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SaltmarrowReading edition

Game design document · Pitch

Saltmarrow: game pitch

About 2 min read5 sections1 image1 table
Milestone
Alpha
Track
Design

Saltmarrow

Rake salt, dive for memories, beat the tide home. A co-op exploration and crafting game for up to four players, set on tidal salt flats where a drowned archive city surfaces twice a day.

Key art v2 (approved 30 September)

The hook

Every low tide opens a window of fourteen to forty minutes. In that window the crew crosses the flats, harvests salt to trade and dives into the archive towers for memory crystals. Each crystal replays a fragment of the city before it drowned. When the horn sounds, the sea walks back in faster than a loaded sledge, and anything left on the flats is lost.

Between tides the crew trades, crafts and slowly restores a leaning lighthouse. Each lens restored pushes its beam further across the flats, which makes later tides longer and safer and lets the crew reach deeper into the archive.

Why now

  • Co-op survival-crafting players want shorter, denser sessions: one full tide cycle is 25 minutes.
  • Calm and tense in the same loop: quiet harvesting, a hard deadline, no combat.
  • A world told through found memories suits streaming and clipping: every crystal is a moment worth sharing.

At a glance

Genre
Co-op exploration and crafting
Players
1 to 4, online and couch co-op
Platforms
PC (Steam), PlayStation 5, Xbox Series X|S
Session
25 minutes per tide cycle; about 7 hours to restore the lighthouse
Engine
Unreal Engine 5.5
Team
14 at peak, prop outsourcing from Alpha
Alpha
12 February 2027
Price
24.99 USD, no microtransactions

Comparable games

GameWhat we takeWhat we leave
Sea of ThievesShared roles on one vehicle; the joy of a crew plan going wrongOpen PvP
Outer WildsA clock that makes curiosity urgentSingle player only
ValheimBuilding toward a landmark the whole crew seesLong grinds between beats
DredgeA daily deadline that turns routine into tensionHorror tone
NODARYEnd of document