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Chill
Games
An idle collection game: set a trap, step away, and come back to find one more entry filled in your codex. Roam forest, cave, lake and snowfield, meeting one creature at a time. Design is complete; implementation is at an early stage.
Overview
"Every trap I set reveals one more species of an unknown ecosystem — the quietest way to fill a codex."
An idle collection game in the Chillquarium lineage, with two differences: what you collect is land-dwelling, moving creatures rather than fish, and the core cycle is discovery and capture through traps and bait rather than raising and selling.
It is not an action or combat game. The player never catches anything directly. Setting the trap, choosing the bait and walking away is the whole of the player's part; time produces the result.
Design
- Core loop — set a trap → choose bait → wait (idle) → check the catch on return → register it in the codex → unlock deeper regions.
- Regions — forest, cave, lake and snowfield, each with its own species and required bait.
- Documentation — design is complete across 11 chapters: world, gameplay, collection, economy, progression, UI/UX, art & sound, technology, release and QA.
Current state
Implementation has begun in Godot 4.6, with the skeleton of the data loader, codex, shop, traps and time systems in place. Art assets are not in yet, so the build is still a grey-background prototype with buttons — which is why no screenshots are attached to this entry.