2026-09-06 19:32:16
Anonymous:
DES103 r8 (Design Document r14): REV103-2/X27 residual fixed under the collection rule as written (17 kills; 1/1 at 3:00, 10/9 before the discharge, arc's takes one, nineteen expire; ledger closes to the unit); second discharge at 8:22 so 'about sixty' matches arrival over half a minute; World r17 mirrored in section 11 (V/V2/V3, weir clause, drain R, junction gate keeps working, workshop stays useful); REV103-9 stated with the lead's hydraulic proposal for World to rule on first; REV103-8 PM report rewritten; Q45 front matter names Appendix C and gives both readings
hold the flood/design document.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Design Document
-
**DES103 r7, the Design Document at revision r13 | 2026-09-06 | Lead Game and Systems Designer | In review | revised against PMR003, REV103 r2 and criteria 1 to 11**
+
**DES103 r8, the Design Document at revision r14 | 2026-09-06 | Lead Game and Systems Designer | In review | revised against PMR003, REV103 r4, World and Mystery r17 and criteria 1 to 11**
## Read this first: one page for the owner
@@ 16,11 16,11 @@
**What happens if you say yes.** Nothing is built until you say so explicitly; this document does not open that gate. If you steer the premise, the rule survives and the fiction changes.
-
**Where to read.** Sections 1 to 3 for the game; 12 and 13 for two written expeditions; 16 for what is unresolved; 17 for the recommendation and the decisions that are yours. Appendix A explains every term; Appendix B is bookkeeping.
+
**Where to read.** Two honest ways. Straight through is the whole case, about twenty-one thousand words. The short path is sections 1 to 3 for the game; 12 and 13 for two written expeditions; 16 for what is unresolved; 17 for the recommendation and the decisions that are yours. Appendix A explains every term; Appendix B is bookkeeping; Appendix C holds the state table and the two expedition ledgers, for checking rather than reading.
---
-
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.
+
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, and the state table and expedition ledgers the reviewers check are in Appendix C; the body is written to be read on its own. Terms are explained at first use and collected in Appendix A.
---
@@ 79,7 79,7 @@
- **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. Any current in the joined water energises the junction circuit: with the valve open, the panel lighting the yard is enough, and the gate stays open while the yard is lit, at the price of a hot yard; with the valve shut, a coil discharged into the pool opens the gate for a few seconds and lights nothing else. The coil buys stealth, not access (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.
+
- **Interior.** Beyond the junction gate: the second tally board and the crew's note (tier two), and, one pool and two valves further along the same water, 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.
---
@@ 292,13 292,13 @@
- **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 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 and light the yard at the panel; the lamp on the pool lights and the gate opens, and stays open while the yard is lit, so the tier is reachable with no module at all, at the price that the yard is hot; the pool's lamp is an indicator, not a beacon, and draws nothing. The coil is the quiet way in: valve shut, a discharge in the pool, a few seconds of open gate and nothing else lit. 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 chain below is the world designer's (their revision r16, which merged this document's access chain with their relay chain); their page owns it and this section mirrors it. Prerequisites: the junction gate opened in tier two, and the crew's note from behind it, which has two sides: a three-valve order drawn against the inked plan, and the crew's own conclusion, "relay on the head channel; drain it and it stops; clamp it and it holds one line; we chose neither."
+
- **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 chain below is the world designer's (their revision r17; r16 merged this document's access chain with their relay chain, and r17 tabled the three valves, the two supplies and what the drain stops); their page owns it and this section mirrors it. Prerequisites: the junction gate opened in tier two, and the crew's note from behind it, which has two sides: a three-valve order drawn against the inked plan, and the crew's own conclusion, "relay on the head channel; drain it and it stops; clamp it and it holds one line; we chose neither."
-
*Reaching the room.* Notice: the relay room's door, at the sluice's head on the interior route, is on the sluice's own circuit, dead like the junction's was, with a dark indicator lamp beside it. Compare: the junction valve, already known, joined the yard channel to the pool; the sluice's head sits one pool further along the same water, behind two more valves the player has walked past, and the note's three positions match those three valves against the plan. Infer: the note is the order that joins the yard's water all the way to the sluice's head, so current from a lit yard, or a discharge in the pool, reaches the door; the same rule as tier two, one pool further. Act: set the three valves as the note says, light the yard at the panel or discharge in the pool, and watch the sluice-head lamp light when the water is joined. Consequence: the door opens while the yard is lit, and the price is that the whole district's water is now one energised body, so on the panel route every crowd with a lit beacon to reach holds at the yard's, the yard is hot, and the sluice itself is the Flood's open way in behind the room; on the coil route, a discharge in the pool energises the joined water for seconds, and a crowd held by a lit causeway beacon stays where it is. The three valves, as a table the world designer is asked to confirm or replace: the junction valve (yard channel to pool), found shut in tier two, set open; the pool valve (pool to head pool), found shut, set open; the head valve (head pool to the sluice-head channel), found shut, set open. Only connectivity matters, not order; the success condition is the sluice-head lamp lighting while the yard is lit, and any valve left shut leaves it dark.
