GDD - Progression & Rewards

Progression & Rewards

SectionDescription
OverviewThis Game Design Document (GDD) aims to provide a comprehensive blueprint of the Progression and Rewards that players will acquire in the game Tribe of the Accord.
StatusWork In Progress
Version3.0

Health & Currency Systems

System Overview

Tribe of the Accord features two complementary but independent resource systems that govern player survivability and progression.

  • Health System — Amber: Organic regeneration through natural materials gathered in the world.
  • Currency System — Fragments: Tangible collectibles earned via hunting, combat, and exploration.

These systems are thematically intertwined through nature’s cycle—life gives, death returns—while remaining mechanically distinct to preserve clarity.

Below is a non-resource gathering system:

  • Ability System — Narrative based: Progression-based unlockable abilities/charms that allow the Player to do more.

Health System — Amber

Concept

Health is restored through materials drawn from nature rather than medicine or magic. Players collect Amber Fragments from the environment and living creatures, gradually forming concentrated restorative items such as Amber Seeds and Heart Amber. Each item represents preserved life energy.

Collection & Sources

SourceItemDescription
Bushes & Small EnemiesAmber FragmentCommon drops that naturally accumulate during exploration or minor combat. Five fragments condense into a single Amber Seed.
Medium Enemies & ChestsAmber SeedGuaranteed reward that immediately restores one Health PIP.
Bosses & ChestsHeart AmberFull Health PIP replenishment; typically discovered as boss rewards or within a hidden/secret chest.

Players gather amber fragments passively while exploring or fighting, allowing steady progress toward guaranteed healing upgrades without a dedicated grind.

Item Hierarchy

TierNameDescriptionFunction
Tier IAmber FragmentSmall piece of hardened sap that carries potential energy.Cannot heal on its own; five fragments automatically form one Amber Seed.
Tier IIAmber SeedConcentrated resin pearl created from five fragments.Restores one Health PIP on use and can be activated mid-combat.
Tier IIIHeart AmberLarge crystallized core of pure resin found whole in the world.Fully replenishes all Health PIPs; rare and often secured within chests.

Each tier scales in rarity and potency so players naturally advance toward higher-value heals as they explore deeper regions without crafting interfaces or manual conversions.

Healing Behavior

  • Amber Fragment: A dormant resource that automatically accumulates; once five are collected, they convert into one Amber Seed in the inventory.
  • Amber Seed: Instant-use consumable that replenishes one Health PIP and can be triggered at any time.
  • Heart Amber: Full-health restoration item that is used instantly upon activation, refilling all Health PIPs; preserved as a complete artifact rather than crafted.
  • Healing items never function as currency—they are sacred, life-bound resources.

Visual Direction

ItemPaletteGlowAnimation
Amber FragmentWarm amber-orangeFaint flickerGentle pulse when on the ground.
Amber SeedRich gold toneConstant soft glowBrief shimmer when picked up.
Heart AmberDeep orange coreRadiant auraBright flash with a resonant hum.

Currency System — Fragments

Concept

Fragments operate as the singular, universal currency representing the physical remnants of life’s cycle. Each Fragment can be formed from bone, chitin, or hardened resin, and while the color varies to reflect its origin, every piece shares identical value and shape. Fragments are spent exclusively on combat-oriented Boons, and there is no crafting or conversion, players simply collect and spend them.

Collection & Sources

SourceFragment TypeTypical TierDrop Notes
Insect & Arachnid creaturesChitin FragmentTier IFrequent drops during skirmishes; color-shifted to chitin tones.
Mammalian creaturesBone FragmentTier IReliable source of currency during hunts.
BushesResin FragmentTier IEnvironmental pickups that encourage exploration.
Large beasts / Boss encountersMixed Fragment DropsTier IIIGuaranteed high-value reward bundles.

Fragments auto-collect on contact, incrementing a visible counter in the HUD. They can spawn singular or in multiples off the back of a player action.

Fragment Tiers

TierNameDescriptionValueDrop Frequency
Tier IFragmentBase shard of bone, chitin, or resin—color varies but value remains equal.1~70%
Tier IIRefined FragmentLarger shard composed of a fused mix of bone, chitin, and resin.10~25%
Tier IIICore FragmentMagnified version of the refined shard, radiating energy.100~5%

Tiers drop naturally—no merging, refinement, or conversion mechanics.

Spending & Progression

TypeDescriptionExampleWhere Acquired
BoonsTemporary buffs or situational combat powers.Boon of Endurance — short-term defense boost.Spirit Shrines or wandering Shaman.

Fragments can only be spent (never traded between types) and symbolize the world giving back through limited-time Boons.

