Commit d35209

2026-09-06 17:59:52 Anonymous: DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
hold the flood/design document.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Design Document
- **DES102 | draft r2 | 2026-09-06 | Lead Game and Systems Designer | In review**
+ **DES102 | draft r3 | 2026-09-06 | Lead Game and Systems Designer | In review**
This is a proposal for a game, written before anything has been built. It follows the direction PM selected for drafting (A, "The Borrowed Route") and PM's six required corrections. Nothing in it is owner-approved, nothing has been played, and every number is a starting guess to be tested later. The enemies, the setting, the small colony and the modest equipment growth are all proposals for the owner to judge. Bookkeeping, revision codes and the answer-by-answer map to reviewers' findings are in Appendix B; the body is written to be read on its own. Terms are explained at first use and collected in Appendix A.
@@ 36,48 36,49 @@
## 2. The district
- One fixed district, revisited every expedition. Its layout never changes; what varies is which modules and salvage are where, and how big and when the surges are. The map below is the World and Mystery Designer's, adopted as drawn; it is a design aid, not a floor plan. North is the interior, the docks are south; `=` is raised and dry, `~` is shallow water, `-` is the culvert.
+ One fixed district, revisited every expedition. Its layout never changes; what varies is which modules and salvage are where, and how big and when the surges are. The map below is the World and Mystery Designer's current one (their revision r10), adopted as drawn and not to be re-drawn here; it is a design aid, not a floor plan. North is the interior, the docks are south; `=` is raised and dry, `~` is shallow water, `-` is the culvert.
```
- INTERIOR (tier two: the valve gallery; tier three: the relay room)
- |
- SLUICE (the Flood's own way in: no beacon; "off" sends the surge here)
- / \
- GATE [causeway beacon] ===== causeway intake [yard beacon] PUMP HALL (hatch, tally board, ladder up to the yard ledge)
- at the causeway's far end yard intake = the channel mouth ~~~ in front of the hall door
- || raised causeway, signed "refuge" ~~ yard channel ~~ deposits on both banks
- || causeway ledge, mid-span (shelter) ~~ yard ledge, dry, beside the channel (shelter)
- ||------------------- culvert ------------------- culvert exit, yard bank
- culvert exit, dock end
+ INTERIOR (tier two beyond the junction; tier three: the relay room)
+ |
+ JUNCTION PLATFORM (shelter) · junction GATE on the junction's own circuit · junction pool · VALVE
+ SLUICE beside it (the Flood's own way in: no beacon; "off" sends the surge here)
+ / \
+ [causeway beacon] ======= causeway intake [yard beacon] at the pump-hall door (hatch, tally board, crank inside)
+ causeway far end yard intake = the channel mouth ~~~ at the door: the surge stands in water
+ || raised causeway (signed "refuge") ~~ yard channel ~~ three deposits
+ ||------------- culvert (gravity drain, always dry) ------------- culvert exit, yard dock end
+ culvert exit, causeway dock end
||
- PANEL at the causeway head
+ PANEL at the causeway head (about eight seconds from the causeway dock)
||
- CAUSEWAY DOCK (held dry by default) YARD DOCK (flooded by default; wet ground, conducts)
+ CAUSEWAY DOCK (held dry by default) YARD DOCK (flooded by default; wet ground, conducts)
```
- **Docks.** Two, on the rim. The **causeway dock** is dry by default and is where you start and leave. The **yard dock** is flooded by default: wet ground, unusable, until the colony's pump holds it dry instead of the causeway dock (the colony's one standing choice, section 10). A dry dock is a **shelter**: enemies neither enter nor spawn there.
- - **Causeway.** A raised dry road from the causeway dock into the district, signed as the evacuation route. Its beacon is at its far end, lit by default, and beside the beacon stands the **gate** into the interior, the causeway branch's one powered device: open while the causeway is lit, shut otherwise. A dry ledge halfway along is a shelter. The **panel** stands at the near end, the causeway head, in the open, about eight seconds from the dock.
- - **Culvert.** A drain tunnel under the causeway joining the two dock ends: a gravity drain, dry on its own, never pumped, never paid for. Walkable, with cart wear on the floor and a refuge sign turned to face the yard. One exit at the dock end, one on the yard bank.
- - **Yard and pump hall.** A salvage courtyard on both banks of a shallow channel. The channel enters the yard in front of the pump hall's door, and the yard's beacon stands there, dark by default, so a surge that enters by the yard arrives standing in water. The pump hall's **hatch** is the yard branch's one powered device, on the same circuit as its beacon: powered, open; unpowered, shut. Inside the hall are the crew's tally board, a dead pump, and an unpowered ladder up to the **yard ledge**, a dry shelter beside the channel. Three salvage deposits are on the banks.
- - **Sluice.** At the district's low end, where the two branches meet, a water gate with no beacon: the Flood's own way in when neither branch is lit. It opens onto the interior route.
- - **Interior.** Beyond the gate: the valve gallery (tier two) and the relay room at the sluice's head (tier three), section 11. Not part of the first expeditions.
- - **Shelters.** The two docks when dry, the causeway ledge and the yard ledge. Repacking happens only in shelters.
+ - **Causeway.** A raised dry road from the causeway dock into the district, signed as the evacuation route. Its beacon is at its far end, lit by default. The causeway has no door of its own: what lighting it buys is the road, and where the next surge enters. The **panel** stands at the near end, the causeway head, in the open, about eight seconds from the dock.
+ - **Culvert.** A drain tunnel under the causeway joining the two dock ends: a gravity drain to the sluice, dry on its own, never pumped, never paid for. Walkable, with cart wear on the floor and a refuge sign turned to face the yard. One exit at each dock end, so both docks have the same bypass.
+ - **Yard and pump hall.** A salvage courtyard on both banks of a shallow channel. The channel enters the yard in front of the pump hall's door, and the yard's beacon stands there, dark by default, so a surge that enters by the yard arrives standing in water. The pump hall's **hatch** is the yard branch's one powered device, on the same circuit as its beacon: powered, open; unpowered, shut, with a hand crank inside. Inside the hall are the crew's tally board and the hall's dead pump. Three salvage deposits are on the banks.
+ - **Junction.** Where the two branches meet at the district's low end: a raised **junction platform**, a shelter, beside the **junction pool**; the **junction gate** into the interior, on the junction's own circuit, which the panel never reaches; and the **valve** that can join the yard channel to the pool. The gate is energised only when the valve is open and current is injected into the joined water (tier two, section 11).
+ - **Sluice.** Beside the junction, a water gate with no beacon: the Flood's own way in when neither branch is lit. It opens onto the interior route.
+ - **Interior.** Beyond the junction gate: the second tally board and the crew's note (tier two), and the relay room at the sluice's head (tier three), section 11. Not part of the first expeditions.