+
*Reaching the room.* Notice: the relay room's door, at the sluice's head on the interior route, is on the sluice's own circuit, dead like the junction's was, with a dark indicator lamp beside it. Compare: the junction valve, already known, joined the yard channel to the pool; the sluice's head sits one pool further along the same water, behind two more valves the player has walked past, and the note's three positions match those three valves against the plan. Infer: the note is the order that joins the yard's water all the way to the sluice's head, so current from a lit yard, or a discharge in the pool, reaches the door; the same rule as tier two, one pool further. Act: set the three valves as the note says, light the yard at the panel or discharge in the pool, and watch the sluice-head lamp light when the water is joined. Consequence: the door opens while the yard is lit, and the price is that the whole district's water is now one energised body, so on the panel route every crowd with a lit beacon to reach holds at the yard's, the yard is hot, and the sluice itself is the Flood's open way in behind the room; on the coil route, a discharge in the pool energises the joined water for seconds, and a crowd held by a lit causeway beacon stays where it is. The three valves, as the world page tables them: V, the junction valve (yard channel to junction pool), found shut and opened in tier two, set open; V2, the pool valve (junction pool to head pool), found shut, set open; V3, the head valve (head pool to the sluice-head channel that feeds the relay), found shut, set open. Only connectivity matters, not order, because the rule is conduction through joined water and the note's order is only the order the crew walked; the success condition is the sluice-head lamp, an indicator, lighting while the yard is lit or during a discharge in the pool, and any valve left shut leaves it dark.
-
*Inside the room.* Notice: on the relay's face a drum turns with three marks per cycle, and the forecast countdown on the surveyor's board ticks exactly with it; at a dispatch the drum's mark passes a contact and the thin signal cable leaving the room pulses. The forecast has been this drum all along. Compare: beside the drum, a lever with three positions, cabled to the panel at the causeway head, so the panel has been a remote for this lever; a clamp hangs beside it, unused; a drain valve sits shut on the sluice-head channel that feeds the relay; the note names both and chose neither. Understand: the relay is a device under the power clause, working only while its channel carries current; the drum decides when, the lever decides where; nothing here is new, since a drain valve cuts a channel as the field pump did in the yard, a clamp fixes a lever, and the relay obeys the same rule as a hatch. Infer: three things can be done with what the player already knows, each persistent because it is done to the district and not to the player. Act: **shut**, open the drain valve; **fix**, set the lever and clamp it; **hold**, leave the room as found and record the choice at the dock. Each is one interaction; none consumes salvage; the cost was reaching the room. Consequence: the district changes for good, the expedition still ends at extraction as usual, and the colony's board records which. Two supplies, stated once, as a lead proposal for the world designer to confirm: the relay has always run on the sluice-head channel that feeds it, its own water, which is why the drum turns on every expedition; the door is on the pool side's dead line and is fed only when the valves join the water to a lit yard or a discharge. The drain valve empties the relay's feed and stops the drum, and touches nothing else: the panel's power positions, the beacons and the hatches are on the district's own circuit and keep working after shutdown.
