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The Merit Academy
Aerial view of the campus at sunset, buildings lit warmly and the water reflecting an orange sky.

Gameplay

Seven systems, one school year at a time

This is the game as it is being designed. Some of it already works in the development build, some is in progress and some is still a plan. Each mechanic says which.

Lessons, exams and the work between them

Status: In development

Academic Life

A school day at the academy is made of real periods. You sit in a lesson, read the notes and worked examples, and answer questions yourself. What you got wrong is kept, so revision has something to work with.

Quizzes and mock exams let you find out where you stand before the papers that matter. Official examinations are graded, and the results follow you: they shape your standing, what opens up to you, and how others see you.

Knowing the material also makes you useful. Tutoring a classmate before an important test is a way to help someone, and a way to be owed something.

Game screenshot: a classroom screen showing a mathematics lesson titled Parts of a whole, with Attend Lesson and Review Material buttons and a side navigation menu.

Screenshot · Classroom · Build 0.0.0

Mechanics and where they stand

  • Interactive lessons

    Status: Implemented

    Timetabled periods with notes, worked examples and questions you answer yourself, with feedback.

  • Quizzes, mock exams and official exams

    Status: Implemented

    Practice papers to prepare with, and graded examinations whose results are recorded.

  • Study and revision

    Status: Implemented

    A notebook that keeps your saved material and past mistakes, so you can review before a test.

  • Tutoring classmates

    Status: Implemented

    Help other students prepare for the tests they are worried about.

  • Long-term academic consequences

    Status: In development

    Performance that carries across terms and changes what the academy offers you.

Trust is slow. Reputation is slower.

Status: In development

Relationships and Social Strategy

The people around you are not there to hand out quests. They have their own motivations and their own view of you, and a conversation can move that view a little in either direction.

Relationships build gradually. Meeting someone, exchanging contacts, keeping an appointment, remembering what they care about: each is a small step, and none of them alone makes a friend or an enemy.

Because the academy is competitive, the social side is strategic too. Cooperation, favours and rivalries all have a cost and a use.

A large library with tall bookshelves and long wooden study tables lit by desk lamps, with evening light coming through tall windows.

In-game environment art · Library

Mechanics and where they stand

  • Branching conversations

    Status: Implemented

    Dialogue with decisions in it, where what you choose changes how the other person responds.

  • Contacts, messages and appointments

    Status: Implemented

    An in-game phone for the people you have actually met, and meetings arranged for a real time and place.

  • Gradual trust and friendship

    Status: In development

    Relationships that develop over many interactions and remember how you have behaved.

  • Rivalry and reputation

    Status: In development

    How the wider academy sees you, and the students who decide you are in their way.

  • Strategic cooperation

    Status: Planned

    Alliances, favours and agreements between students that open or close future opportunities.

The world does not wait for you

Status: In development

A Living Academy

The ambition is an academy with hundreds of characters, each with a schedule, interests, relationships and routines of their own. Stand still and the campus keeps moving.

Not everyone is visible on the map. A student in a lesson is inside the school building; someone studying is in the library. If you cannot find a person, there is a reason, and the reason is where they actually are.

Routines are not fixed rails. An appointment you made, a story event or something unusual happening on campus can pull characters away from their normal day.

Aerial view of the campus at night under moonlight, with lit paths and buildings and a bright city skyline in the distance.

In-game campus art · Night

Mechanics and where they stand

  • Characters travelling across campus

    Status: Implemented

    Students appear on the campus map while they are walking between real commitments.

  • Indoors means out of sight

    Status: Implemented

    Characters who are in a lesson, a club or a building are not shown wandering outside.

  • Weather, seasons and time of day

    Status: Implemented

    The campus changes mood with the calendar: spring blossom, rain, snow, sunset and night.

  • Individual daily routines

    Status: In development

    Schedules that differ from character to character, driven by their interests and obligations.

  • Events that override routines

    Status: In development

    Meetings, missions and special events that change where people are and what they are doing.

  • An academy of hundreds

    Status: Planned

    Scaling the simulation to the full student body, teachers included.