+ - **Shelters.** The two docks when dry, and the junction platform. Repacking happens only in shelters.
---
## 3. Core play
- **Controls (proposal).** Top-down 2D. Keyboard and mouse or gamepad. Move with the stick or keys. The cutter fires by itself. One button triggers the coil. One button interacts (panel, valve, ladder, deposit, inspectable prop). One button opens the notebook. One button plants or retrieves a beacon. The rack is rearranged by dragging, only in a shelter.
+ **Controls (proposal).** Top-down 2D. Keyboard and mouse or gamepad. Move with the stick or keys. The cutter fires by itself. One button triggers the coil. One button interacts (panel, valve, hatch crank, deposit, inspectable prop). One button opens the notebook. One button plants or retrieves a beacon. The rack is rearranged by dragging, only in a shelter.
**Combat.** The **cutter** is a handheld tool that fires by itself at the nearest organism in reach while you move; you aim by where you stand. About three hits kill one organism, at roughly two hits a second. A surge is forty to a hundred and forty organisms arriving over half a minute, so you cannot kill your way through one; you can thin its edge, hold a doorway where they come one at a time, or stun a mass standing in water with the coil.
**Health.** A short bar, five hits. Touching an organism costs one, with a moment of immunity after. Standing in energised water without insulation costs one per second. Health does not regenerate in the district. Leaving by a dock restores it. A found **kit** module restores it once and costs a rack slot.
- **Surges and the forecast.** The district's relay still runs on its old timer. At each scheduled tick, a **dispatch**, it sends a pulse down the line the panel has selected, the beacon on that line flashes, and a surge comes in there. Three dispatches per expedition, at roughly three, eight and twelve minutes, each surge larger. The **forecast** is the relay's own schedule, read from a board at the dock and shown as a countdown and a map marker at the intake. It exists because the district always had it; it is the Flood's timetable only because the Flood follows the pulse.
+ **Surges and the forecast.** The district's relay still runs on its old timer. At each scheduled tick, a **dispatch**, it sends a pulse down the line the panel has selected, the beacon on that line flashes, and a surge comes in there. Three dispatches per expedition, at roughly three, eight and twelve minutes, each surge larger. The **forecast** is the relay's own schedule, read from a board at the dock and shown as a countdown, a map marker at the next intake, a locked marker for a surge already dispatched, and each entered crowd's current target beacon. It exists because the district always had it; it is the Flood's timetable only because the Flood follows the pulse.
**Room to think: three rules.**
- **Notebook.** Opening it pauses everything. It shows only what you have already seen: your map, your notes, the rules you have observed. It never adds evidence.
- - **Shelter.** A dry dock or either ledge is a hard stop: enemies neither enter nor spawn. You can repack and watch the district from it. The surge clock keeps running, so retreating to think costs time and position, never health.
+ - **Shelter.** A dry dock or the junction platform is a hard stop: enemies neither enter nor spawn. You can repack and watch the district from it. The surge clock keeps running, so retreating to think costs time and position, never health.
- **Live evidence.** New clues, switches and experiments happen in the running world.
**Failure and ending.** After the third dispatch the evacuation window opens: reach a dry dock within three minutes. Missing it, or losing all health, means rescue: you get out, without your cargo. Death costs cargo and whatever modules you found this expedition; it never costs notes, banked salvage or colony state, and the starting kit is reissued, so there is no loss spiral. Retry is immediate.
@@ 90,16 91,18 @@
1. **Conduction.** Current flows between touching conductors, and through water to everything the water connects. Insulation stops it.
2. **Power.** A device works only while it is energised: a hatch, lamp or beacon on a live line or in energised water; a rack module linked to a charged battery. A lit beacon is steady while powered.
- 3. **Attraction.** The district has two kinds of line: a **power line** and a **signal line**, both switched by the panel to the causeway, to the yard, or to neither. At a dispatch the relay's pulse travels the *signal* line only, the beacon on it flashes, and the surge enters there. **The panel alone decides the intake.** After entry, a surge moves toward the nearest lit beacon it can reach, re-evaluated continuously, and gathers around it when it arrives; with no lit beacon reachable it spreads along the branch it entered. Current you inject yourself (the coil, a planted beacon's battery) travels power, never signal: it can light a beacon steady and open a hatch, so it can draw a surge that is already inside, but it can never choose where the next surge enters.
+ 3. **Attraction.** The district has two kinds of line: a **power line** and a **signal line**, both switched by the panel to the causeway, to the yard, or to neither. At a dispatch the relay's pulse travels the *signal* line only, the beacon on it flashes, and the surge enters there. **The panel alone decides the intake.** After entry, a surge moves toward the nearest lit beacon it can reach, re-evaluated continuously, and gathers around it when it arrives; with no lit beacon reachable it spreads along the branch it entered. Current you inject yourself (the coil, a planted beacon's battery) travels power, never signal: it can light a beacon steady and open a hatch, so it can draw a surge that is already inside, but it can never choose where the next surge enters. **The two lines are visible, or the rule is unfair.** At the panel each position has two cable heads, a thick power cable and a thin signal cable; the thin one runs beside the thick one to the top of its beacon; and at every dispatch the relay's pulse can be seen travelling the thin cable from the panel to the beacon before it flashes. A beacon you lit with the coil is steady but its thin cable never carries a travelling pulse, and at the next dispatch the player watches the pulse run down the other branch's cable instead. That is the observable cause; without it a player who lit the yard with the coil would conclude the rule is unreliable, which is the worst lesson a game about rules can teach.
+
+ A grounding, for what it is worth: an outside researcher's sourced reference page on this wiki records that real electrofishing uses one electrode at two intensities, a weak field that draws fish toward it and a stronger one that stuns them, as concentric zones of a single device. This design's beacon and coil are that pair: the relay's weak pulse lures, the coil's strong discharge stuns. No rule here depends on the physics, but the fiction is not invented from nothing.
4. **Charge.** Organisms carry charge. A killed one drops a small **mote**; a mass stunned in water sheds large motes. Each organism sheds once per expedition and is visibly dimmer afterward. Motes fade in seconds; walking over one fills a battery in your rack; with no battery, the charge is lost. Charge never leaves the district.
What this gives the player, in plain terms:
- A valve that joins two channels extends where current reaches. A field pump, fuelled by a bundle of salvage, drains a channel and cuts it. The coil injects current. The panel routes it.
- **The lit branch is the branch the Flood comes to.** Powering the yard to open its hatch means the next surge enters the yard. That is the price of every door.