Economic Flow

  1. Defeat enemies or explore to collect Fragments.
  2. Accumulate currency with totals displayed in the HUD.
  3. Locate shrines or traders (Later in game) to spend Fragments on Boons.
  4. Receive temporary combat-focused upgrades that encourage deeper engagements before the effect fades.

This reinforces a clear feedback loop: Explore → Earn → Empower → Explore deeper.

Visual Identity

TierDesignColor PaletteGlow
Tier ISmall, matte shardBone white, chitin teal, or root variants.Minimal flicker
Tier IILarger, refined pieceInterwoven bone, chitin, and resin huesSteady glow
Tier IIIPolished core with radiant veinsDeep gold-orange with layered material veiningSoft pulsing aura

Pickup feedback includes a subtle “tink” sound, dust particles, a small flash of light, and a smoothly incrementing HUD counter with a fade-in “+Fragments” notification.

System Separation & Balance

RulePurpose
No crossover between systemsHealth and currency remain completely independent.
Resin ≠ FragmentHealing items cannot be sold, and Fragments cannot heal.
Separate UI channelsHealth items appear in the Consumables tab; Fragments live in the HUD counter.
Independent reward loopsExploration favors healing materials; combat emphasizes currency fragments.

Design Goals

GoalImplementation
ClaritySimple, non-overlapping systems.
ImmersionResources derived from organic and believable origins.
SatisfactionEvery pickup has meaning; no filler items.
Minimal UI frictionAuto-pickup, single counter for currency, small inventory footprint for healing.

Quick Summary

SystemResourcePurposeSourceComplexity
HealthResin / AmberHealing and survivalNature (plants, bees, beasts)Simple (collection only)
CurrencyFragmentsTemporary combat empowermentCombat and explorationSimple (collection + expenditure)

Abilities

These are all of the abilities that Adira will acquire during the playthrough. Abilities are defined as gameplay mechanics that change the moment to moment gameplay and allow players to have more options when interacting with the game.

Spear is the primary weapon of Adira, and the abilities are shaped around this weapon.

1.1. Charged Spear Attack

SectionDescription
DescriptionThe Charged Spear Attack allows the player to charge their spear by holding the attack button, gathering energy for a powerful forward thrust. The attack can pierce through multiple enemies or objects, dealing increased damage.
Gameplay RoleThe Charged Spear Attack is a combat ability that rewards players for timing and precision. It is useful in combat, offering players a versatile tool for dealing with crowds, breaking barriers, or defeating stronger enemies.
Unlock ConditionsTBA till narrative is finalized. But we want this ability to be unlocked 10-20% into the game
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Control/InputsHold (X) or (Square) to charge attack. Charge up time is 2 seconds
ModifiersTBA
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Art & AnimationThis section describes the art and animation that would be needed for the ability.
Initiation(once SPEAR THROW is done and input has been registered) Adira will give a hard tug on the rope.
ActivationThe player pulls the spear back, and the spearhead begins to glow faintly. As the charge increases, the glow intensifies, and particles of energy surround the spear tip. The player’s stance becomes more focused and tense.
ExecutionUpon release, the player thrusts the spear forward in a quick, powerful motion. The spear leaves a trail of glowing energy behind it as it moves forward. Enemies hit by the attack show a brief impact flash.
CooldownAfter finishing the move, Adira returns to an idle stance.
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Technical SpecsThese are the technical foundations for the ability.
Range200, Subject to playtesting
Damage50, subject to playtesting
Cooldown TimeNo such cooldown time.
Energy Cost30, subject to playtesting
Hitbox DetailsAs per the animation of the charged speed
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Audio SpecsThese are the sound effects we would need for the ability.
ActivationA faint humming noise that increases in intensity as the charge builds up.
ExecutionA sharp, stabbing sound as the spear thrusts forward, followed by a satisfying impact noise if it hits enemies or objects. A smooth slicing sound when the spear passes through multiple enemies or objects.
ImpactA skidding sound as it comes to a halt
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VFXThese are the visual effects we would need for the ability.
ActivationA circular smoke forms around Adira starts forming around Adira.
ExecutionThe smoke circulates and converges towards the center and a small dust cloud appears before she launches off. The launching has some speed lines as well.
ImpactEvery time an enemy is hit, it makes a jabbing sound.
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Special CaseThe attack is cancelled if the button is released before the charge is complete.
Fail CasesTBA, subject to playtesting.
SynergiesTBA
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Ability ProgressionAbilities could have gameplay related upgrades, they will be listed here.
Upgrade 1The hookshot pull damages enemies.
Upgrade 2Chain hookshot.
Upgrade 3The hookshot lands you behind enemies.

