Game Design Document v2.0

Hoshi no Isan — Children of the JAXA Legacy

Document Info

  • Version2.0
  • DateFebruary 13, 2026
  • ProjectHoshi no Isan
    星の遺産
  • DeveloperJerome Heuze
    Solo Indie
  • PlatformPC (Windows 10/11)
  • EngineUnreal Engine 5+
    Blueprint Visual Scripting
  • StatusPre-Production

Table of Contents

GDD — Version 2.0 — February 2026

Hoshi no Isan
星の遺産 — Children of the JAXA Legacy

Game Design Document · Solo Indie · Unreal Engine 5 · Blueprint Visual Scripting
Section 01

Game Overview

Executive Summary

Hoshi no Isan (星の遺産, "Legacy of the Stars") is a Japanese-aesthetic space visual novel and crew RPG set aboard the Yamabiko — a JAXA Heritage Ship crewed by the descendants of Japan's most legendary space pioneers. Players explore the ship in first-person, build relationships with a crew carrying real JAXA mission histories, and recruit new crew members through a gacha system grounded in authentic Japanese space heritage.

"The ship is not just where the story happens. The ship is the story. Every compartment is a shrine. Every crew member is a descendant."

Genre & Classification

AttributeValue
Primary GenreVisual Novel / Narrative RPG
Secondary GenreFPS Exploration / Crew Management
ClassificationSingle-player, First-person, Story-driven
ToneContemplative, warm, emotionally grounded
Comparable titlesHonkai Star Rail (aesthetic), Tacoma (ship exploration), Spiritfarer (crew care)

Unique Selling Points

  1. Real JAXA history as game lore. Every ship compartment is named after a genuine JAXA mission — Hayabusa, Kaguya, Akatsuki, SLIM. The stories are real. The perseverance is real.
  2. Gacha system with historical authenticity. Crew members are descendants of real Japanese astronauts and engineers. Recruiting them means inheriting a real legacy, not randomized anime characters.
  3. Care as the core mechanic. No combat. No resource extraction. The game is about leading a crew well — understanding them, supporting them, and earning their trust.
  4. Built in public by a solo developer with deep roots in Japanese culture, 20+ years of web and software development, and a genuine love of Japan's space program.
  5. Japanese-aesthetic sci-fi — the visual language of Honkai Star Rail, NTE, and Genshin Impact applied to a setting with real cultural and historical weight.

Platform Requirements

SpecMinimumTarget
PlatformPC (Windows 10/11)
GPUGTX 1060 6GBRTX 3070
RAM8 GB16 GB
StorageTBD — est. 8–15 GB
Resolution1080p1440p / 4K
Section 02

Core Concept & Philosophy

The Setting

Japan's space program produced some of the most extraordinary engineering stories ever told — spacecraft that refused to fail, missions that waited years for a second chance, rovers that landed upside down and still completed their objectives. These stories are almost entirely unknown in the West and completely absent from gaming.

Hoshi no Isan is set in a near-future where JAXA has commissioned the Yamabiko — a Heritage Ship crewed by the children and grandchildren of Japan's most celebrated space pioneers. The player is the newly appointed commanding officer. They inherit a crew with unresolved legacies, a ship filled with historical memory, and a mission into a fantastical space frontier that no one has charted.

What This Game Is

  • A story about inheritance — carrying what those before you built, and deciding what to do with it
  • A crew relationship game where trust is earned slowly and matters deeply
  • A living museum of Japanese space achievement, experienced through walking its corridors
  • A gacha game where collecting crew means collecting real human legacies
  • A contemplative FPS experience where the ship itself rewards patient exploration

What This Game Is NOT

  • Not a combat game — there are no enemies, weapons, or health bars
  • Not a resource extraction or survival game
  • Not a hard science simulation — orbital mechanics are aesthetic, not interactive
  • Not an educational edutainment product — the learning happens through story, not instruction

Core Loop

Session Loop (30–60 min)