- - **Switching the panel mid-surge moves the Flood, and that is its price.** Throwing the panel from causeway to yard darkens the causeway beacon and lights the yard's. Every crowd already inside walks to the new light: from the causeway's far end, down across the junction below the sluice, and along the channel to the yard beacon, so the interior route is occupied while it crosses. The gate at the causeway's far end shuts behind it, so anyone inside the interior comes back by the yard. Yard to causeway is the mirror, with the hatch shutting. Off darkens both: every crowd spreads along its own branch, toward the docks as much as the interior, and both devices shut. The forecast shows each entered surge's new target the moment you switch, so the price is readable before the crowd moves. And the panel stands in the open at the causeway head. So a panic switch does buy something this surge, and it is meant to; what it costs is the route the crowd crosses, the door that shuts, and where the next surge lands.
- - **Surge behaviour after arrival.** A surge gathers around its target beacon and holds there while that beacon stays lit and no lit beacon is nearer. Each surge is larger, so the held crowd's radius grows; by the third the causeway's far end or the channel mouth is full. Two things pull organisms out of a crowd: **proximity**, any organism within a short radius of the surveyor pursues regardless of beacons, which is what the cutter fires at; and **thinning**, over a quiet interval the crowd drifts outward along its branch and into the water as stragglers, so "quiet" means spread thin, not gone, and the next surge re-concentrates it. A surge whose beacon goes dark spreads along its branch at once, both ways. What makes a held crowd a decision: the gate, the hatch, the richest deposits and the motes all sit at the far ends where the crowd is, so harvesting or opening anything means working at the crowd's edge inside its proximity radius, or waiting for thinning and losing surge time. At the end of the expedition everything resets.
- - **Dock consequence.** Extraction is threatened by two things only: a planted beacon lit near a dock, or a dark branch with a crowd in it spreading toward the dock. So the held dock's branch must stay lit whenever a surge is in it, which is also what keeps that branch hot. Holding the causeway dock means the causeway is your safe default and the yard is where you send trouble, with the culvert as the road home under the crowd. Holding the yard dock means the yard must stay lit through any surge you send there, so the hall's crowd stands between you and nothing, but off and causeway are both dangerous the moment a surge is in the yard, and the yard has no culvert of its own. The colony's choice decides which branch you can never afford to darken. A surge never blocks a dock, because a dry dock is a hard stop; it makes the route to it cost something.
+ - **Switching the panel mid-surge moves the Flood, and that is its price.** Throwing the panel from causeway to yard darkens the causeway beacon and lights the yard's. Every crowd already inside walks to the new light: from the causeway's far end, across the junction beside the sluice, and along the channel to the yard beacon, so the junction and the interior route are the Flood's road while it crosses. Yard to causeway is the mirror, and the hatch closes behind anyone still in the hall. Off darkens both: every crowd spreads along its own branch, toward the docks as much as the interior, and the hatch closes. The forecast shows each entered crowd's new target the moment you switch, so the price is readable before the crowd moves. And the panel stands in the open at the causeway head. So a panic switch does buy something this surge, and it is meant to; what it costs is the route the crowd crosses, the door that shuts, and where the next surge lands.
+ - **Surge behaviour after arrival.** A surge gathers around its target beacon and holds there while that beacon stays lit and no lit beacon is nearer. Each surge is larger, so the held crowd's radius grows; by the third the causeway's far end or the channel mouth is full. Two things move organisms besides beacons: **pursuit range**, any organism within a short range of the surveyor breaks off to chase and drifts back when out of range, which is what the cutter fires at; and **press**, the gathered crowd's edge creeps slowly outward along its branch during the quiet interval, so "quiet" means a moving line you can read, not an empty branch; stragglers roam between surges, and the next surge re-concentrates the crowd. A surge whose beacon goes dark spreads along its branch at once, both ways. What makes a held crowd a decision: the hatch, the richest deposits and the motes all sit at the far ends where the crowd is, and the press brings its edge toward the dock ends, so harvesting or opening anything means working at the crowd's edge inside its pursuit range, or waiting and losing surge time. At the end of the expedition everything resets.
+ - **Dock consequence.** A dry dock is never blocked; it is a hard stop. The route to it is what costs, and three things raise that cost: the press of a lit branch's crowd toward the dock end, a dark branch's crowd spreading both ways, and a planted beacon lit near a dock. The two docks have the same bypass, because the culvert joins both dock ends; the asymmetry is water, because the yard's crowd stands in a channel where the coil works and unprotected feet burn. So the held dock's branch must stay lit whenever a surge is in it, which is also what keeps that branch hot. Holding the causeway dock means the causeway is your safe default and the yard is where you send trouble. Holding the yard dock means the yard must stay lit through any surge you send there, so the hall's crowd stands between you and nothing, but off and causeway are both dangerous the moment a surge is in the yard. The colony's choice decides which branch you can never afford to darken.
**An alternative the owner should know about.** The world designer and I had converged on a stricter version of clause 3, in which a beacon pulls only within a visible glow and the two fixed beacons are out of each other's sight, so the panel could never move an arrived surge and only a carried beacon could. It keeps the panel a pure planning tool and removes the panic switch. PM chose the simpler continuous rule for this draft so that one model is written out fully and priced. Both are on the table; the difference is whether the panel is a plan or a lever. Neither has been played.
@@ 167,7 170,7 @@
## 7. Exploration
- The district is small, fixed and dense, and it is meant to be re-read. Landmarks are the two beacons, the panel, the culvert's turned sign, the pump hall, the sluice, the gate and the two ledges. Routes are few and named: the causeway, the culvert, the channel edge, the interior route. Revisiting is the whole structure: the same place means something different once you know what its light means.
+ The district is small, fixed and dense, and it is meant to be re-read. Landmarks are the two beacons, the panel, the culvert's turned sign, the pump hall, the sluice, and the junction platform with its gate and valve. Routes are few and named: the causeway, the culvert, the channel edge, the interior route. One rule about the props: **every refuge sign that has been turned faces the way the last crew actually went**, district-wide, from the first one in the culvert onward, so a turned sign is a navigation clue wherever it recurs; it is one sign asset, rotated. Revisiting is the whole structure: the same place means something different once you know what its light means.
What you can discover, and what each discovery changes:
@@ 175,7 178,7 @@
| --- | --- |
| Geography: the culvert, the deposits, the shelters, the sluice | Which route, and which surge you accept |
| The rule: what current reaches, and what it draws | Which experiment is worth its exposure |
- | Surge behaviour: intakes, the dispatch cycle, holding, thinning, the proximity radius | When and where to be |
+ | Surge behaviour: intakes, the dispatch cycle, holding, press, pursuit range | When and where to be |
| Rack conduction, mirrored from the district | What you can pack |
| The mystery: who left the panel on causeway, and why | Which place is worth the risk, and where the interior route leads |
@@ 188,7 191,7 @@
The player experiments in two places under one rule: in the district (valves, the panel, the coil, a planted beacon, a field pump) and in the rack (what touches what, what is linked). Every experiment has a visible cause and a visible cost.
