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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: Create an original survival-exploration game that combines the core gameplay concepts of **Minecraft** and **Subnautica** into one cohesive experience. Do NOT simply recreate either game. Instead, take inspiration from their gameplay systems and combine them into a new game with its own world, creatures, environments, progression, story, visual identity, names, and mechanics. ### CORE CONCEPT The player awakens on an unknown alien ocean world. The majority of the world is covered by a vast procedurally generated ocean, but the player can discover islands, underwater caves, trenches, ruins, forests, reefs, volcanic regions, and other environments. The player must explore, gather resources, craft equipment, construct bases, survive hostile creatures, investigate the world, and gradually unlock technology that allows them to travel deeper and farther. The game should combine: * Minecraft-style resource gathering * Minecraft-style crafting * Minecraft-style building * Minecraft-style procedural generation * Minecraft-style inventory and item progression * Subnautica-style underwater exploration * Subnautica-style oxygen/survival mechanics * Subnautica-style creature ecosystems * Subnautica-style blueprints and technological progression * Subnautica-style environmental storytelling * Exploration of increasingly dangerous depths ### WORLD Generate a large procedural alien ocean world. The world should contain: * Surface ocean * Small and large islands * Coral reefs * Shallow tropical waters * Kelp forests * Underwater caves * Large underground caverns * Deep ocean trenches * Volcanic areas * Extremely deep regions * Alien ruins * Abandoned structures * Resource-rich areas * Dangerous predator territories * Rare unexplored biomes The world should feel enormous and encourage exploration. Different areas should contain different resources, creatures, environmental hazards, and discoveries. The player should gradually need better equipment to reach deeper areas. ### BUILDING Use a Minecraft-inspired modular/block-based construction system. Allow the player to construct: * Underwater bases * Surface bases * Floating structures * Research stations * Storage rooms * Laboratories * Farms * Power systems * Observation rooms * Vehicle bays * Tunnels * Large interconnected base complexes Building should be flexible rather than relying only on predefined structures. Allow structures to be expanded and connected together. Underwater structures should have appropriate environmental considerations such as pressure, oxygen, power, lighting, and structural integrity where appropriate. ### RESOURCE GATHERING Resources should be distributed throughout the world. The player can obtain materials by: * Mining * Harvesting plants * Collecting minerals * Exploring caves * Salvaging abandoned structures * Hunting or gathering from creatures * Discovering rare materials * Exploring dangerous regions Resources should have different tiers of rarity. Some advanced materials should only be obtainable at significant depths or in dangerous environments. ### CRAFTING Create a multi-tier crafting system. Early game: * Basic tools * Simple weapons * Oxygen equipment * Food * Water * Basic shelter * Basic storage Mid game: * Better diving equipment * Advanced tools * Improved weapons * Better power systems * Specialized mining equipment * Advanced base modules * Exploration equipment Late game: * High-tier diving equipment * Advanced vehicles * Deep-ocean equipment * Powerful energy systems * Advanced construction materials * Specialized technology * Endgame exploration equipment Crafting should encourage exploration because many recipes should require materials that cannot be found in the starting area. ### SURVIVAL Implement survival mechanics inspired by both games. The player should need to manage: * Health * Hunger * Hydration * Oxygen * Temperature/environmental hazards where appropriate * Equipment durability * Environmental dangers Oxygen should be especially important underwater. The player should begin with limited underwater endurance and gradually acquire better equipment that allows them to stay submerged for longer periods. Make survival challenging but fair. ### CREATURES Create an original ecosystem containing many alien creatures. Include: * Small harmless creatures * Passive creatures * Scavengers * Herbivores * Territorial creatures * Predators * Large apex predators * Deep-ocean creatures * Rare creatures * Creatures unique to particular biomes Creatures should behave like actual organisms rather than simply functioning as enemies. Some should flee from the player. Some should become aggressive only when threatened. Some should defend territory. Some should hunt other creatures. Large predators should make dangerous areas genuinely intimidating. DO NOT use Minecraft's or Subnautica's actual creature designs, names, models, or assets. Create original creatures. ### PROCEDURAL GENERATION The world should be procedurally generated. Generate: * Terrain * Ocean depth * Islands * Caves * Resources * Plants * Creature populations * Ruins * Environmental points of interest Each new world should be substantially different. Create logical biome transitions rather than completely random terrain. ### EXPLORATION Exploration should be one of the primary gameplay loops. The player should constantly have reasons to ask: "What is down there?" Include: * Unknown locations * Rare resources * Hidden caves * Abandoned facilities * Alien ruins * Strange creatures * Environmental mysteries * Deep-ocean discoveries * Lost technology * Story clues The deeper the player travels, the stranger and more dangerous the environment should become. ### PROGRESSION Use an exploration-based progression system. The player should begin with primitive equipment and gradually become capable of reaching areas that were previously inaccessible. Progression should work roughly like: SURVIVE ↓ GATHER ↓ CRAFT ↓ BUILD ↓ EXPLORE ↓ DISCOVER ↓ UPGRADE ↓ EXPLORE DEEPER ↓ DISCOVER ADVANCED TECHNOLOGY ↓ REACH EXTREME DEPTHS ↓ UNCOVER THE WORLD'S CENTRAL MYSTERY Do not make progression simply about gaining levels. Make progression primarily about acquiring knowledge, equipment, resources, technology, and access to new environments. ### VEHICLES Eventually allow the player to construct and operate original vehicles. Include concepts such as: * Small personal underwater exploration vehicle * Medium exploration craft * Large mobile submarine/base * Surface transportation * Specialized mining vehicle Vehicles should provide different advantages and limitations. The largest vehicle should not simply make the player invincible. Deep areas should still contain dangers. ### STORY Create an original environmental mystery. The player should discover the history of the planet through: * Ruins * Abandoned facilities * Data logs * Strange structures * Alien technology * Environmental clues * Discoveries made while exploring Do not immediately explain everything. Let the player gradually piece together what happened. The story should complement the survival/exploration gameplay rather than constantly interrupting it. ### BASE POWER Implement a power system for constructed bases. Possible power sources can include: * Solar * Thermal * Wind * Bio-energy * Geothermal * Advanced alien technology Different power sources should work better in different environments. For example, solar power should be useful near the surface but ineffective in extremely deep areas. ### INVENTORY Create a grid-based or slot-based inventory inspired by Minecraft and Subnautica. Resources should stack where appropriate. Large items and equipment should occupy meaningful inventory space. The player should have to make decisions about what resources are worth carrying during expeditions. Storage containers should be craftable and expandable. ### GAMEPLAY LOOP, as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Crais Bailey
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