  1. Explore — Walk the Yamabiko in first person. Find items, logs, artifacts
  2. Encounter — Trigger a crew conversation in a specific room
  3. Choose — Visual novel branching dialogue builds or strains trust
  4. Discover — Unlock ancestor biography, ship history, or mission log
  5. Recruit — New crew becomes available through gacha pull after trust thresholds
  6. Tend — Check crew wellbeing states, resolve tensions or boost morale

Narrative Arc (Macro Loop)

  1. Player inherits command of the Yamabiko and meets the initial crew
  2. Ship departs on its mission into the Frontier — an uncharted region of space
  3. Each chapter focuses on a crew member's arc and their ancestor's unresolved story
  4. Discoveries in the Frontier mirror or challenge the lessons of JAXA's past
  5. Final act: player decides what the Yamabiko's own legacy will become
Section 03

Four Design Pillars

Pillar 1 — FPS Ship Exploration

The Yamabiko is the game's primary space. Players experience it entirely in first person — walking corridors, entering rooms, finding objects, reading plaques. Discovery is the reward. The ship is designed so that every corridor has something worth noticing: a mission patch, a framed photograph, a handwritten note left by someone who served before. No area is decorative. Everything is readable.

Pillar 2 — Visual Novel Narrative

Crew relationships are the emotional engine of the game. Each crew member has a full story arc tied to their ancestor's JAXA legacy — an unresolved question, a lesson they've inherited, a decision they'll eventually face. Conversations happen naturally in specific rooms of the ship. Dialogue branches. Trust accumulates or erodes. Ancestor biographies unlock when trust reaches thresholds.

The visual novel layer uses a dialogue overlay when conversations trigger, similar to Honkai Star Rail's approach — characters rendered stylistically against the ship environment, with voiced emotion cues and animated expressions.

Pillar 3 — Crew Gacha System

The gacha system is the game's collection and progression layer. Crew members are the descendants of real JAXA astronauts, engineers, and mission teams. Recruiting a crew member means inheriting that lineage — their skills, their personality, their unresolved family story.

Rarity tiers reflect the significance of the ancestor's role in JAXA history. Legendary crew members descend from mission commanders or firsts (first Japanese woman in space, first ISS commander). Epic crew members descend from specialists who performed historic actions. Rare crew members carry the legacy of the anonymous engineers whose work made the named missions possible.

Pillar 4 — Crew Wellbeing

Each crew member has a wellbeing state that changes based on events, player choices, their relationship with other crew members, and their proximity to the spaces that matter most to them. Hayato's wellbeing rises when the player visits the Hayabusa Engine Bay. Sora becomes distressed when the Heritage Gallery is neglected. Wellbeing affects crew availability, dialogue options, and whether certain story events can trigger. A crew that is cared for is capable of more.

Section 04

The JAXA Mission Archive

All six JAXA missions documented below are historically accurate. Their stories, timelines, and philosophical significance are the literal architecture of the Yamabiko. Each section of the ship is named, designed, and decorated to honor one of these missions. Players learn JAXA history not through tutorials but through living in the space these missions built.

JAXA Mission — Launched 2003

🛸 Hayabusa (はやぶさ) — The One That Refused to Die

Engine failures, communication blackouts for seven years, fuel leaks, and an ion drive system operating at minimal capacity. The Hayabusa probe limped home across two billion kilometers on a single functioning engine and returned asteroid samples from Itokawa in 2010. Japan wept during its re-entry. The engineering team had never given up. This mission defines the ship's foundational philosophy: ganbaru — persevere regardless.

Ship Location: Hayabusa Engine Bay — B Deck. Crew connection: Hayato Itokawa.
JAXA Mission — Launched 2014

🌑 Hayabusa 2 — The Perfectionist

Deployed four rovers, fired a copper bullet into asteroid Ryugu's surface for subsurface samples, collected material from the resulting crater, returned samples to Earth in 2020, and then continued onward to a second asteroid target rather than retiring. A mission that proved perfectionism is achievable and refused to stop at "complete."