- **Limits.** The panel powers one branch or none. A discharge needs a full battery and spends it. A field pump costs a bundle and lasts one expedition. A planted beacon runs its battery down. A stun yields once per crowd.
- - **Combinations that matter.** Panel to yard plus a coil in the channel: stun and harvest an invited surge. In the interior's valve gallery (tier two), a valve joining the two branches' water plus a coil discharged in the yard channel: light the causeway beacon and open the gate from the yard side, without touching the panel and without changing the next intake. A planted beacon on the causeway's dock end plus the panel on yard: pull an entered causeway crowd off the road while the next surge goes to the yard, clearing both routes home for one interval, at the cost of a crowd gathering near the dock you will leave by.
+ - **Combinations that matter.** Panel to yard plus a coil in the channel: stun and harvest an invited surge. At the junction (tier two), the valve that joins the yard channel to the junction pool plus a coil discharged into the pool: energise the junction gate's own circuit, which the panel never reaches, and open the way into the interior, at the price that crowds from either branch can be drawn to the junction while its lamp is lit. A planted beacon on the causeway's dock end plus the panel on yard: pull an entered causeway crowd off the road while the next surge goes to the yard, clearing both routes home for one interval, at the cost of a crowd gathering near the dock you will leave by.
**A plausible experiment that fails, readably.** The player has learned that current opens the pump-hall hatch and that the yard is dark. Surge one is gathered at the causeway beacon. The player wades into the yard channel and discharges the coil to open the hatch without touching the panel, reasoning that the yard stays dark to the relay and the surge will stay on the causeway. The hatch opens. So does the yard beacon: it lights steady, because it is on the same wet circuit. Surge one, which follows the nearest lit beacon it can reach, turns off the causeway and comes to the yard, through the junction, while the player is inside the hall. The lesson is legible in the light convention: steady means powered, powered means lure, and the coil powers everything the water touches. The recovery is in section 13.
@@ 196,7 199,7 @@
## 9. The mystery: the false refuge
- Designed with the World and Mystery Designer; this section takes their corrected revision when it lands. The solution is a **designer spoiler**; the owner should read it, players should find it.
+ Designed with the World and Mystery Designer; the chain below is lifted from their revision r10, with one row rewritten for the visible signal cable. The solution is a **designer spoiler**; the owner should read it, players should find it.
**The question the player is asked by the place.** The causeway is signed as the evacuation route. It is where the Flood is. The culvert beneath it, unmarked, has cart wear and a refuge sign turned to face the yard. Why is the marked refuge overrun while the passage beneath it still looks used?
@@ 204,12 207,12 @@
| --- | --- |
| Notice | From the dock, the causeway beacon is lit steady. At the first dispatch it flashes and the surge visibly turns onto the causeway. This repeats every expedition. |
| Compare | The yard beacon is dark and the pump-hall hatch is shut. In the culvert: cart wear toward the yard, and a refuge sign turned to face the yard. Each inspectable in three or four lines of text. |
- | Understand | Cabling runs from the panel to the causeway beacon and on to the gate, and from the panel to the yard beacon and on to the hatch. The panel's three positions carry no words: two cable headings and a closed position. The forecast shows a countdown, an intake marker, and each entered crowd's current target. Switching moves the marker at once, and moves the crowd. So the rule can be learned two ways: watch a flash and the surge's turn, or switch and watch both the marker and the crowd respond. After the first observed flash-and-turn, the notebook records it in the player's own terms. |
+ | Understand | Two cables leave each panel position, a thick one and a thin one, and run side by side to the causeway beacon, and to the yard beacon and on to the hatch. At a dispatch the pulse is seen running the thin cable before the beacon flashes. The panel's three positions carry no words: two cable headings and a closed position. The forecast shows a countdown, an intake marker, and each entered crowd's current target. Switching moves the marker at once, and moves the crowd. So the rule can be learned two ways: watch a pulse run the cable and the surge's turn, or switch and watch both the marker and the crowd respond. After the first observed pulse-and-turn, the notebook records it in the player's own terms. |
| Infer | Power is both key and lure: the lit branch is where doors open and where the Flood is sent. The "refuge" sign marks where surges go, not where it is safe. Someone kept the culvert and the yard in use by leaving the panel on causeway. |
- | Experiment | Set the panel to yard. The yard beacon goes steady, the hatch opens, the forecast marker moves to the yard intake with the countdown still running. Retreat to a shelter or stay; watch the dispatch. |
- | Discover | The next surge enters through the yard, into the channel at the pump hall's door. The surge already on the causeway heads for the yard's light too, by way of the junction. The pump hall is open, and the Flood is coming to it. Reaching the answer costs exactly that exposure. |
+ | Experiment | Set the panel to yard. The yard beacon lights, the hatch opens, the intake marker jumps to the yard with the countdown running, and the crowd at the causeway beacon begins across the junction toward the yard. Retreat to the platform or the dock and watch, or move now. Off instead darkens both and moves the marker to the sluice. |
+ | Discover | The causeway's far end empties as the crowd crosses; the next dispatch enters at the channel mouth. The hall is open, and both the old crowd and the new surge are coming to it. Reaching the answer costs exactly that. |
| The answer (spoiler) | Inside the pump hall, beside the hall's dead pump: a crew tally board, rows of marks per surge sent to the causeway, a last row with one mark to the yard and a line drawn under it; and a district plan with the refuge signs crossed out and a route inked through the culvert into the interior. The last crew fed the evacuation route to keep working the yard, turned the signs to mark their own way out, and left the panel on causeway for whoever came after. What they went in for is the next tier. |
- | Change later play | Every dispatch reopens the choice: leave the panel on causeway and haul through the culvert to a dark, closed yard; set yard early, before any crowd exists, to walk the causeway into the interior through the gate while the yard is hot; set yard with a crowd already at the causeway beacon to clear the road at the cost of the interior route and the hall; or invite the surge into the channel on purpose with the coil waiting. The inked route and the turned signs now point into the interior. |
+ | Change later play | Every dispatch reopens the choice: leave the panel on causeway and haul through the culvert to a dark, closed yard; set yard early, before any crowd exists, to walk the empty causeway to the junction while the yard is hot; set yard with a crowd already at the causeway beacon to clear the road at the cost of the interior route and the hall; or invite the surge into the channel on purpose with the coil waiting. The inked route and the turned signs now point into the interior. |
**Knowledge, not equipment.** The panel is usable on expedition one; nothing about the deduction needs a module, a resource or a flag. Equipment changes how well the choice can be exploited, never whether it can be made. **If a clue is missed:** the causeway beacon is steady on every arrival and flashes every dispatch; the culvert is visible from the yard side too; the marker jump is a second, independent way in; optional hints escalate from "the two beacons differ" to "switch, then watch the forecast marker". **After death:** notes, map and observed facts persist; no deduction is granted unearned. **After the answer:** the question closes; the decision does not. The same dispatches, the same panel, a different loadout, cargo target and held dock make the routing choice fresh each expedition. Diverting never creates extra enemies or rewards.
