Game concept · Systems · Production roadmap

GONE BY DAWN

Build by day. Survive the night.

A mobile strategy and tower-defense concept designed to grow from a focused MVP into a long-term live product.

DAY
Build. Prepare.
NIGHT
Defend. Survive.
Client
zver8323
Engagement
Client project
Team
3 specialists
Engine
Unity 6
Work period
Engagement started February 2026
Project status
Concept foundation delivered · In development
Platform
Mobile
Genre
SLG / Tower defense

The project.

GONE BY DAWN is a mobile zombie-survival concept combining short-session action with long-term strategic progression. The commission brought gameplay systems, meta design, visual direction and a phased production roadmap into a scalable foundation.

The challenge

The concept needed differentiation in a crowded survival market, accessible mobile sessions and room for deeper progression. It also had to accommodate evolving client requirements and support both a simplified MVP and a future MMO-scale direction.

Designed around
the challenge.

01

Day / Night dual gameplay

The day phase centers on base building, resources, follower management and preparation. Nightfall switches to active, wave-based survival, combining tower defense with direct player control.

  • Day: planning and resource management
  • Night: increasing combat pressure
  • A cyclical structure for short and extended sessions
02

Hybrid Nightfall combat

A 360-degree attack environment mixes ranged and melee combat, abilities and temporary buffs. Preparation phases separate waves with increasing difficulty.

  • Flanking, explosive and tank-type enemies
  • Special variants with gameplay modifiers
  • Tactical depth within accessible controls
03

Progression built for expansion

Hero roles, rarity and progression connect to base development, a world map and social systems. The proposed world includes risk/reward regions, clan territories and day/night changes.

  • Resource, hero and territory loops
  • PvE, PvP and resource zones
  • LiveOps-ready systems and event-driven world changes
04

A coherent visual direction

Semi-realistic stylization combines post-apocalyptic environments and mystical elements. Exaggerated silhouettes improve readability; dusty daytime tones contrast with a cold, high-contrast night palette.

  • Character and environment concept direction
  • Readable weapon and character silhouettes
  • A distinct visual contrast between phases

A roadmap
with room to grow.

Three proposed phases, with the MVP as the starting point.

  1. 01

    MVP

    Core combat loop, limited content and a basic free-to-play structure.

  2. 02

    Live Product Foundation

    Expanded systems and content, LiveOps integration, social and PvP features.

  3. 03

    Scale & Retention

    A proposed MMO environment, advanced monetization systems and large-scale content expansion.

What we delivered.

Flat Reality’s scope within this project.

  • Full game concept
  • Core, meta and progression system design
  • UX-oriented gameplay structure
  • Visual direction and concept art
  • LiveOps framework
  • Multi-phase production roadmap
  • Monetization and market-positioning alignment

From brief
to delivery.

  1. 01Client requirements and market positioning
  2. 02Core loop and phase structure
  3. 03Combat and progression design
  4. 04Visual framework
  5. 05MVP scoping
  6. 06Long-term roadmap

Quality throughout

The design was structured to keep the MVP practical while preserving a path toward deeper systems. Future LiveOps and MMO features describe the roadmap, not already shipped functionality.

The outcome.

The engagement delivered a concept and planning foundation: defined gameplay systems, meta and progression design, visual direction, a LiveOps framework and a detailed development roadmap.

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