Ship Location: Hayabusa Science Laboratory — C Deck. Crew connection: Kenji Mohri.
JAXA Mission — Launched 2007

🌕 Kaguya / SELENE — The Poet

Named after the legendary moon princess of Japanese folklore, the Kaguya lunar orbiter produced the first HD video footage of Earth rising over the lunar surface — one of the most beautiful images ever captured in space. A camera pointed outward, returning something deeply interior.

Ship Location: Kaguya Observation Lounge — A Deck. Crew connection: all crew gather here.
JAXA Mission — Launched 2010 / Venus orbit 2015

☁️ Akatsuki — The Patient One

Main engine failure prevented Venus orbital insertion in 2010. The team did not abandon the spacecraft. Five years later, tiny attitude thrusters never designed for orbital insertion successfully placed Akatsuki into Venus orbit. Five years of patience for one second chance. The ship's meditation room is named for this lesson.

Ship Location: Akatsuki Meditation Room — D Deck. Crew connection: the room where the best conversations happen.
JAXA Mission — January 2024

🌙 SLIM — The Precise One

Japan's Smart Lander for Investigating Moon landed with 100-meter precision accuracy — compared to the usual 10-kilometer error margin for lunar landings. Its main engine failed during descent and it landed inverted. It still completed its primary scientific objectives. The most accurate lunar landing in history, executed upside down. The bridge navigation console is deliberately slightly tilted as a design reference.

Ship Location: SLIM Navigation Bridge — A Deck. Crew connection: Yuki Wakata.
JAXA / ISS — 1996 to present

🌍 Japanese ISS Legacy — The Bridge Builders

Chiaki Mukai (first Japanese woman in space, 1994), Mamoru Mohri (first JAXA astronaut in space, 1992), Koichi Wakata (first Japanese ISS Commander, 2014), Akihiko Hoshide (first Asian spacewalk commander, 2021), Soichi Noguchi (three missions across three decades). These astronauts built the human infrastructure of international space cooperation. The ISS Heritage Gallery is dedicated to their collective service.

Ship Location: ISS Heritage Gallery — B Deck corridor. Crew connection: all six initial crew members trace ancestry here.
Section 05

The Yamabiko — Ship Design

The Yamabiko (ヤマビコ — "echo of the mountain") is named for the Japanese folkloric spirit of the mountain echo — a voice that answers back, that carries memory of what was said. The ship is a living echo of JAXA's history.

Solo Dev Note: MVP focuses on 3–5 rooms built with high quality rather than a fully realized multi-deck structure. Each room is added only when it can be built to the aesthetic standard of the game. The Kaguya Observation Lounge is built first — if one room works, all of them can.

Deck Structure (Full Vision)

DeckNameJAXA ReferencePrimary Crew
A DeckBridge & LoungeSLIM (Bridge) / Kaguya (Lounge)Yuki, all crew
B DeckEngineering & Heritage GalleryHayabusa 1 (Engine Bay) / ISS (Gallery)Hayato, Sora
C DeckScience Laboratory & MedicalHayabusa 2 (Lab)Kenji, Hana
D DeckCrew Quarters & Meditation RoomAkatsuki (Meditation)Ren, all crew at night

Key Room Descriptions

Kaguya Observation Lounge — A Deck

The emotional heart of the ship. Wide curved viewport with the historic HD Earth-rise footage playing on a loop — the actual footage JAXA captured in 2007. Crew gather here between missions and during night cycle. The visual novel scenes of highest emotional weight are set here. Comfortable seating, soft lighting, no terminals. This room asks nothing of the player except to sit with it.

Hayabusa Engine Bay — B Deck

Functional and reverent. Schematics of Hayabusa's ion drives on the walls. A glass case containing a replica of the capsule that returned from Itokawa. Hayato's tools hung neatly above a workbench. A handwritten note in Japanese that translates to: "It came home." The room is the most emotionally charged space on the ship for players who know the mission's story.