@@ 238,16 241,18 @@
One district and an ending. The mystery has three tiers, each a recombination of the same rule in the same district, not a new machine family.
- **Tier one, the false refuge (expeditions one to about three).** Why the causeway is overrun. Answered in the pump hall. Changes routing for good.
- - **Tier two, the interior (about four to seven).** What the last crew went in for. The inked route leads through the gate at the causeway's far end, which is open only while the causeway is lit, so the door to the interior and the Flood's road are the same branch. Beyond it, the valve gallery: the crew's second repurposing. Valves that join the two branches' water, so that a beacon can be lit from the other branch's current without the panel. Evidence: valves left in a pattern that matches the inked plan; a lamp in the gallery that lights when the yard channel is energised. Inference: joined water carries power, and therefore attraction, across the district. Experiment: join the channels and discharge in the yard, and watch which lamps and which crowds respond. Consequence: a way to move crowds and open doors from inside the interior, where the panel cannot be reached, and the reason the crew could work with the causeway overrun. The answer is a second tally board and the crew's key to the relay room.
+ - **Tier two, the junction and the interior (about four to seven).** What the last crew went in for. The junction gate is on a circuit the panel never reaches. Evidence: the valve beside it, drawn open on the inked plan and found shut; a lamp on the junction pool that lights whenever the yard channel is energised while the valve is open. Inference: joined water carries power, and therefore attraction, across the district, so the crew could open the gate from the yard without the panel. Experiment: open the valve, energise the yard by panel or coil, watch the lamp; then discharge in the pool. Consequence: the gate opens, and crowds from either branch can be pulled to the junction, which is the danger of doing it. Behind the gate: the second tally board and the crew's note of the relay room's valve sequence. Tier three stays a knowledge gate: the relay room opens by the same current rule and that note, not by a found key.
- **Tier three, the relay (about eight to eleven).** The relay's timer, in a room at the sluice's head, is what calls the Flood. The final choice, each an expedition-ending act that leaves a different district: **shut it**, so there are no more dispatches and the Flood enters only by the sluice, unannounced, honest and harder; **fix it**, welding the panel to one branch for good, one dock safe forever and one branch lost; or **hold it**, leaving it running and keeping the steering, the status quo chosen. Reaching the room and choosing ends the game. Free expeditions continue after any ending.
**Early, middle, late.** Early, you learn to read light and to use the culvert. Middle, you carry power to places the panel cannot reach and learn to hold a surge where you want it. Late, the district is a machine you play, and the ending asks what you want it to do.
**What is different on expedition nine that was not on expedition six.** An outside critic put the hardest question well: once the map is memorised and the notes persist, what renews? The honest answer has three parts. First, the decision renews even when the knowledge does not: every dispatch is a fresh choice of where the Flood lands, and its right answer depends on this expedition's loadout, cargo target, held dock and which crowd is already where; the same three dispatches never pose the same problem twice. Second, the district is not fully known by expedition five, because tiers two and three open the gate, the gallery and the relay room, each of which changes what the rule can do rather than adding rooms to memorise. Third, the surges vary in size and timing within the schedule, and placements vary, so a route is a plan, not a script. What does not renew is discovery itself: once the three tiers are solved, the game is finished, and the design says so rather than pretending to be endless. If the owner wants more life after the ending, the extension with the best return is a second district under the same rule, and it is a scope decision.
- **How long the game is, in hours.** Counting what is designed, the minimum is about ten to twelve expeditions, three to four per tier, with deaths adding to that; at about fifteen minutes each, that is roughly three to four hours for the whole designed experience, ending included, before free play. This is an estimate from content, not a validated length; the earlier figure of twelve to twenty expeditions was a guess. The owner should know one commercial fact that follows: a storefront refund window of two hours would cover about the first eight expeditions, which is most of the designed game. That is a pricing and scope constraint, not a design flaw, and section 17 puts it in front of the owner as a decision about length and extensions.
+ **What expedition twenty-one is.** Honestly: a courtesy. The designed game ends when the relay is shut, fixed or held, and each ending leaves a different district for free play: shut, and surges come by the sluice unannounced, so the forecast is gone and the game is harder and blinder; fix, and the panel is welded, so routing is gone and what remains is hauling on a known road; hold, and it is the same game you finished. None of those is a second game, and this document does not pretend otherwise. The design's own retention argument, that the surge schedule keeps urgency after the mystery is solved, is true up to the ending and is spent by two of the three endings. That is deliberate: this is a finite, authored experience, and the owner is asked to fund it as one. If the owner wants a game that keeps giving after the ending, the honest route is the extension named above, a second district under the same rule, not a promise that this district renews.
+
+ **How long the game is, in hours, and whose number it is.** This count is the lead's, derived from the beats above and owned here. Counting what is designed, the minimum is about ten to twelve expeditions, three to four per tier, with deaths adding to that; at about fifteen minutes each, that is roughly three to four hours for the whole designed experience, ending included, before free play. It is an estimate from content, not a validated length; the earlier figure of twelve to twenty expeditions was a guess and is withdrawn. The owner should know one commercial fact that follows: a storefront refund window of two hours would cover about the first eight expeditions, which is most of the designed game. That is a pricing and scope constraint, not a design flaw, and section 17 puts it in front of the owner as a decision about length and extensions.
- **The title.** Hold the Flood is the owner's title. In this design the holding is done by deciding where the Flood goes: the colony holds the Flood off its refuge not by fighting it but by routing it, and the ending is about holding it for good. The Flood is the enemy mass, never the water; the water is what carries the current.
+ **The title.** Hold the Flood is the owner's working name for the project. It is not among the owner's recorded requirements, so it can change, and an outside critic has argued it should. In this design the holding is done by deciding where the Flood goes: the colony holds the Flood off its refuge not by fighting it but by routing it, and the ending is about holding it for good. The Flood is the enemy mass, never the water; the water is what carries the current.
---
@@ 263,7 268,7 @@
**3:00.** The dispatch. From the yard the player sees the causeway beacon flash across the district and, a moment later, the surge pour in at its far end and gather there. Forty organisms. The forecast now reads: second surge in five minutes, intake causeway. The notebook records: the surge came in where the lamp flashed.
