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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: A systemic extraction game set after "The Fracture." Players enter abandoned dimensions to recover impossible artifacts, escape alive, and expand humanity's understanding of post-reality. Success is measured not only by what is extracted, but by what is learned. Design pillars: - Extraction is the core genre. - Artifacts are questions, not rewards. - Knowledge is the primary progression resource. - Your understanding of post-reality is your build. Your backpack is the field laboratory where that understanding is earned. - Artifacts possess properties, not single solutions. - Every artifact follows consistent post-reality rules. - Every gameplay system should deepen curiosity, experimentation, and meaningful decisions. Core gameplay loop: Prepare → Enter Zone → Observe → Experiment → Learn → Decide → Extract → Verify → Upgrade Workshop & Equipment → Restore Threshold Systems → Unlock New Zones → Repeat World timeline: The Fracture shattered the known laws of reality. Humanity survives around the remains of an old Threshold Research Facility called Meridian. During Extraction, Meridian is largely non-functional. The player's work gradually restores Threshold infrastructure, creating the conditions for the later events of Ghost Market: Last Laboratory. Player fantasy: Become a professional scavenger who survives dangerous expeditions, uncovers post-reality phenomena, and supplies humanity with verified knowledge. Progression: - Primary progression is knowledge. Money purcha, as an in-game screenshot in a hand-drawn ink and watercolour style. Palette: paper #f2e8cf, ink #283618, player tomato #bc4749, threat plum #6d597a, accent leaf #a7c957. 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
L Johnson
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