Commit 6b31b4

2026-09-22 19:40:11 Anonymous: Record owner Threat handoff and current dynamic unsafe rooms
hold the flood/rooms.md ..
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So this page is the home of the station's rooms from now on. **Every room below starts with the owner's own card.** The implementer builds exactly what a card says. Where it is silent, the implementer picks the smallest sensible default, marks it as their own, and lists each choice for the owner; ambiguous wording is left for the owner to clarify. This follows the owner's continuation instructions of 2026-09-20. The older room pages of this wiki ([Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory), [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory), [First Expedition Options](/Hold%20The%20Flood/First%20Expedition%20Options)) describe an earlier design. They are not what the game contains.
+ ## Threat combat — current implementation, 22 September 2026
+
+ **Owner's original request, word for word:**
+
+ > this is very good. now, we are finally going to make one of the largest changes:
+ >
+ > currently all unsafe rooms had static combats. that is, the room itself defined the parameters of the combat and rewards. This is great for testing and for boss battlers, but not for suvivorslike.
+ > we will keep the option for static rooms that define their own combat, but for the current unsafe rooms, we are going to define a new type of unsafe: dynamic unsafe.
+ >
+ > the game always tracks the time we are in dynamic unsafe rooms, even if we switch rooms. if we are in safe rooms or in static unsafe rooms, this measurement pauses, but it resumes once we go back to a dynamic unsafe room. it only resets when we start a new departure. we will call this counter "Threat".
+ >
+ > while we are in an unsafe dynamic room, the higher the threat, the harder the combat will become. enemies spawn faster, the max enemies on screen increases, and their stats and types change.
+ >
+ > The wiki *should* have the required information about to translate Threat to enemies. please check it. if it does not, or the data is only partial, let me know, and we'll work it out.
+
+ **Owner clarification:** the enemy cap covers the entire connected chain of dynamic unsafe rooms; only Threat sets their combat parameters, not room identity or location; rewards appear at Threat thresholds. In the separate balance task the owner chose one chest per 30 Threat seconds, baseline rarity of 10% rare-or-better with 10% of that group extra rare, and no new chests when the deck is exhausted. The owner delivered the resulting handoff here and said:
+
+ > here is the result from the balance agent. let's try to implement it:
+ > /D:/projects/wiki2/ProjectManager/work/pm/threat-design-20260922/THREAT-SPAWNING-HANDOFF.md
+
+ **As built:** Western Promenade, Waiting Area and Cafeteria are dynamic unsafe on new departures. [Threat](/Hold%20The%20Flood/Threat) owns the complete spawn/health table, connected caps, placement, chest reservations, rarity and save rules. Their earlier finite kill totals, relative room difficulty and clear rewards below are historical and retained only for static content support and already-active pre-Threat saves. An old active departure finishes its old encounters and switches at the next departure; starting a new game is unnecessary. Safe rooms keep their protections. Static unsafe rooms and specified static rewards remain supported.
+
+ **Implementation defaults:** this trial uses the handoff's recommended absolute HP correction and completion rules, including birth-time enemy stats, separate static/dynamic pursuit, reserved draws, rarity rolled at the threshold, pending chest retries, and saved departure continuity. These are now implemented trial choices, not claims of earlier approval or proven balance. Chest placement also preserves existing paths to open exits so accumulated rewards cannot seal the player in. The full numerical settings and verification limits are recorded on Threat.
+
## Why
The first slice built the set-ups of the old design and not the pay-offs that made them matter. The fault lamp was the sign of a power leak that cost the player nothing. The isolation bridge was the fix, and fitting it was meant to let the ship find the ward behind the window, which was meant to start the rescue; in the game it changed one line of text. The window photograph had no use even in the design. A thing the player can use, with no reason to use it and nothing visibly different afterwards, reads as a broken game. The record of the old rooms, in plain words, is here: https://claude.ai/artifact/YE2xxDvC7nCt2eNqCqboC5
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- **Doors:** a room card can describe any doorway as a door with a name: open, or locked. An ordinary visible locked door answers E with words of the card's choosing, shown for a moment at the door itself. A locked door stays locked until something in the game opens it, and then stays open for good, through trips, deaths and saves. Doors slide open and shut.
- **Concealed doors (Public Bathroom addition):** a door can remain locked behind the same finish as the surrounding wall. From the concealed side it has no visible frame, lock-on target, prompt or interaction. The bathroom's door has no opening control or other-side room yet; this does not implement a future opening sequence.
- **Control panels:** one panel, kept as one prefab, for every wall panel in the game. E on it brings up its screen and the game waits. Logging in types out a welcome text; under it is a menu of things to ask, each with its answer; one line of the menu can ask for a password, and the right password opens one door. A wrong password gets the panel's own answer and can be tried again. Any text can carry the mark \*REDACTED\*, which the screen draws as a bar of light with the word cut out of it. A menu line can answer differently once the door is open. A password may be up to 24 characters, and capitals never matter. What a panel says, its menu, its password and its door are content; its look is the prefab.