- **3:30 to 7:30.** Quiet. The player climbs to the yard ledge, a shelter beside the channel, and watches the causeway crowd thin slowly down the road toward the dock end. Two stragglers wander into the yard; the cutter kills them; two motes; the player walks over them and the battery shows two units. On the ledge the player links the battery to the coil, then finds a third deposit on the far bank. Rack now: coil, battery, three bundles, one slot empty, and one drip, because a bundle touches the battery. The player does not yet know what a drip means.
+ **3:30 to 7:30.** Quiet. The player crosses to the junction platform, a shelter, and watches the causeway crowd's edge press slowly down the road toward the dock end. Two stragglers wander into the yard; the cutter kills them; two motes; the player walks over them and the battery shows two units. On the platform the player links the battery to the coil, then finds a third deposit on the far bank. Rack now: coil, battery, three bundles, one slot empty, and one drip, because a bundle touches the battery. The player does not yet know what a drip means.
**8:00.** The second dispatch. Causeway again, eighty organisms, joining the first crowd. The press on the causeway now reaches halfway to the dock. The forecast reads: third surge in four minutes, intake causeway. The player decides to leave.
@@ 287,17 292,17 @@
**6:00.** The yard. The hatch is open. The player enters the pump hall and reads the tally board again, this time looking for the inked route, and copies it. Outside, surge one arrives at the yard beacon, in the channel at the hall's door, and gathers. The player is inside with the Flood at the door. This is the moment the design is built around.
- Options, all readable: the hatch is powered and open, so the door is a chokepoint where organisms inside the proximity radius come in one at a time, and the cutter can hold it for a while at a cost in health; or the player steps to the channel's edge inside the doorway, in insulation, and discharges the coil into the water the crowd is standing in. The battery has two units; a discharge needs ten. So the player holds the door with the cutter, kills eleven, picks up eleven motes between the bodies, and now has enough.
+ Options, all readable: the hatch is powered and open, so the door is a chokepoint where organisms in pursuit range come in one at a time, and the cutter can hold it for a while at a cost in health; or the player steps to the channel's edge inside the doorway, in insulation, and discharges the coil into the water the crowd is standing in. The battery has two units; a discharge needs ten. So the player holds the door with the cutter, kills eleven, picks up eleven motes between the bodies, and now has enough.
**7:50.** Discharge. The crowd in the channel stops, stunned for eight seconds, and sheds four large motes. The player walks the channel's edge collecting them, battery full again, and is clear of the crowd before it moves.
**8:00.** The second dispatch, yard, eighty organisms, into the channel where the stunned crowd is recovering. The player is already on the culvert side.
- **8:30 to 11:30.** The player takes the causeway, now empty, to its far end, following the inked route. The gate into the interior is shut: it is on the causeway circuit, and the causeway is dark because the player lit the yard. To go in, the causeway must be lit, which means the next surge comes to the causeway, the road home. The player writes it down: the door to the interior and the way out are the same branch. Not this time; the full battery is the way home.
+ **8:30 to 11:30.** The player takes the causeway, now empty, to its far end and on to the junction platform, following the inked route. The junction gate is shut and its lamp is dark: the gate is on the junction's own circuit, and nothing the panel does reaches it. Beside it, a valve, shut, and the inked plan shows it open. The player writes it down: the door to the interior wants current from somewhere the panel cannot send it. Not this time; the full battery is the way home.
**12:00.** Third dispatch, yard. The player is on the causeway, walking home along the road that was, five expeditions ago, the Flood's. Extraction with three bundles, a full battery's worth of charge unspent and lost at the dock, and the interior route copied.
- **What the hatch does when power ends.** If the yard loses power while the player is inside the hall, because the panel was thrown elsewhere or a coil-opened hatch timed out, the hatch blinks for three seconds and closes, and anyone inside is shut in. Every hall has an unpowered exit: here, the ladder up to the yard ledge, a dry shelter beside the channel. Climb, wait, and come down to the bank or take the culvert. The trap is recoverable without solving anything, and the recovery costs surge time, which is the currency this design charges in. Switching the panel from inside is impossible, because the panel is at the causeway head.
+ **What the hatch does when power ends.** If the yard loses power while the player is inside the hall, because the panel was thrown elsewhere or a coil-opened hatch timed out, the hatch blinks for three seconds and closes, but never on an occupant: anything in the doorway holds it open. Inside a closed hall there is a hand crank that opens the hatch in ten seconds without power. The trap is recoverable without solving anything, and the recovery takes exactly long enough to matter, because ten seconds is surge time, which is the currency this design charges in. Switching the panel from inside is impossible, because the panel is at the causeway head.
---
@@ 314,6 319,7 @@
| Energised water | Arc particles on the tint | Engine particles | None needed | Colour flash if particles are costly |
| Next surge: intake and countdown | Screen overlay with map marker; locked marker after dispatch | UI kit | Not yet selected | Text overlay |
| Each entered crowd's current target | Small marker on the overlay per crowd | UI kit | Not yet selected | Text list |
+ | The relay's pulse travelling the signal cable | Animated flicker along the thin cable, panel to beacon | Engine-drawn line animation | None needed | Beacon flash alone, which loses the "which cable" clue |
| A beacon's reach (alternative model only) | Glow radius on the ground | Engine-drawn | None needed | Not needed under the baseline |
| A surge's press and pursuit | Crowd density; organisms turning to face you | Enemy sprite, one type, tint variants | **Gap: the bioelectric enemy is the one thing free packs are unlikely to supply**; likely needs owner-approved custom art or a heavily reworked free sprite | Reworked generic creature sprite; this is the first approval request to expect |
| Spent organism | Dimmer sprite | Same sprite, tint | As above | Tint only |
@@ 332,21 338,23 @@
## 15. Scope
- **Minimum complete experience.** One district (two docks, causeway with gate and ledge, culvert, yard with pump hall and ledge, sluice, the valve gallery, the relay room), three mystery tiers, six or seven module types, one enemy type with size and tint variants, three surges per expedition, three colony decisions, an ending. About ten to twelve expeditions, three to four hours.
+ **Minimum complete experience.** One district (two docks, causeway, culvert, yard with pump hall, the junction platform with its gate, pool and valve, the sluice, the interior and the relay room), three mystery tiers, six or seven module types, one enemy type with size and tint variants, three surges per expedition, three colony decisions, an ending. About ten to twelve expeditions, three to four hours.
**Optional extensions, in order of value.** A second district using the same rule with different geography. A second enemy variant that conducts differently. More module types. A larger colony.
**Explicit cuts.** No fluid simulation: channels are wet or dry. No destructible terrain. No free chemistry. No procedural layout: the district is fixed and the mystery depends on that. No base-building grid, citizens, hunger or production. No multiplayer. No kill experience.