1.2. Spear Throw

SectionDescription
DescriptionThe Spear Throw ability allows the player to hurl their spear over a distance to hit enemies, interact with environmental objects, or trigger distant switches.
Gameplay RolePrimarily a combat tool, this ability also serves as a method of interacting with objects from a distance. It is ideal for targeting enemies before they close in on the player, and for solving puzzles that require hitting objects or switches in hard-to-reach places.
Unlock ConditionsTBA till narrative is finalized. We want this to be introduced at the start or 10% into the game.
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Control/InputsUse analog stick to activate aiming mode, choose direction to shoot using analog stick, RT to shoot.
ModifiersTBA
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Art & AnimationThis section describes the art and animation that would be needed for the ability.
InitiationRight after the analog stick is moved, Adira will pull her spear back and get in the throwing position.
ActivationUpon activation, the player character plants the spear into the ground or designated point.
ExecutionUpon release, the character throws the spear in a fluid motion while moving a little forward so it feels like she is using her body's momentum. The spear flies in a straight line with a trail of energy behind it.
CooldownAfter the throw, the character briefly returns to an idle stance.
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Technical SpecsThese are the technical foundations for the ability.
Range400, Subject to playtesting
Damage50, subject to playtesting
Cooldown TimeAfter throw, until Adira returns to idle animation which would be around 0.5 seconds. After that, she can't throw the spear until she goes and collects it from the enemy.
Energy Cost20 points, subject to playtesting
Hitbox DetailsThe tip of the spear is the only hitbox, but the rest of the spear does not have a hitbox.
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Audio SpecsWe will need some juicy sound effects to land the punchyness of the spear throw because it is one of the core abilities.
ActivationA slight whoosh while pulling the spear back.
ExecutionA fast swoosh as the spear flies through the air. 2 slightly different SFX for each to have some variety.
ImpactThis will need multiple effects - a thud for when the spear hits the ground or an enemy that has frontal defence. A meat cleaving sound for if it hits flesh of an enemy. 2 slightly different SFX for each to have some variety.
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VFXWhat is said about the audio can also be said about the VFX - we need it JUICY.
ActivationNO VFX needed.
ExecutionSpeed lines around the spear.
ImpactSmall dust cloud or sparks and a small pinch on the impact location if the spear has the potential to stick in, depending on the surface. Add variation for smokes to have variety
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Special CaseIf, during the Activation phase of the animation, players are hit by enemies/traps, they will be stopped.
Fail CasesIf the player throws the spear into the pit, it is an immediate fail state and the spear will return to the nearest surface where the player has to collect it from. Subject to change based on playtesting.
SynergiesTBA
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Ability ProgressionAbilities could have gameplay related upgrades, they will be listed here.
Upgrade 1An ability that stuns every enemy if Adira charges it enough.
Upgrade 2TBA.
Upgrade 3TBA.

1.3. Pole Vault

SectionDescription
DescriptionThe Pole Vault ability allows the player to leap over gaps, obstacles, or enemies by using their spear as a vaulting pole. It serves both as a traversal tool and an evasive maneuver in combat.
Gameplay RolePrimarily used for traversal, enabling the player to cross wide gaps or evade enemy attacks. It can also be used to quickly reposition in combat scenarios.
Unlock ConditionsTBA till narrative is finalized. We want this to be introduced 20-30% into the game.
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Control/InputsPress B or RT (subject to change based on further design decisions). Need to be running/moving to activate. Input doesn't work if not moving.
ModifiersTBA
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Art & AnimationThis section describes the art and animation that would be needed for the ability.
Initiation(once moving) Adira will stab the spear in front of her and jump towards it while launching herself into the air.
ActivationUpon activation, the player character plants the spear into the ground or designated point.
ExecutionThe player character vaults over the gap or obstacle, with a smooth, high-reaching leap animation. The player flips mid-air for added style. Maybe we could have 2-3 flip variations for variety.
CooldownAfter landing, the player regains their stance, transitioning smoothly back to their walking or combat-ready position.
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Technical SpecsThese are the technical foundations for the ability.
Range100, but Subject to playtesting
DamageNA
Cooldown Time0.5 seconds, subject to playtesting. Adira can instantly roll the moment she lands. We won't tutorialize it, but it will be a mechanic for those who want to discover it
Energy Cost20 points, subject to playtesting
Hitbox DetailsThere will be i-frames/avoid frames on the pole-vault for small-large enemies. The pole vault will be blocked by aerial enemies or XL sized enemies. In case of enemy attack, Initiation and Cooldown are the only times Adira can be hit.
DamageNA
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Audio SpecsWe will need some juicy sound effects to land the punchyness of the pole vault because it is going to be one of our biggest HOOKS.
ActivationA crunchy thud as the spear is planted into the ground or object.
ExecutionA soft whoosh sound as the player leaps into the air.
ImpactA light landing thud as the player touches down on the other side.
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VFXWhat is said about the audio can also be said about the VFX - we need it JUICY.
ActivationA dust cloud kicks up when the spear is planted, and a brief wind trail follows the player as they vault.
ExecutionSpeed lines/mist around Adira's body when she is twisting.
ImpactSmall dust clouds or sparks appear upon landing, depending on the surface.
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Special CaseIf, during the Activation/Execution phase of the animation, players collide with walls, aerial enemies or XL sized enemies, they will be stopped. One addition can be that they get stunned in such cases and open to attack. This is to limit people from blindly spamming the ability outside of stamina needs.
Fail CasesIf the player pole vaults into a pit, it is an immediate fail state. Subject to change based on playtesting.
SynergiesTBA
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Ability ProgressionAbilities could have gameplay related upgrades, they will be listed here.
Upgrade 1TBA.
Upgrade 2TBA.
Upgrade 3TBA.