- - **Rooms that fill with enemies:** a room can start sending enemies some seconds after the astronaut walks in. They appear where the camera does not look, just past the edge of the screen, and when the camera sees the whole room, as far from the astronaut as the room allows. The rate they come at climbs from one number to another over a set time; spawning waits while a set number are alive in the room; it ends for good once a set number have been killed; and when the last one falls, a chest can appear at a set place, which E opens for an item from the shared shuffled deck or for specified static items. Every such room starts over on every new trip.
+ - **Static unsafe rooms with authored encounters:** a room can start sending enemies some seconds after the astronaut walks in. They appear where the camera does not look, just past the edge of the screen, and when the camera sees the whole room, as far from the astronaut as the room allows. The rate they come at climbs from one number to another over a set time; spawning waits while a set number are alive in the room; it ends for good once a set number have been killed; and when the last one falls, a chest can appear at a set place, which E opens for an item from the shared shuffled deck or for specified static items. Every such room starts over on every new trip.
- **Safe rooms:** a room can be marked safe: no enemies may be set in it, none can enter it, and nobody in it can be hit.
- **Enemies:** Presser (slow and strong), Flanker (fast and weak), Caller (stands and calls a hidden crowd), a weak, slow kind with no name yet, and a tougher version of that kind for the Waiting Area. Bodies standing in the room, bodies hidden behind an opening, what lets them out (walking in, a loud job, a Caller's call, holding a job for some seconds), how many come per second, which job locks them in for ever. A crowd that is not locked is back at full strength on every new trip.
- **Solid furniture (Waiting Area addition):** benches have solid footprints for the astronaut and enemies. Enemy footprints follow the player colliders with a 1-millimetre clearance margin. Enemies cannot appear inside them, walk into them while chasing, or be pushed into them by separation from another body or the astronaut.
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## The station today
- Six rooms. **The Dock** (the owner's first card, below): its west door stands open and leads into the Western Promenade, its east door is locked and nothing opens it, and its north door is locked until the password is typed into the panel beside it; no room has been designed behind the north door yet, so once open it shows a short dark passage and the astronaut cannot go past the door frame. **The Western Promenade** (the owner's second card): a long hallway west of the Dock that fills with weak, slow enemies, and gives a dynamic chest when they are all dead. Its easternmost north doorway leads to **the Gift Shop** (the owner's third card): a safe, furnished 15-by-15-metre shop, with shelves, displays, a sales counter and a selling robot behind it. Buying and selling are intended, but the trading window is **TBD and unimplemented**, as the owner requested. The middle north doorway leads to **the Public Bathroom** (the owner's fourth card): a safe 10-by-10-metre bathroom with nothing to interact with. The westernmost north doorway leads to **the Waiting Area** (the owner's fifth card, revised): a 20-by-20-metre room with rows of benches, inactive wall screens, a harder fight as its target, and a dynamic chest once the room is cleared. The current benches have separate padded terminal seats on a shared metal support. The Promenade's west doorway leads to **the Cafeteria** (the owner's sixth card): a 30-by-30-metre combat room with abandoned meals, dining furniture across the southern two-thirds and a buffet across the northern third. A visible closed kitchen door is centred on its north wall; the kitchen itself is not built. There is no cafeteria reward for now.
+ Six rooms. **The Dock** is safe: its west door leads into the Western Promenade, its east door stays locked, and the north password door opens only to an unbuilt passage. **The Western Promenade** is a long dynamic unsafe hallway. Its easternmost north doorway leads to **the Gift Shop**, a safe furnished 15-by-15-metre room; trading remains TBD. The middle north doorway leads to **the Public Bathroom**, a safe 10-by-10-metre room with nothing interactable. The westernmost north doorway leads to **the Waiting Area**, a dynamic unsafe 20-by-20-metre room with rows of padded terminal benches and inactive wall screens. The Promenade's west door leads to **the Cafeteria**, a dynamic unsafe 30-by-30-metre room: abandoned meals and dining furniture in its southern two-thirds, buffet in the northern third, and a closed kitchen door centred on the north wall. The kitchen is not built.
- The Cafeteria is now built from the owner's card below. Its encounter targets roughly 50% greater difficulty than the Waiting Area; the numerical tuning is an implementer starting point, not a measured difficulty result.
+ The three dynamic unsafe rooms share Threat-based difficulty and rewards. Each 30 Threat seconds can earn a chest in the current dynamic room, including the Cafeteria, subject to the shared deck and clear placement. There is no room-clear reward or room-specific difficulty multiplier on new departures.
The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.
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>
> make the 2 current chests dynamic. make sure to keep the option of a static chest that give specific items.
- **As built:** the Promenade and Waiting Area chests share the 12-item shuffled deck listed below. The initial two-card deck has been expanded by the owner's later addition. Each dynamic chest draws one item without replacement. A new departure refills and reshuffles the deck. Static chests remain available for one specified item or several specified items and never use the deck. The starting pistol is separate from the chest deck.
+ **As built:** dynamic chests share the 12-item shuffled deck listed below. New departures use the Threat threshold rewards described above; the original Promenade and Waiting Area finite-fight chests remain only for legacy departures. The initial two-card deck has been expanded by the owner's later addition. Each dynamic chest draws one item without replacement. A new departure refills and reshuffles the deck. Static chests remain available for one specified item or several specified items and never use the deck. The starting pistol is separate from the chest deck.
**Owner addition later on 2026-09-22, word for word:**
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