- **Complexity drivers.** Crowd behaviour with holding, thinning and proximity pursuit (the one real engineering risk). Readable energised water. The rack UI. The forecast overlay.
+ **Complexity drivers.** Crowd behaviour with holding, press and pursuit (the one real engineering risk). Readable energised water. The rack UI. The forecast overlay.
- **Cheap alternatives if needed.** Thinning as a fixed radius that grows on a timer rather than simulated crowding. A single fixed proximity radius. Text inspection for every clue prop. Flat tints for water states.
+ **Cheap alternatives if needed.** Press as a fixed radius that grows on a timer rather than simulated crowding. A single fixed pursuit range. Text inspection for every clue prop. Flat tints for water states.
---
## 16. Honesty: what is resolved, what is open, what is unknown
- **Resolved in this draft.** One routing model, written out and priced (section 4), on the world designer's map. The yard intake is in the water. Modules do not conduct; wet salvage does, and passes it on. Charge is finite by rule. No colony upkeep. The culvert is a gravity drain and costs the player nothing. The hatch has a stated closing rule and an unpowered exit.
+ **Resolved in this draft.** One routing model, written out and priced (section 4), on the world designer's map as of their revision r10, adopted verbatim so the two pages stop trading choices. The yard intake is in the water. Modules do not conduct; wet salvage does, and passes it on. Charge is finite by rule. No colony upkeep. The culvert is a gravity drain and costs the player nothing. The hatch has a stated closing rule and a crank exit. The relay's signal line is visible, so the coil's limit is learnable.
+
+ **Tuning bounds the design depends on, stated so they can be tested.** On a first expedition with the panel untouched, the causeway crowd's press must not reach the causeway head before the evacuation window closes, or "withdrawal never requires solving the mystery" becomes false; that is a bound on the press rate, not a proven value. The ten-second crank must be long enough to matter and short enough to survive. The leak rate must make the rack a decision rather than a nuisance.
**Presented for decision, not resolved.** The routing alternative (sight-limited beacons). The ending's shape and the game's length. The colony's size. The rack's size. The genre's payoff module. The enemy's identity, its name and the drowned-city setting. The presentation assumption.
@@ 386,11 394,12 @@
- **Beacon:** a lamp on the district's circuit; steady when powered, flashing at a dispatch, dark when unpowered. A lit beacon draws the Flood inside the district.
- **Panel:** the three-position switch at the causeway head that decides which branch's power and signal lines are live.
- **Power line / signal line:** the two lines the panel switches; power lights and opens things, signal carries the dispatch pulse.
- - **Thinning:** the slow drift of a gathered crowd outward along its branch during a quiet interval.
- - **Proximity radius:** the distance within which organisms leave a crowd to chase you.
- - **Gate / hatch:** each branch's one powered door: the gate into the interior at the causeway's far end, the hatch into the pump hall. Open while their branch is lit.
- - **Ledge:** a raised dry shelter, one mid-causeway and one on the yard bank beside the channel.
- - **Shelter:** a dry dock or either ledge; enemies neither enter nor spawn there.
+ - **Press:** the slow outward creep of a gathered crowd's edge along its branch during a quiet interval.
+ - **Pursuit range:** the distance within which organisms leave a crowd to chase you.
+ - **Hatch:** the pump hall's powered door, open while the yard is lit, with a hand crank inside for when it is not.
+ - **Junction platform / gate / pool / valve:** the raised shelter where the branches meet; the gate into the interior on its own circuit, which the panel never reaches; the pool beside it; and the valve that joins the yard channel to the pool.
+ - **Signal cable / power cable:** the thin and thick cables that leave each panel position side by side; the relay's pulse is seen travelling the thin one.
+ - **Shelter:** a dry dock or the junction platform; enemies neither enter nor spawn there.
- **Arc:** an optional module that makes the cutter's hits conduct from organism to organism while it drains a battery.
- **Rack:** the six-slot frame on the surveyor's back; the whole inventory apart from the cutter.
- **Module / bundle / cargo / salvage:** a module is a piece of gear; salvage is the material the colony needs; a bundle is one slot of it; cargo is the bundles in your rack.
@@ 406,24 415,26 @@
## Appendix B: bookkeeping
- **Status.** DES102 draft r2, In review, on Hold the Flood/Design Document; r1 (d828a4) is page history. Author: the Lead Game and Systems Designer, the session PM identified as canonical in Brief D014. Written under Brief D013 (direction A, provisional, reversible) and Tasks PMR001. The design-only gate (Brief D007) is unchanged: nothing has been built, prototyped, simulated, tested or drawn.
+ **Status.** DES102 draft r3, In review, on Hold the Flood/Design Document; r2 (c4ad51) and r1 (d828a4) are page history. Author: the Lead Game and Systems Designer, the session PM identified as canonical in Brief D014. Written under Brief D013 (direction A, provisional, reversible) and Tasks PMR001. The design-only gate (Brief D007) is unchanged: nothing has been built, prototyped, simulated, tested or drawn.
+
+ **Sources read for r3.** World and Mystery r10 c6f059 (the world designer's integration check of draft r1 and their aligned page; the text this revision lifts); Design Review r8 11bd4d (post-acceptance note; recommends confirming D013; REV102 awaits this document); Clarity Questions round 5 (the reader's cold read of draft r1, and Q31, Q32); External Critique r2 280e75 (X9 to X15); the outside researcher's Reference page on electricity in water (REF101); Pm Reviews unchanged (PMR001 checkpoint only; no routing ruling yet). Earlier sources: Hub 89e2dc; Brief 3cf14c; Tasks ee938e; Team 3ddc81; Design r6 211106; Glossary 86c1c4.
- **Sources read.** Hub 89e2dc; Brief 3cf14c; Tasks ee938e (PMR001); Team 3ddc81; Design r6 211106 (the accepted concept packet is r4, 42f653); World and Mystery r8 ba6f8b (WLD102, the exact revision the world designer handed over; r9 41681d changes only their PM report); Design Review r7 bb6871; Clarity Questions 45c6a9; Glossary 86c1c4; PM Reviews (PMR001 checkpoint); External Critique r1 (EXT101, standing not yet ruled on by PM).
+ **What r3 changes.** The world designer's r10 and my r2 crossed and each adopted the other's earlier choices, so r3 aligns to r10 verbatim and stops the exchange: the junction platform as the shelter, the junction gate on its own circuit with its valve and pool as tier two, the crank as the hatch's exit, press and pursuit range as the crowd terms, and the map as drawn there. Their integration items 1 to 7 are all applied: gravity-drain culvert and dead pump; both docks share the bypass and the asymmetry is water; the press-rate bound is stated as a tuning constraint (section 16); the forecast shows each crowd's target (section 3); the turned-sign rule is stated (section 7); the relay room opens by a valve sequence, not a key (section 11); the chain rows are lifted from r10, with the Understand row rewritten for the visible signal cable. The reader's Q32 is answered by making the signal line observable (section 4, section 9, section 14). The outside critique's X9, X13 and X14 are answered on this page: the title is the owner's working name and not a requirement; expedition twenty-one is a courtesy and the retention argument is spent by two endings, said plainly; the length is owned here. One sentence cites the outside researcher's sourced electrofishing reference as grounding for beacon and coil being one device at two intensities.