1.4. Spear Hookshot

SectionDescription
DescriptionThe Spear Hookshot allows the player to throw their spear with an attached rope, which can latch onto objects or enemies. Depending on the size and weight of the target, the player can either pull the object towards them or get pulled towards the object, enabling traversal or getting into advantageous positions against enemies.
Gameplay RoleThis ability serves both as a traversal/puzzle solving tool and combat instrument. It enables players to pull distant objects/enemies towards them or vice versa depending on the size of the target. It can also be used in combat to pull enemies toward the player or vice versa.
Unlock ConditionsTBA till narrative is finalized. But we want this ability to be unlocked 40-50% into the game
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Control/InputsOnce the spear is thrown, press B or RT after spear lands. Subject to change based on playtesting. If the input is do the spear hits a valid object, it latches on and initiates either a pull or a drag, depending on the object’s size.
ModifiersTBA
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Art & AnimationThis section describes the art and animation that would be needed for the ability.
Initiation(once SPEAR THROW is done and input has been registered) Adira will give a hard tug on the rope.
ActivationAfter initiation, Adira will pull herself towards target or get pulled. If she gets pulled, she does a twist/flip like movement. (reference Sekiro's grapple mechanic)
ExecutionUpon target reaching Adira/Adira reaching target, depending on the object/enemy size, the moving object would come to a stop in a decelerating motion right in front of the target object.
CooldownAfter decelerating, the character/object returns to an idle stance.
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Technical SpecsThese are the technical foundations for the ability.
Range400, Subject to playtesting
DamageNA, subject to playtesting
Cooldown TimeAfter hookshot, until Adira returns to idle animation which would be around 0.5 seconds. After that, she can't throw the spear until she goes and collects it from the enemy.
Energy Cost20 points, subject to playtesting
Hitbox DetailsThe tip of the spear is the only hitbox. The rest of the spear shall not be considered a hitbox.
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Audio SpecsThese are the sound effects we would need for the ability.
ActivationA slight whoosh while pulling the spear back.
ExecutionA fast swoosh as the spear flies through the air. 2 slightly different SFX for each to have some variety.
ImpactThis will need multiple effects - a thud for when the spear hits the ground or an enemy that has frontal defence. A meat cleaving sound for if it hits flesh of an enemy. 2 slightly different SFX for each to have some variety.
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VFXThese are the visual effects we would need for the ability.
ActivationNO VFX needed.
ExecutionSpeed lines on moving object.
ImpactNA
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Special CaseIf, during the Activation phase of the animation, players are hit by enemies/traps, they will be stopped.
Fail CasesIf the player throws the spear into the pit, it is an immediate fail state and the spear will return to the nearest surface where the player has to collect it from. Subject to change based on playtesting.
SynergiesTBA
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Ability ProgressionAbilities could have gameplay related upgrades, they will be listed here.
Upgrade 1The hookshot pull damages enemies.
Upgrade 2Chain hookshot.
Upgrade 3The hookshot lands you behind enemies.

Ideas/Systems

These are some ideas that are not set in stone.
  • Charged Spear Is Faster When Part Of A Combo
  • Dodging At The Perfect Time With Spear Equipped Gives You A Speed Boost
  • Dodging At The Perfect Time With Axe Equipped Gives You A Damage Boost
  • A Consumable Allows Adira To Increase Damage Every Time She Hits Without Getting Hit
  • Maybe Gloves Or Something Can Be An Upgrade That Allows Her To Grip On To Stuff That In Turn Allows Her To Climb Stuff
  • Weapon Switch Should Have A Axe Sound And A Spear Sound
  • Bosses can use your buffs/debuffs.