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.

2025·game designwritingart direction·self-initiated

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

Done

Visual direction

Art style, palette, character briefs, and production pipeline

Done

Moodboard

Reference assembly and visual proof-of-concept

Now

Visual mocks

Landscape and character concepts via AI-assisted production

Now

Character design

Final locked turnarounds for Sable and Wick

Next

Vertical slice

Opening eight scenes, fully playable

Ahead