Eidos

The game design doc that keeps up with the game.

Not a hundred-page bible: one page per mechanic, level, and character, each judged against your pillars, kept in the project beside the build. Draw the core loop, keep the reason the double jump was cut, and point every playtest task at the page it changes.

Free for macOS, Windows, and Linux. No account, no subscription.

A mechanic page for a demo game, Lanternfall, open in Eidos: Lantern Oil, in the build, of the light system, serving two pillars, with its intent and open questions, and the playtest tasks attached to it beside the page.
Lanternfall, a demo game: one mechanic, one page, the pillars it serves, and the work that changes it.

Sound familiar?

Nobody reads the GDD, and it was out of date at the first line of code.

Everyone agrees a game should have a design document. Almost nobody keeps one true.

  1. Nobody reads it

    One long document, read top to bottom once. Past the pillars, people stop, and the page about the mechanic they are building is somewhere on page forty.

  2. It falls behind the build

    Values change in every playtest. Once most of the game is in, the build becomes the reference and the document collects dust.

  3. It is everywhere

    A doc for the ideas, a sheet for the numbers, a board of stickies for level flow, and notes you texted yourself. Asking a teammate is faster than finding the answer.

How it fits

One page per mechanic, kept beside the game.

Every part of the game gets a short page with the same sections each time: why it is in the game, how it should feel, its rules and numbers, and what it will never do. The pages are plain markdown files in your project folder, next to the Godot or Unity project if you like.

The Game
The game as a whole on five pages: its pillars, its player, its platform, its scope, and its market. Everything else is judged against them.
Mechanics
One page each, grouped by system: intent, the feel, rules, tuning, and out of scope.
Levels
Grouped by act: the beat, what the level teaches, and the layout.
Characters
How they read on screen in a glance, and what the player does about them. Enemies get a page of their own: what they test, their tells, and their numbers.
The cut list
A cut mechanic keeps its page with the status Cut, and the reason it went.
The mechanics of a demo game as a table, grouped by system (movement, light), each with a summary, a status (Prototype, Locked, In the Build, or Cut), its type, and the pillars it serves.

What you will use most

Design tools first. The rest is optional.

  • Canvas

    The loop on one page

    Mechanics, levels, and characters as cards that open their pages, joined by labelled arrows, coloured by status as they move from idea to shipped.

  • Decisions

    Why it was cut

    “Cut the double jump.” Write the call and the playtest behind it once, confirm it, and it stays on the mechanic’s page for whoever asks next year.

  • Backlog

    Playtest work beside the page

    Tasks on a board, each pointing at the mechanic or level it changes, so the page stays the design and the board holds the work.

  • Assets

    Concept art and paper maps

    Images, PDFs, and the balance sheet live in the project and link to the pages they belong to. Rename one and every page follows.

  • Comments

    Playtest notes on the exact rule

    A note from a playtest sits on the rule it is about, signed by whoever wrote it, and closes once the page is updated.

  • AI Agent

    If you code with an agent

    It does nothing until you connect your own agent and ask. If you do, it reads the mechanic’s page before it writes the GDScript or C#, and changes nothing in your design unless you ask.

See the game whole

Draw the core loop

Lay out what the player spends and what gives it back, with every card a page you can open. Arrows carry labels, frames group a system, and a card’s colour follows its status, so a cut mechanic shows red without anyone repainting the board.

A canvas titled The core loop: abilities that reach rooms on the left, the lantern’s oil in the middle with arrows labelled costs, drains, and sells for, and the pickups and save points that refill it on the right, with a sticky note saying nothing else is a currency.

The cut list

Keep the reason, not just the cut

A cut mechanic keeps its page, marked Cut, with the decision that cut it: the playtest, what it overlapped, and who confirmed it. When someone suggests the double jump again, the answer is one click away.

  • Scope, Development, and Meeting decisions to start, and your own types
  • Each one linked to every page it touches
  • Confirmed by a named person, with the date
A scope decision in Eidos, “Cut the double jump”, made for the Double Jump and Bell Grapple pages: playtest 3 showed the dash or the grapple already crossed every gap, and it let players skip the bells. Confirmed by the designer, Ines Duarte.

Start today

Install the game framework

One command sets up the game’s folders, its five framing pages, and the one-pager, cut list, playtest log, and art bible, named in Title Case so the files read like the game’s own pages. Then give your first mechanic a page in the system it belongs to. In the app, pick Game when you start a new project.

$ eidos install @The-Virtual-Panda/game --naming "Title Case"
✓ installed @The-Virtual-Panda/game → Blueprints (Eidos 5.5.0, naming Title Case)
  collections: The Game, Mechanics, Levels, Characters, Items
$ eidos new Mechanics "Wall Cling" --group Movement
✓ Mechanics/Movement/Wall Cling.md  (Mechanics, mechanic.one-pager, id B-7X1Z)

Start here

Start from the game framework.

Game is in the Registry: the game as a whole on five pages, mechanics and items grouped by system, levels by act, and characters, with a page type of their own for enemies. Every page moves from Idea to Shipped, and a cut one keeps its reason. A playtester role sees only what is in the build. If your game is built on its setting, take Places and Factions from World as well.

A video game, a mechanic at a time

Game@The-Virtual-Panda/game

Mechanics and items by system, levels by act, characters and enemies, a cut list, a playtest log, and a playtester role that sees only what is in the build.

  • The Game
  • Mechanics
  • Levels
  • Characters
  • Items
$ eidos install @The-Virtual-Panda/game

In the app: New Root, then pick it from the list.

See it in the Registry

A fictional world, for a series or a table

World@The-Virtual-Panda/world

Places by region, factions, characters, arcs by campaign, a history, and a player role that sees only what is revealed.

  • The World
  • Places
  • Factions
  • Characters
  • Arcs
$ eidos install @The-Virtual-Panda/world

In the app: New Root, then pick it from the list.

See it in the Registry

Write the first one-pager tonight.

Download Eidos MD, start from the game framework, and give your core mechanic its own page. It is free, and your pages stay in your project.

Free for macOS, Windows, and Linux. Your files stay plain text in a folder you own.