SLIM Navigation Bridge — A Deck

Clean and precise, with minimal ornamentation. The central console is deliberately angled 8 degrees — a quiet reference to SLIM's inverted landing. Yuki's domain. Portraits of past JAXA commanders above the main viewport. The place where the player spends their formal command time.

Akatsuki Meditation Room — D Deck

A small room at the center of the ship with a single viewport facing aft — looking at where the ship has been, not where it's going. No terminals. No equipment. Named after the mission that waited. A place for waiting with purpose. The most important conversations between player and crew happen here.

ISS Heritage Gallery — B Deck Corridor

A long corridor Sora maintains obsessively. Mission patches, portrait photographs, personal artifacts, and framed mission summaries for every Japanese astronaut who served on the International Space Station. Walking its full length takes approximately three minutes. Players who walk it at least once per chapter unlock context that changes later dialogue.

Section 06

FPS Exploration System

Movement & Controls

ActionInputNotes
MoveWASDDeliberate walking speed. No sprinting.
LookMouseSmooth, minimal head bob
InteractE / Left ClickContextual prompt appears near objects
Examine itemHold EActivates rotate/zoom view for collectibles
Open crew menuTabTrust levels, wellbeing states, available pulls
Pause / JournalEscMission logs, JAXA archive, settings

Interactable Object Types

  • Mission Plaques — Fixed to walls throughout the ship. Each opens a short JAXA mission entry with illustration and historical summary.
  • Crew Personal Items — Objects belonging to specific crew members. Examining them adds context and can trigger crew conversations.
  • Data Terminals — Ship system readouts, navigation data, Frontier progress. Informational only — no active management required.
  • Ancestor Artifacts — Locked collectibles that unlock when crew trust reaches specific thresholds. Each is a physical object connected to the ancestor's real mission.
  • Ambient Detail Objects — Cups, books, photographs, plants. Not all interactive but all placed with purpose. The ship should feel lived in.

Discovery Rewards

Players are rewarded for thorough exploration through information density, not points. Finding a previously unnoticed crew journal entry does not trigger a popup or achievement. It simply exists and enriches the player's understanding. Players who explore carefully understand the story better — and that understanding changes what they say in visual novel scenes.

Section 07

Visual Novel System

Conversation Trigger System

Conversations are triggered spatially — not through a menu. Entering a specific room at a specific time in the story will trigger a crew member appearing and initiating dialogue. Some conversations can only happen in certain rooms (Yuki only discusses her father's legacy on the Bridge; Hayato only discusses Hayabusa in the Engine Bay). The ship's architecture is a conversation design constraint and an asset.

Trust System

Trust LevelNameUnlocks
0–20StrangerBasic crew function. Surface dialogue only.
21–40ColleaguePersonal history fragments. First ancestor mention.
41–60ConfidantAncestor biography chapter 1. New room unlock.
61–80TrustedAncestor artifact unlocked. Full biography chapter 2.
81–100LegacyFinal story arc. Unique ship modification. Crew permanent upgrade.

Dialogue Design Principles

  • Choices are never labeled with outcomes. Players choose based on genuine understanding of the character, not metagaming.
  • Wrong choices exist and have consequences — reduced trust, missed story beats. The game respects the player enough to let them fail.
  • No choice is permanently locked out. Trust can be rebuilt. Not easily, but it can.
  • Dialogue should feel like a real conversation between two people who respect each other but don't always agree.

Ancestor Biography System

Each crew member's ancestor biography unlocks in chapters as trust deepens. Biographies are presented as illustrated journal entries written in the crew member's voice — not historical summaries, but personal recollections of their ancestor's stories as passed down through the family. They read like oral history: partial, emotional, sometimes conflicted.

