In this single-player journey, the player plays as a formless spirit that wanders the game-world in pilgrimage. The story unfolds as the player progressives and serves minimal dialogue, with contentious surroundings that encourage the player to fabricate their own idealization of the game's "story". The player encounters traps, and jumps, which serve as the main factors of dungeons and gauntlets the player comes across. Being a formless spirit, the player has an ability to manipulate light objects around them, preferably fabric. The spirit may use fabrics to wrap around them-self and bind themselves to ceilings to create swings, etc. The player may also attack creating a spinning, tornado like slash attack on enemies and objects by spiraling through the air with different materials and objects.
The setting is among high mountains in a rich and saturated valley, surrounding by a suspicious, and enigmatic fog that the player unveils more of as they progress. Upon unlocking different dungeon rewards, the player may equip special cloaks that have material to stretch and be manipulated at free will, obviously the larger cloth/gown the better as there is more fabric to manipulate.
The player them-self physically resemble a very opaque mist in the form of a nomad, that shifts and hovers during idle animation. The player/spirit makes noises upon reaction to their surroundings, the noises being somewhat in-between whistle melodies and chords strummed on a harp (this reflects gentle harmony and peace).
This game is an interactive adventure that encourages the player to discover, and seek natural joy from the simple act of walking around and observing the game environment. Games that nail this concept are Journey, and Limbo. Both do not involve combat of any kind, which is different to games today as most are too caught up in pleasing the general basis of customers than exploring creative ways to produce new gameplay that independent developers seem to do so well.
The game follows a bird like creature who flies throughout a huge skyline filled with other flying creatures and puzzles. The aim is to explore flying ruins in the sky, except the objects have gravity of their own as the space that the player flies around in outside of these areas is actually similar to deep space itself as they merely glide through the free space. This idea is reflective of the idea of space travel between planets, only expressed in a different and more familiar way (such as the simple wonder of flying as a bird, a feat man will never physically accomplish).
Inside the flying ruins, the player must explore to unlock new areas and relics that boost stamina so the player may fly for a longer time without draining and eventually falling from the sky as they can't make it to the next ruin. There are objects in the sky that allow recharge of the player's flight however as the goal is to generally never lose a life in the playthrough. Upon each loss of life, the player is sent back to the stage they were at prior, this is again to reenforce the easy going nature on the player as this is meant to be more of a gentle playstyle game.
The colors are saturated and vibrant, the sky will be the most beautiful part of the game asides from the immense details in the player character itself as alot of time will be put into the flight animations and 3D model to represent a physical display of elegance itself.
Here is an image representing the idea behind the player's bird/alien creature