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Friend World
KICKSTARTER
Friend World
KICKSTARTER
KICKSTARTER
Project One

Project One

Project Two

Project Two

Project Three

Project Three

Project Four

Project Four

Project Five

Project Five

Project Six

Project Six

1/14/2026

Kickstarter Coming Soon

I’m currently preparing Friend World for an upcoming Kickstarter launch.

At this stage, I already have a developed visual prototype that communicates the tone, pacing, and core vision of the project. The prototype is being used as a proof-of-concept, not as a playable game, while the broader world and experience continue to take shape.

Friend World is firmly rooted in fantasy and is designed with families and children in mind. Right now, my focus is on world expansion — environment, atmosphere, and visual storytelling — as the project moves toward its next phase.

I’m sharing progress thoughtfully as things develop. More to come soon.

1/15/2026

ADULT POINT OF VIEW

CHILD POINT OF VIEW

Designing for Flow, Not Complexity

One of the core questions behind Friend World has never been how advanced the technology could be.
It has always been how meaningful the experience could be without getting in the way of play.

Rather than relying on high-end graphics, complex systems, or sophisticated monitoring, Friend World is intentionally exploring low-tech, mechanics-driven design. Simple rules. Clear choices. Repetition. Observation over spectacle.

This approach is deliberate.

In this model:

  • Gameplay remains lightweight, approachable, and non-overstimulating

  • Emotional signals emerge naturally through player decisions and patterns, not sensors

  • Any interpretation or guidance happens outside the game, through a parent-facing companion layer

  • The child’s experience stays uninterrupted, imaginative, and pressure-free

This isn’t a limitation. It’s a design choice.

Some of the most enduring games ever created relied on mechanics rather than visual sophistication. When systems are simple, behavior becomes easier to observe. When feedback loops are clear, play becomes expressive instead of performative.

The takeaway from ongoing conversations and reflection isn’t “add more technology.”
More often, it’s the opposite: remove what doesn’t serve the player.

For Friend World, that means prioritizing:

  • Flow over fidelity

  • Mechanics over sophistication

  • Insight over intrusion

Anything that interferes with play ultimately works against it.

The future being explored here isn’t louder, flashier, or more complex.
It’s quieter, simpler, and more humane.

— David