Section 08

Crew Gacha System

System Philosophy

The gacha system in Hoshi no Isan is not randomized costume collection. Each pull recruits a person with a history, a role, and a story. The ancestor connection is the creative constraint that makes this gacha meaningful rather than cosmetic. The rarity tier reflects how significant the ancestor's contribution to JAXA history was — not how powerful the character is in combat.

Design Note: No gacha pull should feel empty. If a player recruits a Rare crew member, that crew member's ancestor story should be as compelling as a Legendary's — just from a less prominent historical position. The anonymous engineers who kept Hayabusa alive for seven years are as important to the ship's story as the named commanders.

Initial Crew — Six Founding Descendants

★★★★★ Legendary

Hana Mukai

Ship's Medical Officer
Granddaughter of Dr. Chiaki Mukai — First Japanese woman in space, 1994 & 1998. Cardiovascular surgeon.

Precise, methodical, and quietly fierce. Inherited her grandmother's cardiovascular surgeon instincts and the belief that a healthy crew is an unstoppable crew. Never loses composure — but notices when you do. Trust threshold for ancestor arc: 41.

★★★★★ Legendary

Kenji Mohri

Chief Science Officer
Grandson of Dr. Mamoru Mohri — First JAXA astronaut in space, 1992. Materials scientist.

Sees patterns others miss. Thoughtful to the point of silence — observes before speaking, and when he speaks the crew listens. Believes the most important discoveries happen quietly. Trust threshold for ancestor arc: 41.

★★★★ Epic

Yuki Wakata

Navigation & Robotics
Daughter of Commander Koichi Wakata — First Japanese ISS Commander, 2014. Robotics specialist.

Born to lead but determined to earn it. Will not accept the title until she believes she deserves it. One of the most skilled navigators in the fleet. The Bridge is her domain. Trust threshold for ancestor arc: 41.

★★★★ Epic

Ren Hoshide

EVA Specialist
Son of Akihiko Hoshide — First Asian spacewalk commander, 2021.

At home outside the ship as inside it. Precise, fearless in the void, committed to the collective mission. Has never accepted "unsolvable" as an answer to a technical problem. Trust threshold for ancestor arc: 41.

★★★ Rare

Sora Noguchi

Mission Historian
Granddaughter of Soichi Noguchi — Three space missions across three decades, 1996–2021.

Keeper of the ship's memory. Has read every mission report, engineering log, and personal letter from orbit. She knows what the Yamabiko has survived. Makes sure no one forgets. Trust threshold for ancestor arc: 41.

★★★ Rare

Hayato Itokawa

Ship Systems Engineer
Lineage: The Hayabusa Engineering Team — Never gave up. Seven years. Two billion kilometers.

The most stubborn engineer on the ship — and proudly so. Believes any system can be coaxed back to life with enough patience. The Engine Bay is his sanctuary. He understands machines that refuse to quit. Trust threshold for ancestor arc: 41.

Pull Economy (Draft)

CurrencyEarned ByUsed For
Legacy TokensCompleting crew story arcs, exploring new rooms, finding ancestor artifactsStandard crew pulls
JAXA CommemorativesFinding all mission plaques in a room, completing a full ancestor biographyTargeted pulls (ancestor type)
Frontier MarksChapter completion, major story eventsGuaranteed Legendary pulls

Monetization Note: Pull economy is designed to be completable through gameplay without purchases. Hoshi no Isan is a premium single-purchase title first. If gacha monetization is implemented, it will be cosmetic only (uniform variants, ship decoration items) — never crew members that affect story access.

Section 09

Crew Wellbeing System

Overview

Each crew member has a wellbeing state tracked on a 0–100 scale. It is not a health bar. It is a measure of how this specific person is doing — whether they feel seen, purposeful, and connected to the work they were born to do. The wellbeing system makes the crew feel alive rather than functional.

Wellbeing States

RangeStateEffect
80–100FlourishingNew dialogue options available. Room effects active. Will initiate conversations proactively.
60–79StableDefault state. Normal dialogue. Crew functions well.
40–59WithdrawnShorter responses. Some story events delayed. Noticeably quieter in rooms.
20–39StrugglingCertain trust-building conversations unavailable. Ship atmosphere feels heavier.
0–19CrisisSpecial mandatory conversation triggered. If unresolved, story arc delayed and chapter progression gated.