- **What r2 changes.** Integrates WLD102 r8 as delivered: the world designer's map (interior gate on the causeway circuit, two ledges, culvert exits, the ladder from the hall to the yard ledge as the unpowered exit), the gravity-drain culvert, the crowd vocabulary (holding, proximity, thinning), the re-derived dock consequence, the mid-surge price by route and door, the mystery's revised rows, and the shut / fix / hold ending with the valve gallery as tier two. Answers the outside critique where it is design: the differentiator (section 1), the rack as a small scope (section 5), the optional arc module for the genre's payoff (section 6), the renewable and the length in hours with the refund-window fact (section 11), and three new owner decisions (section 17). The routing baseline is unchanged from r1 and from D013; the world designer's r9 asks PM to confirm or reverse it, and this document is written so that either answer changes section 4 and the scenes, not the rest.
+ **What r2 changed.** Integrates WLD102 r8 as delivered: the world designer's map (interior gate on the causeway circuit, two ledges, culvert exits, the ladder from the hall to the yard ledge as the unpowered exit), the gravity-drain culvert, the crowd vocabulary (holding, proximity, thinning), the re-derived dock consequence, the mid-surge price by route and door, the mystery's revised rows, and the shut / fix / hold ending with the valve gallery as tier two. Answers the outside critique where it is design: the differentiator (section 1), the rack as a small scope (section 5), the optional arc module for the genre's payoff (section 6), the renewable and the length in hours with the refund-window fact (section 11), and three new owner decisions (section 17). The routing baseline is unchanged from r1 and from D013; the world designer's r9 asks PM to confirm or reverse it, and this document is written so that either answer changes section 4 and the scenes, not the rest.
**PMR001 corrections, where each is answered.**
1. One routing model: section 4, clause 3 and the plain-terms list; PM's baseline adopted; sight-limited alternative presented for decision; the coil cannot select intake because signal and power are separate lines; every scene (sections 1, 8, 12, 13) rewritten under this model; W2 reduced to intake commitment.
- 2. Extraction and dock consequence: section 2 diagram; section 4 surge behaviour (press, pursuit, dispersal by reset), dock consequence, no blocked dock; section 12 untouched-panel retreat; section 13 pump-hall moment with hatch closing rule and the ladder exit; the yard intake in water carried into the topology.
+ 2. Extraction and dock consequence: section 2 diagram; section 4 surge behaviour (press, pursuit, dispersal by reset), dock consequence, no blocked dock; section 12 untouched-panel retreat; section 13 pump-hall moment with hatch closing rule and the crank exit; the yard intake in water carried into the topology.
3. Rack: section 5, nonconductive modules, onward conduction through bundles, three drawn loadouts with links, starting-kit wording, planting and retrieval, one failed arrangement, numbers labelled proposals.
4. Charge: section 4 clause 4 and section 6, once-per-organism yield, discharge cost, the kill-experience reasoning restated as a bet with its uncertainty; combat rules carried into sections 12 and 13.
5. Ending without a tax: sections 10 and 11, no upkeep, three tiers in the same district, one path, expedition count as an estimate, title related to holding enemies off the refuge.
6. Readability: plain body, Appendix A with the five requested terms, the readable-state table in section 14 with sources checked today, the culvert's pump account reconciled to the world designer's, Quiet 3 shortened.
- **Changes from the concept packet (DES101 r5).** The glow-range and split-surge rules are withdrawn from the baseline and kept as the labelled alternative. Power and signal lines are new, to give PM's "coil cannot select intake" a physical reason; the world designer reached the same separation independently. Holding, proximity and thinning are the world designer's terms, adopted. The siphon and the optional arc modules are new. Numbers are proposed throughout.
+ **Changes from the concept packet (DES101 r5).** The glow-range and split-surge rules are withdrawn from the baseline and kept as the labelled alternative. Power and signal lines are new, to give PM's "coil cannot select intake" a physical reason; the world designer reached the same separation independently. Holding, press and pursuit range are the shared crowd terms, settled at the world designer's revision r10. The siphon and the optional arc modules are new. Numbers are proposed throughout.
**Asset check record.** OpenGameArt FAQ read today: licence list and per-asset licensing as stated in section 14. Kenney: the assets listing page (kenney.nl/assets) shows no licence statement; the "Top-down Shooter" pack page (kenney.nl/assets/top-down-shooter) states "Creative Commons CC0" and 580 files. Both fetched read-only on 2026-09-06; suitability not assessed.
- **Open handoffs.** World designer: a contradiction check of this draft against WLD102 r8, and any correction PM's routing ruling requires. Critic: REV102 on this draft. PM: the routing ruling the world designer requested (confirm D013 or reverse to the sight-limited model), whether the routing alternative goes to the owner as decision 3 either way, the standing of the External Critique page, and whether the enemy-art approval request should be raised now. The Design page header (211106) and the Glossary (86c1c4) already point here for rule details, so no page states the withdrawn glow-range rule as current.
+ **Open handoffs.** World designer: confirm that r3 matches r10 (this document will not re-draw the map or rename the crowd terms again; any further topology change starts on their page). Critic: REV102 on this draft. PM: the routing ruling the world designer requested (confirm D013 or reverse to the sight-limited model), whether the routing alternative goes to the owner as decision 3 either way, the standing of the External Critique and Reference pages, and whether the enemy-art approval request should be raised now. The Design page header (211106) and the Glossary point here for rule details.
- **PM report.** Task DES102; artifact Design Document draft r2 (r1 d828a4 in history); no canonical decision changed; reasoning is written design against the cited revisions, no player data; risks are listed in section 16; next handoff is REV102 and the world designer's contradiction check; one PM request: rule on the routing model the world designer's r9 raised, since it decides section 4 and both scenes, and say whether the alternative still goes to the owner as a decision.
+ **PM report.** Task DES102; artifact Design Document draft r3 (r2 c4ad51 and r1 d828a4 in history); no canonical decision changed; reasoning is written design against the cited revisions, no player data; risks and tuning bounds are listed in section 16; next handoff is REV102 and the world designer's confirmation; one PM request: rule on the routing model the world designer's r9 raised, since it decides section 4 and both scenes, and say whether the alternative still goes to the owner as a decision.
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