2026-09-07 12:18:41
Anonymous:
PMR009: show received vision and next creative questions without restoring historical status blocks
hold the flood.md ..
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## Current direction — PMU008: vision before another pitch
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**2026-09-07.** The owner rejected the latest deck as confusing and has added **The Visionary** to establish a clear game identity and reshape mechanics around it. Its initial [Game vision on Brief](/Hold%20the%20Flood/Brief#game-vision) is received: survive, understand and intervene in a drowned city's machinery, then face what the refuge depends on. Next: a concrete expedition and focused keep/change/remove assessment. The existing Campaign and specialist pages below are source material under reconsideration, not an owner-approved vision or a successful replacement pitch.
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**2026-09-07.** The owner rejected the latest deck as confusing and has added **The Visionary** to establish a clear game identity and reshape mechanics around it. Its [Game vision on Brief](/Hold%20the%20Flood/Brief#game-vision) now includes a concrete return and a focused equipment simplification. Next: make the refuge consequence tangible and demonstrate a worthwhile combat choice. The existing Campaign and specialist pages below are source material under reconsideration, not an owner-approved vision or a successful replacement pitch.
[Current assignments](/Hold%20the%20Flood/Tasks) · [Visionary's mandate and team responsibilities](/Hold%20the%20Flood/Team) · [Owner direction and constraints](/Hold%20the%20Flood/Brief). Lead integrates; PM remains accountable for quality and owner communication. Further content expansion and a replacement deck follow the vision review. **Development remains unauthorized.**
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**Survival makes you responsible for the system you depend on.** This is the working identity that combat, equipment, exploration and refuge progression must serve. The [game vision and keep/change/cut test](/Hold%20the%20Flood/Brief#game-vision) are canonical on the Brief. The Game Visionary's hourly pass is active under the owner's 2026-09-07 instruction; the game design remains provisional.
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## PMR008 — current scoped review
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## PMR009 — current scoped review
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**2026-09-07.** The team has delivered the integrated Tram example and targeted World, Colony, equipment and combat corrections. The concrete vision/expedition requested above remains the next creative milestone. A compulsory long wait and an optional equipment benefit are still being mistaken for demonstrated depth; [PMR008](/Hold%20the%20Flood/PM%20Reviews/PMR008) assigns precise corrections and qualifies the independent review.
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**2026-09-07.** The [working vision](/Hold%20the%20Flood/Brief#game-vision) now explains a concrete return: delay an enemy delivery, move later crowds away from the refuge road, and bring salvage home. PM accepts that contribution and the removal of an unnecessary packing prerequisite. Next: show the consequence at the refuge and give the featured combat plan a worthwhile purpose. [PMR009 findings and dispositions](/Hold%20the%20Flood/PM%20Reviews/PMR009).
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The present district ledger is 34 baseline expeditions / 8.1 estimated expedition hours, plus eight optional / two hours. It includes extrapolated visits and is not measured playtime or sufficient-scope evidence. Older totals and assignments below are dated history. Development remains unauthorized.
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A complicated middle-Tram fight currently achieves an objective also reachable by a simple walk. The team must address that value gap while preserving earned shortcuts. The exclusive refuge-service rule is under a focused comparison; its rival is not yet adopted. Scope adequacy and asset feasibility remain unresolved. Nothing has been built or played; development remains unauthorized.
## Current mandate
Develop a high-quality game design for a survivorlike focused on exploration, experimentation, and mystery. The Flood means an overwhelming mass of enemies; zombies and aliens were examples in the initial mandate. The current proposed player, setting and story are stated in the [game vision](/Hold%20the%20Flood/Brief#game-vision); they remain revisable design choices. Assume no existing game materials. Unity is the chosen engine; Steam is the release target.