SaltmarrowReading edition
Target audience
Friends who play together on weeknights and want something calmer than a shooter and tenser than a farm.
About 1 min read3 sections
- Milestone
- Vertical slice
- Track
- Production
Primary: the weeknight crew
- Age
- 22 to 38
- Group
- 2 to 4 friends on voice chat, two sessions a week
- Plays
- Valheim, Deep Rock Galactic, Sea of Thieves, Stardew Valley co-op
- Wants
- Shared stories to retell, a goal the whole group builds toward
- Drops off when
- Sessions run past an hour, or one player falls far behind
Secondary: the solo explorer
Players who finished Outer Wilds or Dredge and want a world to decode. They play alone, listen to every crystal and post theories. Solo mode stretches tide windows by 1.3x and lends them a hired harvester for two-person tools.
What this means for design
- A full tide cycle fits in 25 minutes, so a session is one or two cycles.
- Progress is shared: anyone who joins a crew's world sees the lighthouse at its current level.
- Accessibility: the tide clock is shown, heard and felt (controller rumble), and every timer has a 1.5x option.
NODARYEnd of document