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.
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.
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
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
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
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.
- 01
MVP
Core combat loop, limited content and a basic free-to-play structure.
- 02
Live Product Foundation
Expanded systems and content, LiveOps integration, social and PvP features.
- 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.
- 01Client requirements and market positioning
- 02Core loop and phase structure
- 03Combat and progression design
- 04Visual framework
- 05MVP scoping
- 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.