+
*Inside the room.* Notice: on the relay's face a drum turns with three marks per cycle, and the forecast countdown on the surveyor's board ticks exactly with it; at a dispatch the drum's mark passes a contact and the thin signal cable leaving the room pulses. The forecast has been this drum all along. Compare: beside the drum, a lever with three positions, cabled to the panel at the causeway head, so the panel has been a remote for this lever; a clamp hangs beside it, unused; a drain valve, R, sits shut on the sluice-head channel that feeds the relay; the note names both and chose neither. Understand: the relay is a device under the power clause, working only while its channel carries current; the drum decides when, the lever decides where; nothing here is new, since a drain valve cuts a channel as the field pump did in the yard, a clamp fixes a lever, and the relay obeys the same rule as a hatch. Infer: three things can be done with what the player already knows, each persistent because it is done to the district and not to the player. Act: **shut**, open the drain valve R; **fix**, set the lever and clamp it; **hold**, leave the room as found and record the choice at the dock. Each is one interaction; none consumes salvage; the cost was reaching the room. Consequence: the district changes for good, the expedition still ends at extraction as usual, and the colony's board records which. Two supplies, stated once, confirmed on the world page at r17: the relay has always run on the sluice-head channel that feeds it, its own always-wet water, which is why the drum turns on every expedition while the door beside it is dead; the door is on the pool side's dead line and is fed only when V, V2 and V3 join that water to a lit yard or a discharge. Drain R sits on the relay's feed above V3's weir, so opening it empties only the relay's channel: the head pool, the junction pool and the yard channel keep their water, the drum stops, and nothing else changes; the panel's power positions, the beacons, the hatches and the junction gate are on the district's own circuit and keep working after shutdown. The weir clause is the world designer's addition; without it, opening R with the valves joined would drain the pools and the yard channel too. One point is open on both pages: REV103-9 asks whether the relay's channel is energised water or flowing water, because energised water joined by the three valves would light the yard from the relay's side. The lead's proposal, for the world designer to rule on first: the relay is hydraulic; its drum is turned by the water flowing in its feed, which carries no charge, so drain R stops the flow; the door beside it is the only electrical thing at the head, on the pool side's dead line. With that reading the valve table, the success condition and the drain's effect stand as written; this section mirrors the world page's answer.
-
*Each ending, next expedition.* **Shut:** no dispatches and a dark forecast board; the Flood arrives only by the sluice, on an unannounced timer, as trickles that grow over the expedition rather than announced surges, and with no lit beacon to reach they spread along the interior route and then both branches; beacons, hatches and the panel still work, so a lit beacon still draws whatever is inside; existing crowds keep their targets; the expedition still ends at fifteen minutes and the docks are still hard stops, so withdrawal is by the culvert as ever, with nothing to read but the crowd itself; the held-dock choice matters less and the forecast relay repair is spent. **Fix, to causeway or yard:** every dispatch enters by the clamped branch, whose beacon flashes at every dispatch for good, and the other branch never receives a surge; the clamp fixes the signal cable only, so the panel's power positions still work, either branch can be lit or darkened at will, and no door is open or shut forever; the other branch's crowd can still be drawn there by a lit beacon or spread there when one goes dark, so its dock is safer, not safe, nothing beyond what the press bound promises; the choice is good only when the clamped branch is the one away from the held dock, and a colony that later switches its held dock has clamped the Flood onto its own road. **Hold:** unchanged, except that the colony knows the relay could have been stopped and was not, and the board records it. Reaching the room and choosing ends the game; nothing about the ending is paid in salvage. Free expeditions continue after any ending under that ending's rules.
+
*Each ending, next expedition.* **Shut:** no dispatches and a dark forecast board; the Flood arrives only by the sluice, on an unannounced timer, as trickles that grow over the expedition rather than announced surges, and with no lit beacon to reach they spread along the interior route and then both branches; beacons, hatches and the panel still work, so a lit beacon still draws whatever is inside; existing crowds keep their targets; the expedition still ends at fifteen minutes and the docks are still hard stops, so withdrawal is by the culvert as ever, with nothing to read but the crowd itself; the held-dock choice matters less, the forecast relay repair is spent and the workshop stays useful. **Fix, to causeway or yard:** every dispatch enters by the clamped branch, whose beacon flashes at every dispatch for good, and the other branch never receives a surge; the clamp fixes the signal cable only, so the panel's power positions still work, either branch can be lit or darkened at will, and no door is open or shut forever; the other branch's crowd can still be drawn there by a lit beacon or spread there when one goes dark, so its dock is safer, not safe, nothing beyond what the press bound promises; the choice is good only when the clamped branch is the one away from the held dock, and a colony that later switches its held dock has clamped the Flood onto its own road. **Hold:** unchanged, except that the colony knows the relay could have been stopped and was not, and the board records it. Reaching the room and choosing ends the game; nothing about the ending is paid in salvage. Free expeditions continue after any ending under that ending's rules.
**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.
@@ 351,29 351,29 @@
**1:30.** The yard cart: insulation and a battery, both there today. They go into empty slots as found.
-
**3:00.** Surge one, causeway. The player ignores it. Two stragglers, two motes, collected into the first battery.
+
**3:00.** Surge one, causeway. The player ignores it. Two stragglers, two motes. Both batteries are empty, so by the collection rule the first mote goes to the earlier-placed battery, the coil's, and the second to the other, which now has more room: one in each.
