World
Where Airtime takes place, the story it tells, and how it looks.
| File | What |
|---|---|
| setting.md | The frozen city and its feeling: the authority, the runners, the places |
| story.md | The story mode: chapters, characters, and chases by armed Wardens on skates |
| concept-design.md | How it looks: blade boots on ice, the runner, the Wardens, effects, sound, colour |
Ground rules#
- The physics never changes for the story. Every chapter runs on the same exact movement. Story, skates and enemies are visuals, sound and level design on top. Chapters with gravity flips, a jetpack or wall-runs simply have them in that place.
- Movement first, guns second. Enemies may be armed, and some story sections give you a gun: you can shoot back at Wardens or drones, shoot a lock or a switch. Gunplay is always secondary to movement.
- Races stay pure. Leaderboards, routes, ghosts and community maps have no enemies and no story. The story mode is one door into the game, not the game.
- Show, don't stop. The story is told through places, radio voices, graffiti and chases, not through long cutscenes. A run never waits for a story beat.