Wellbeing Modifiers

  • Positive — Room Resonance: Player visits rooms connected to the crew member's ancestor. Hayato gains wellbeing when the player spends time in the Engine Bay. Sora gains wellbeing when the Heritage Gallery is visited thoroughly.
  • Positive — Story Progress: Completing a trust milestone restores wellbeing for that crew member and often improves wellbeing for adjacent crew.
  • Positive — Crew Relationships: Certain crew pairs have bonds. When both are in high wellbeing states, shared scenes become available.
  • Negative — Neglect: If a crew member's associated room goes unvisited for multiple in-game days, wellbeing slowly declines.
  • Negative — Poor Dialogue Choices: Choices that dismiss a crew member's concerns or history reduce wellbeing and trust simultaneously.
  • Negative — Frontier Events: Story events in certain chapters challenge specific crew members based on their ancestor's unresolved legacy.
Section 10

Art Style & Aesthetic

Visual Reference

The target aesthetic is Japanese anime-influenced space design — clean, expressive, and emotionally legible — applied to a setting with genuine historical weight. Key reference points: Honkai Star Rail's character design and interior environment aesthetic, Genshin Impact's world-building density and visual richness, and the architectural minimalism of actual JAXA spacecraft design (white, black, precise geometric markings).

Solo Dev Honesty: The final visual quality of Hoshi no Isan will be determined by what one developer can achieve with acquired Unreal Engine 5 assets, AI-assisted concept iteration, and Blueprint implementation. The aesthetic vision described here is the north star. The MVP ships when it achieves the emotional effect of this vision in 3–5 rooms, not when it reproduces miHoYo's production budget.

Ship Interior Design Language

  • Color palette: Deep navy and charcoal as base tones, warm gold accents on mission-critical surfaces, soft blue-white for lighting. Sakura pink reserved for crew personal spaces.
  • Materials: White composite panels with precision seams, dark glass for viewports, brushed metal for structural elements. JAXA's real hardware aesthetic — functional and clean.
  • Decoration: Mission patches, framed photographs, handwritten notes in Japanese. The ship is maintained by people who care about it — never clinical, never sterile.
  • Lighting: Lumen global illumination. Warm task lighting in working areas. Blue-cool ambient for corridors. The Kaguya Lounge is always golden.

Character Design

Crew characters are rendered in a stylized anime aesthetic for visual novel scenes — expressive, recognizable, with costume designs that reference their JAXA ancestor's mission specialty (Hana wears a medical officer's uniform with subtle cardiovascular motifs; Hayato's coveralls have ion drive schematics stenciled into the fabric). In the ship environment, characters appear as third-person models when encountered during exploration.

Section 11

Audio Design

Ship Ambient Sound

The Yamabiko has a consistent ambient sound identity: low-frequency life support hum, subtle HVAC airflow, the occasional distant metallic sound of the ship adjusting. These sounds change slightly by room — the Engine Bay adds ion drive undertones, the Science Lab has precise electronic beeps, the Meditation Room is the quietest space on the ship by design.

Music Approach

Ambient electronic and orchestral with traditional Japanese instrumentation layered underneath — koto, shakuhachi, taiko as emotional accents rather than dominant instruments. Music shifts register based on crew wellbeing states and story chapter. High-wellbeing scenes use warmer, fuller arrangements. Crisis events strip back to almost nothing. The Kaguya Lounge has its own theme that plays nowhere else on the ship.

Voice Acting

MVP ships without full voice acting. Crew characters have emotion cues (voiced sighs, affirmations, short exclamations) for visual novel scenes. Full dialogue is text with emotive audio underlining. If budget allows, Japanese voice acting is the priority — English dubs are secondary and optional.