**4:00.** The player runs the culvert back, dashes the eight seconds to the panel, and throws it to yard. The yard lights and the hatch opens. Across the district, the crowd at the causeway's far end, its beacon now dark and the yard's the only lit one it can reach, starts across the junction. The forecast reads: second surge in four minutes, intake yard. The player returns through the culvert at a run.
**5:00.** The junction platform, a shelter, ahead of the crossing crowd: the arc is there. The player arranges the rack: the harvester, six slots of gear. Links: the first battery to the coil, the second to the arc. Nothing touches a bundle; nothing leaks.
```
C C B
-
A B I links: top B → C (2 units), bottom B → A (0)
+
A B I links: top B → C (1 unit), bottom B → A (1)
```
**6:00.** The yard, then the hall, and the tally board read again for the inked route. Outside, the crowd from the causeway arrives at the yard beacon, into the channel at the door, and holds. 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 in pursuit range come in one at a time; the cutter can hold it for a while at a cost in health; the coil's battery has two units and a discharge needs ten; the arc's battery is empty. The player holds the door with the cutter and kills sixteen, picking up motes between the bodies; by the collection rule they go to whichever battery has more room, so the two fill together: the coil's battery from two to ten, the arc's from nothing to eight.
+
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; the cutter can hold it for a while at a cost in health; each battery holds one unit and a discharge needs ten. The player holds the door with the cutter and kills seventeen, picking up motes between the bodies; by the collection rule each goes to the battery with more room, and to the coil's when rooms are equal, so the two fill turn and turn about: the coil's battery from one to ten, the arc's from one to nine.
-
**7:50.** Discharge. The twenty-four organisms still standing in the channel stop, stunned for eight seconds, and shed two large motes, ten units. The coil's battery, emptied by the discharge and now the one with the most room, takes them all back; the arc's stays at eight. The player is clear of the crowd before it moves.
+
**7:50.** Discharge. The twenty-three organisms still standing in the channel stop, stunned for eight seconds, and shed two large motes, ten units. The coil's battery, emptied by the discharge and now the one with the most room, takes them all back; the arc's stays at nine. The player is clear of the crowd before it moves.
**8:00.** The second dispatch, yard: eighty organisms begin entering the channel over the next half minute, where the first crowd is recovering from its stun. The player waits at the channel's edge in insulation.
-
**8:20.** With about sixty of them in the water, the second discharge: they stop, stunned for eight seconds; six large motes, thirty units, collected along the channel's edge during the stun, of which the coil's battery takes ten and the arc's takes two to reach full; eighteen expire on the ground. Both batteries full.
+
**8:22.** With about sixty of them in the water, the second discharge: they stop, stunned for eight seconds; six large motes, thirty units, collected along the channel's edge during the stun, of which the coil's battery takes ten and the arc's takes one to reach full; nineteen expire on the ground. Both batteries full.
-
**8:28 to 8:40.** The stun ends; the crowd recovers and packs the doorway where the player stands. The burst: for ten seconds the cutter's hits jump body to body through the packed, recovering crowd, and the arc's battery runs from ten to nothing. These organisms have already shed, so the burst returns no motes; it is a pure spend, and it thins the doorway crowd by dozens as they come. The burst is spent on a recovering crowd, not a stunned one, because a stun lasts eight seconds and a burst ten; how many it kills is a proposal, not a demonstrated outcome. That is the genre's moment, bought with the surge before.
+
**8:30 to 8:40.** The stun ends; the crowd recovers and packs the doorway where the player stands. The burst: for ten seconds the cutter's hits jump body to body through the packed, recovering crowd, and the arc's battery runs from ten to nothing. These organisms have already shed, so the burst returns no motes; it is a pure spend, and it thins the doorway crowd by dozens as they come. The burst is spent on a recovering crowd, not a stunned one, because a stun lasts eight seconds and a burst ten; how many it kills is a proposal, not a demonstrated outcome. That is the genre's moment, bought with the surge before.
-
**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 dark: the gate is on the junction's own circuit, and nothing the panel does reaches it directly. Beside it, the valve, shut, and the inked plan shows it open. The player opens the valve: the pool's lamp lights, because the yard is lit and the water is now joined, and the gate opens. The player does not go in, because the coil's battery is the way home, and writes it down: the door to the interior wants current the panel cannot send it directly, and the valve is how the water carries it.
