World & narrative
The Great Severance, the rescue airship, six story regions, and the journey to reconnect the islands.
CLOUD HARBOR / DEVELOPMENT JOURNAL
What exists today. What we are building next.
Development note 001 · October 8, 2026
01 / CURRENT PROJECT MATERIALS
The Great Severance, the rescue airship, six story regions, and the journey to reconnect the islands.
Companions including Roa the mechanic, Naru the cartographer, and Haesol the cook have distinct backgrounds and narrative roles.
An illustrated reader explores the prologue, six chapters, and epilogue. It is a narrative prototype, not gameplay.
Movement, interaction, delivery state, and save/load form the scope of the first playable slice.
02 / FIRST PLAYABLE SLICE — PLANNED
Meet a resident and accept one delivery.
Travel to one island and find the recipient.
Return to the ship with a small improvement for home.
Save and restore the completed journey.
The next prototype is deliberately small. Multiplayer, a full crafting economy, and additional regions follow only after this loop is validated.
DEVELOPMENT WORKFLOW
We use Claude Code across Cloud Harbor’s code development. Our next workflow milestone is to add repeatable checks for quest state, inventory, and save/load behavior as the playable prototype takes shape.
Claude Code is part of our development workflow. This does not imply a player-facing Claude API integration or a partnership with Anthropic.
03 / WHAT WE WILL CHECK
04 / PROJECT QUESTIONS
There is no public playable build yet. This website introduces the project and its current development materials.
The current Cloud Harbor design targets Windows PC first. A Steam release is a goal; no store page or release date has been announced.
One-to-four-player co-op is a longer-term design goal. The first playable milestone focuses on solo play.
No. The illustration communicates the world and mood. Gameplay visuals will be shared when a playable build is ready.