INVASION — Game Design Document | Milyson Wolf Studios

MILYSON WOLF STUDIOS — GAME DESIGN DOCUMENT — v1.0

INVASION

A crash-landed alien must secretly repair its ship and escape rural America in 1972 — evading hunters, befriending UFO believers, and never letting anyone discover what it truly is.

Genre: Top-down stealth roguelite Engine: Unity 6 Platform: Steam (PC) Price: $4.99 – $6.99 Setting: Rural America, 1972

What is Invasion?

GenreTop-down stealth roguelite
SettingRural America, 1972 — suburbs, fields, back roads at night
PerspectiveTop-down, 16×16 pixel art
Win conditionRepair the crashed ship and launch
Lose conditionCaptured by hunters or government agents
ToneGritty, grounded, paranoid — quietly wrong

Three phases. Every run.

PHASE 01

Scavenge

Move through the environment at night. Locate ship parts, tools, and materials. Avoid detection by staying in shadow, using distractions, and hiding in foliage.

PHASE 02

Evade

Hunters, militia, government agents, and hostile locals are actively searching. Each faction has distinct behavior — agents are methodical, militia are fast, locals are unpredictable.

PHASE 03

Befriend

UFO believers can be found and convinced to help. They provide shelter, supplies, and cover. Trust is built over multiple encounters across runs.

Run ends when: the alien is captured (loss), reaches a safe house (progress saved), or successfully launches (win).

No magic. Only biology and intelligence.

  • TECHNICAL INTELLIGENCE Identifies, disassembles, and repurposes human technology to repair ship components. The alien understands machines intuitively.
  • DISGUISE Adopts clothing and posture to pass as human at a distance. Up close, the Bog skin tone is an unmistakable tell — for players paying attention.
  • DISTRACTION Throws objects, manipulates electronics, and creates diversions to redirect hunter attention. The alien is a problem solver, not a fighter.
  • SURPRISING STRENGTH Physically stronger than a human. Can move heavy objects silently or break through soft barriers — but only when no one is watching.
  • ENVIRONMENTAL BLENDING Crouching in foliage renders the alien nearly invisible. Bog skin (#182410) blends with Foliage (#3D5225) by design — bushes are hiding spots.
The alien cannot fight directly. Confrontation is always a loss state. Stealth and intelligence are the only tools.

Four factions. One objective.

THREAT — CRITICAL

Government Agents

Men in Black types. Methodical, coordinated, well-equipped. Search in grids. Never panic. Appear in later runs when the alien has been active too long.

THREAT — HIGH

Local Hunters & Militia

Fast, aggressive, and they know this land. Unpredictable patrol routes. Some use dogs. Mid-tier threat that scales with how many runs have passed.

THREAT — ESCALATING

Skeptical Locals

Low-level threat that compounds. A suspicious farmer who spots something unusual will call others. A threat multiplier, not a direct combatant.

THREAT — VARIABLE

All Four Active

High difficulty runs feature all factions simultaneously. Each has a distinct sprite silhouette and behavioral signature so the player can identify threats at a glance.

They have been waiting their whole lives for this.

SAFE HOUSES Locations where the alien can hide overnight and save run progress. Finding a believer is always worth the risk.
SUPPLIES Food, tools, and materials that aid ship repair. Believers are the alien’s only reliable supply chain.
INTELLIGENCE Believers tip off patrol routes and warn of incoming government presence. Their local knowledge is invaluable.
EMOTIONAL STAKES Each believer has a name and a reason for believing. Their safety matters. Losing a believer to a hunter is permanent within a run.

Knowledge is the currency.

Run structureEach run is one night. The alien starts near the crash site and must make progress before dawn.
PermadeathHunters discovered in the same run carry over. Believers discovered carry over as allies. Ship repair progress is permanent.
Meta-progressionEach run teaches the alien more about the environment — patrol patterns, believer locations, tool caches. You get smarter, not stronger.
Procedural elementsHunter patrol routes, item spawns, and believer placement vary each run. Level layouts are semi-randomized via room assembly.
Difficulty curveEarly runs: sparse hunters, ship parts nearby. Late runs: coordinated agents, critical parts deep in hostile territory.

Gritty. Grounded. Quietly wrong.

Pixel size16×16 px tiles — nearest-neighbor scaling only. Pixels stay hard-edged at all zoom levels.
Title fontSpecial Elite — typewriter classified document energy
UI fontShare Tech Mono — radar readout, old equipment, HUD elements
AvoidBright colors, neon, clean fantasy palettes, cel-shading, anything that looks crisp and modern

ENVIRONMENT

Tar#0E0D0B
Deep shadow#1C1A15
Asphalt#2E2C26
Pavement#47443B
Gravel#63604F
Dust#8A8570
Concrete#B0AC98
Fog#D4D0C0

NATURE

Mud#3B2D1A
Soil#5C4228
Dead grass#7A6A3E
Olive#5C6B35
Foliage#3D5225

STRUCTURES

Rust#6B3220
Brick#8C4A30
Cream siding#C8B98A
Worn white#E2D9C0
Slate roof#3A4048

LIGHTING

Night sky#0D1220
Amber lamp#C87D2A
Warm window#D4A24A
Cold headlight#B8C8D8

CHARACTERS

Skin shadow#5C3820
Skin mid#8C5C38
Skin highlight#B88060
Clothing dark#2C3440
Clothing mid#4A5868

ALIEN TELL — ONE COLOR. PROTAGONIST ONLY.

Bog — #182410 Appears on protagonist skin, eyes, and ability FX only. Any pixel this color is the alien. No exceptions.
Blends into Foliage (#3D5225) by design — the alien hiding in bushes is a core stealth mechanic.

Invasion is not the end goal.

  • Shipping Invasion to Steam builds an audience before the larger Invasion MMORPG concept begins development.
  • A successful roguelite proves the setting, the tone, and the character resonate with real players.
  • The 1972 stealth game is small enough to ship solo and large enough to be taken seriously.
  • Revenue from Invasion funds early MMORPG development.