Section 12

User Interface

HUD Philosophy

Minimal by default. The ship is the UI. Players learn what they need to know by looking at the terminals, the plaques, the wellbeing-influenced behavior of crew around them. On-screen elements appear only when necessary and disappear when not in use.

Persistent HUD Elements

  • Ship time (day/night cycle) — small, top right
  • Frontier progress indicator — minimal progress bar, very subtle
  • Interaction prompt — appears near interactive objects only

Menu Systems

MenuAccessContents
Crew DossierTabTrust levels, wellbeing states, ancestor biography progress, available pulls
JAXA ArchiveEsc → ArchiveCollected mission plaques, ancestor biographies, ship lore entries
Gacha TerminalDedicated in-ship terminalPull interface, currency display, crew roster
SettingsEsc → SettingsDisplay, audio, controls, language

Visual Novel Interface

Conversation scenes use a standard visual novel layout — character portrait (stylized, animated) on one side, dialogue text below with speaker name, choice options as clean text buttons at bottom. No tutorial overlays. No choice outcome hints. The interface gets out of the way of the story.

Section 13

Technical Specifications

Engine & Development Approach

SystemTechnologyNotes
EngineUnreal Engine 5.4+Blueprint-first approach. C++ only if absolutely necessary.
RenderingLumen GIRealistic dynamic lighting. Critical for ship atmosphere.
GeometryNanite (where appropriate)High-detail environment assets without manual LOD work.
AssetsAcquired + customMarketplace assets as base. Custom props for JAXA-specific items.
Dialogue SystemBlueprint + data tablesCustom visual novel system built in Blueprint. No external middleware for MVP.
Trust / WellbeingBlueprint data componentsPer-crew-member data components attached to character actors.
Gacha SystemBlueprint + weighted randomWeighted probability tables with pity system. Seed-based for reproducibility.

Blueprint Architecture Overview

  • GameInstance — Persistent data (crew roster, trust values, wellbeing, archive progress, currency). Survives level transitions.
  • CrewMemberComponent — Attached to each crew actor. Manages trust, wellbeing, ancestor biography state, available conversations.
  • ConversationTrigger — Volume-based actors placed in each room. Checks conditions (time of day, chapter, player trust level) and fires visual novel events.
  • VisualNovelController — Manages scene presentation, dialogue progression, choice selection, trust/wellbeing modification calls.
  • GachaManager — Pull logic, currency management, crew unlock events, pity tracking.
  • InteractableObject — Base class for all interactive items. Extensible to plaque, terminal, artifact, ambient object types.

Performance Targets

MetricTarget
Frame Rate60 FPS stable at 1080p on target hardware
Load TimesUnder 10 seconds between areas (World Partition streaming)
Memory BudgetUnder 6 GB VRAM on minimum spec
Save SystemManual + autosave on conversation completion and room transitions
Section 14

Development Roadmap

Solo Dev Reality: This roadmap is for a developer learning Unreal Engine 5 while building. Timelines are flexible. Quality gates are not. Each phase only advances when the previous one achieves the intended experience — not just the intended feature list.

01

Unreal Engine Foundation

Complete UE5 Blueprint tutorials. First-person character controller working. Basic collision and movement in a test space. One room drafted — the Kaguya Observation Lounge. If it feels right to walk around in, the concept is proven.

02

The Yamabiko MVP — Three Rooms

Kaguya Lounge, Hayabusa Engine Bay, SLIM Bridge. Each fully dressed with environmental storytelling. Basic interactable objects working. The ship feels inhabited before anyone lives in it. At the end of this phase, a first playable demo exists.

03

Visual Novel System + First Crew Arc

ConversationTrigger, VisualNovelController, and trust/wellbeing systems built and tested. Sora Noguchi's complete story arc implemented — her ancestor biography, all dialogue branches, trust milestone rewards. If one crew member's arc is compelling, all of them can be.