Progress you have to earn

Status: In development

Character Development

You cannot be good at everything at once. Time spent in the library is time not spent training, and the academy notices which student you are becoming.

Growth happens over meaningful stretches of in-game time. There are no instant level-ups: improvement comes from attending, practising and following through.

A sports facility entrance hall at sunset, with trophy cabinets along one wall and floodlit sports fields visible through glass doors.

In-game environment art · Sports facilities

Mechanics and where they stand

  • Academic ability

    Status: Implemented

    Knowledge that improves by attending lessons, studying and repairing past mistakes.

  • Physical condition and training

    Status: In development

    Energy, fatigue and conditioning that respond to training, rest and how you look after yourself.

  • Social ability

    Status: In development

    Getting better at reading people and being someone others want to deal with.

  • Skills that unlock opportunities

    Status: Planned

    Options in conversations, events and the story that only appear once you are capable enough.

A campus worth walking around

Status: In development

Campus Exploration

The campus is a map you move around, not a menu. Buildings have opening hours, activities that only happen there, and people who tend to be found inside.

Between lessons the day is yours: study, borrow a book, train with a club, buy something for a friend, or sit in the café and see who turns up.

Game screenshot: an aerial campus map with labelled buildings including Dormitories, Main School, Library, Auditorium and Sports, a date and weather panel, and a Quick Travel button.

Screenshot · Campus map · Build 0.0.0

Mechanics and where they stand

  • Explorable campus map

    Status: Implemented

    A full campus you can pan and zoom, with destinations that open into their own scenes.

  • Library

    Status: Implemented

    Borrow books, read and study, and run into the students who spend their afternoons there.

  • Your dormitory room

    Status: Implemented

    A private room for studying, resting, checking your phone and keeping what you own.

  • Shops and café

    Status: Implemented

    Buy food, drinks and gifts, or take a table and spend time with someone.

  • Sports clubs

    Status: In development

    Join a club, attend practice and play matches. Some clubs are available, more are to come.

  • More campus destinations

    Status: Planned

    Further facilities, leisure activities and places to meet.

Nothing you do is neutral

Status: In development

Choices and Consequences

Characters remember significant interactions. A promise kept or broken, a favour, a slight: these stay with people and shape what they are willing to do later.

Storylines can change routines, relationships and locations. And things happen that have nothing to do with you. You are part of a larger world, not the only person in it doing anything interesting.

Mechanics and where they stand

  • Authored story scenes

    Status: In development

    Written scenes that introduce the academy and its people, with choices inside them.

  • Characters who remember

    Status: In development

    A record of what has happened between you and each person, which later scenes can draw on.

  • Missions and social conflicts

    Status: Planned

    Longer story threads built around problems you can solve in more than one way.

  • Independent and dynamic events

    Status: Planned

    Things that unfold on campus whether or not you are involved.

  • Branching outcomes

    Status: Planned

    Different paths through the academy years depending on your choices and standing.

There are only so many hours

Status: In development

Time and Scheduling

Time is the resource everything else is paid for with. The timetable fixes part of your day; the rest is a series of trade-offs between studying, training, people and rest.

The same clock governs everyone. A classmate is only free when their own schedule says so, a venue is only open during its hours, and an appointment you accept is a commitment with a start time.

Game screenshot: a dormitory room at sunset with a menu listing Review and Rest, Study, Use Phone, Inventory, Customize Room and Invite Someone.

Screenshot · Dormitory room · Build 0.0.0

Mechanics and where they stand

  • School timetable

    Status: Implemented

    Days structured around real lesson periods, with attendance that matters.

  • Calendar and appointments

    Status: Implemented

    Day, week and month views, with meetings that respect venue hours and travel time.

  • Character availability

    Status: Implemented

    Other students can be busy, in class or unavailable, and conflicting commitments are refused.

  • Pacing of in-game time

    Status: Experimental

    How quickly days pass, and how in-game days relate to real ones, is still being tested.

See where each of these sits on the road to release.