETPRODUCTION REFERENCE

The environment board explores the region as a place; the visual target sets how it should read at play scale. Both are references—implementation in the build remains open work.

02

Construction

Low, repaired, local. Buildings reveal generations of labor rather than a single decorative style.

The construction language sets Green Vale’s architectural grammar: oak and timber framing on stone foundations, wattle-and-daub infill, doors, windows, chimney variants, roof language, bridges, watch towers, and masonry and joinery detail.

VDA-ARC-003 / CONSTRUCTION LANGUAGE · ARCHITECTURE / ENVIRONMENTApproved visual-development board
03

Material

Limewash, fieldstone, dark timber, fired clay, iron, wool, earth, and rain-marked paths.

The material library records the surfaces the construction language is built from, and how they wear.

VDA-MAT-009 / MATERIAL LIBRARY · WORLD MATERIALSApproved visual-development board
04

Light & color

Warm without sentimentality. Dusk clarifies gathering places; interiors remain practical and legible.

Mood studies test time and weather against the reading of a place; the journey palette carries color across the route.

VDA-LGT-011 / MOOD STUDIES · LIGHTINGIn progress
VDA-COL-012 / JOURNEY PALETTE · COLOR SCRIPTApproved visual-development board
05

Living system

Pasture, forest edge, streams, working animals, predators, tracks, and seasonal pressure form one system.

Fauna Bible — tracks, signs, and behavior
VDA-BOT-008 / BOTANICAL ARCHIVE — OLDVALE OAKApproved visual-development board
VDA-CRT-007 / NATURAL HISTORY — VELDRAEExploration
06

Daily life

Inhabitants have work, loyalties, incomplete knowledge, and memories that precede the player.

Baskets, tools, herbs, planters, clothesline, lanterns, market stalls, troughs, hitching posts, bridges, benches, crates, barrels, sacks, and domestic clutter establish a lived-in environment.

VDA-PRP-004 / WORLD OBJECTS · PROPSApproved visual-development board
AF-PRP-001 / VILLAGE DOMESTIC KITWorld production reference
AF-PRP-002 / VILLAGE MILESTONE KITWorld production reference
AF-PRP-003 / VILLAGE STORAGE KITWorld production reference
07

World fragments

Environmental evidence dossiers. Each fragment is a place where stone, wear, weather, and objects record a history before the Wanderer arrives—observation first, conclusions later.

Development archive records and environmental-storytelling studies, not implemented locations or quests.

AF-01-001 / WORLD FRAGMENTDevelopment archive record

AF-01-001 · WORLD FRAGMENT

The Shrine of Elm

An old roadside shrine grown into the roots of an elm. Offerings, carved marks, wear, and the surrounding route turn the site into evidence rather than scenery.

AF-01-002 / WORLD FRAGMENTDevelopment archive record

AF-01-002 · WORLD FRAGMENT

The Old Crossing

A crossing whose stone, flood marks, repairs, and weathering record a history before the Wanderer arrives.

AF-01-003 / WORLD FRAGMENTDevelopment archive record

AF-01-003 · WORLD FRAGMENT

A Cart Left Near Northwater

A damaged cart, tracks, missing cargo, and a fragment of paperwork form a small environmental mystery. The player is invited to observe before deciding what happened.

08

Motion

Green Vale gameplay-facing visual target
VISUAL TARGET / MOTION STUDY
WITH SOUND

LIVE

AF-MOT-001

GREEN VALE / MOTION STUDY

A living world in motion.

Ambient movement, character presence, environmental rhythm, and camera-scale readability for the playable Green Vale experience.

Generated visual target / motion study. Production reference only.

Testimony at Dusk generated visual target
VISUAL TARGET / MOTION STUDY
WITH SOUND

LISTEN

AF-MOT-003

TESTIMONY / MOTION STUDY

What someone says becomes evidence.

A quiet exchange exploring testimony, body language, environmental atmosphere, and the act of listening as part of play.

Generated visual target / motion study. Production reference only.

Signs in the Forest generated visual target
VISUAL TARGET / MOTION STUDY
WITH SOUND

OBSERVE

AF-MOT-004

OBSERVATION / MOTION STUDY

The world leaves evidence.

Tracks, broken branches, fur, and drag marks turn exploration into knowledge before the player ever encounters the creature.

Generated visual target / motion study. Production reference only.