04

Gacha System + Full Initial Crew

GachaManager implemented. All six founding crew members have partial story arcs. Pull currency earnable through exploration. Crew wellbeing system live and affecting the ship atmosphere. The game starts to feel like itself.

05

Alpha — The First Voyage

All five ship rooms complete. One full narrative chapter from departure to destination. All six crew members with their initial trust arcs. A game someone can play from beginning to end and feel something. This is the version worth sharing.

Section 15

Target Audience

Primary Audiences

  • Gacha / visual novel players — Honkai Star Rail, NTE, ZZZ players looking for a game with more cultural depth and narrative weight behind its collection mechanics
  • Japanese culture enthusiasts — Players interested in Japan's history, space program, and the aesthetic sensibility of Japanese design
  • Contemplative exploration fans — Players who loved Tacoma, Firewatch, or Dear Esther — games where the space tells the story
  • Space history enthusiasts — General space fans who have never encountered JAXA's story and find it extraordinary when they do

Player Personas

PersonaMotivationWhat They'll Love
The CollectorComplete the crew rosterGacha system, ancestor biographies, artifact unlocks
The Story ReaderFull narrative experienceVisual novel arcs, JAXA mission stories, crew relationships
The ExplorerFind everything hidden in the shipMission plaques, ambient details, Sora's gallery, personal items
The CaretakerCrew wellbeing optimizationWellbeing system, room resonance, crew bond scenes
Section 16

Distribution & Monetization

Primary Platform

Steam (PC/Windows). Secondary consideration: Epic Games Store. Mobile port is a long-term consideration only after PC version ships — the visual novel layer maps well to mobile but requires additional UI work.

Release Model

Premium single purchase. No microtransactions in the base game. Gacha currency is entirely earnable through gameplay. If cosmetic DLC is offered (crew uniform variants, ship decoration items), it will be clearly cosmetic and priced fairly for indie.

Target Price

$19.99–$29.99 USD. Educational or cultural institution licensing possible at scale. JAXA fan community pre-release engagement planned as a promotional strategy — this story belongs to them first.

JAXA Relationship

JAXA's public communications team is notably open and has released mission documentation, photography, and educational materials with generous licensing. Making a game that honors their legacy is the kind of project they have historically engaged with positively. Outreach to JAXA for acknowledgment (not funding) is planned once a playable demo exists — Q4 2026 at earliest.

Section 17

Risk Assessment

RiskLikelihoodMitigation
UE5 learning curve extends timeline significantlyHighBlueprint-first. No C++. Tutorials before building. Scope cut ruthlessly before quality cut.
Gacha tone feels exploitative vs. the narrative toneMediumPull economy fully earnable through gameplay. Test with players who don't play gacha games.
JAXA historical content is inaccurateLowAll mission details sourced from JAXA.jp official documentation. Human review by someone with Japanese language capability before ship.
Scope expands beyond solo dev capacityHighMVP is 3–5 rooms and one crew arc. Everything else is post-launch. The roadmap is a vision, not a commitment.
AI art backlash from communityMediumAI used in pipeline for concept iteration and placeholder assets only. Final visual assets are either acquired (marketplace) or commissioned. Disclosed clearly.
Audience too niche for commercial viabilityMediumJAXA fandom + anime gacha players + contemplative game players is a meaningful combined audience. Community building starts before launch.
Section 18

Version History

VersionDateSummary
v2.0February 13, 2026Complete redesign. New concept: Hoshi no Isan — JAXA Heritage Ship visual novel RPG. All systems redesigned from scratch. Real JAXA mission archive added. Six founding crew members defined with ancestor biographies. Gacha system, wellbeing system, trust system all specified.
v1.1November 20, 2025Previous concept: real-time solar system simulation. Added space station network, warp ship mechanics. Now deprecated.
v1.0January 15, 2025Initial GDD — first-person space exploration simulation concept. Now deprecated.

"The dream doesn't have to be the first build. The first build just has to be something. 星の遺産 — Carry what those before you built, and decide what it means."

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