+
**8:40 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 dark: the gate is on the junction's own circuit, and nothing the panel does reaches it directly. Beside it, the valve, shut, and the inked plan shows it open. The player opens the valve: the pool's lamp lights, because the yard is lit and the water is now joined, and the gate opens. The player does not go in, because the coil's battery is the way home, and writes it down: the door to the interior wants current the panel cannot send it directly, and the valve is how the water carries it.
**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 no cargo, the coil's battery full and its charge lost at the dock, and the interior route copied and the valve understood.
@@ 492,7 492,11 @@
## Appendix B: bookkeeping
-
**Status.** DES103 r7, which is this page at revision r13, In review, on Hold the Flood/Design Document; r12 (50840d) and earlier are page history.
+
**Status.** DES103 r8, which is this page at revision r14, In review, on Hold the Flood/Design Document; r13 (50046f) and earlier are page history.
+
+
**Sources read for r14.** Design Review REV103 r4 711ef4 (on r13 and World r17: REV103-6 resolved; REV103-7 resolved on the world page, with section 11 lacking the weir clause; REV103-8 half resolved, one PM-report sentence left; REV103-2's residual open, one unit at the discharge threshold; new REV103-9, whether the relay's channel is energised or flowing water, to the world designer first) and r3 dcd90e (the same items against r12). World and Mystery r17 26f497 (the valve table V, V2, V3 with found and set positions and the connectivity success condition; the two supplies with the weir clause; the coil-route qualification; the Shut row's workshop claim removed; r13's proposals confirmed with that one addition). External Critique r7 a16667 (X27 confirms REV103-2 by simulation and lists the downstream numbers the fix must carry). Clarity rounds 14 and 15 (Q43 and Q44 fixed by the wiki editor on the Design page and the Hub; Q45, the Hub's reading instruction against this document's, and the front matter's appendix count). Reference/Design Documents r2 85994a (three shipped documents measured; no action).
+
+
**What r14 changes, as DES103 r8.** REV103-2 (residual) and X27: expedition six is re-tallied under the collection rule as written. At 3:00 the two stragglers' motes go one to each empty battery (the tie to the earlier-placed battery, then the one with more room); the doorway fight is seventeen kills, so the batteries fill turn and turn about to ten and nine; the first harvest goes wholly to the emptied coil's battery and the arc's stays at nine; the second discharge's thirty units fill the coil's by ten and the arc's by one, and nineteen expire; the ledger follows and closes to the unit (fifty-nine dropped, forty collected, thirty spent, ten lost at the dock, nineteen expired on the ground). The second discharge moves from 8:20 to 8:22, so that "about sixty in the water" matches eighty organisms arriving over half a minute from 8:00; the burst runs 8:30 to 8:40. World r17: section 11 lifts the valve table by name (V, V2, V3, with the junction pool and the head pool), the two supplies with the weir clause and drain R by name, the junction gate among what keeps working after shutdown, and the Shut ending's "workshop stays useful"; the "asked to confirm" wording is retired; section 2's interior line places the head pool and its two valves. REV103-9 is stated in section 11 with the lead's proposal (the relay is hydraulic; the door is the electrical thing at the head) for the world designer to rule on first. REV103-8: the PM report is rewritten to the current handoffs; the stale routing request and the withdrawn "ready for owner review" clause are gone. Q45: the "Where to read" line gives both readings, straight through or the short path, and the front matter names Appendix C. Nothing else moved.
**Sources read for r13.** PM Reviews PMR003 (Pmr003 72c692; Tasks 6e92d0; checkpoint e71669): r10 reviewed; progress retained; remaining corrections on the ledgers and timing, the finale's valves and supplies, and superseded live wording; REV103 made Ready. Design Review REV103 r2 3ff337 (on r10: items 1, 2 and 5 were met by r11; the length note is taken up here). Clarity round 13 (the reader re-ran the cold read on r11 and found it still works; no new question). External Critique r5 a332f1 (X25 withdrawn).
@@ 552,11 556,11 @@
**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.** The Independent Design Critic's REV103 on this exact revision, with the per-beat ledgers. The World and Mystery Designer's targeted revision on the finale: the three valves' positions and success condition, the relay's supply against the door's, the drain's effect, the coil-route crowd targets and the shut ending's colony consequence; this document's section 11 states the lead's proposals for those and will mirror the world page once it answers. PM's next review. The owner's decisions in section 17. Nothing else is open from this document's side; routing, the title, criterion 11 and the team roster are settled in Brief D015 to D018.
+
**Open handoffs.** The Independent Design Critic's REV103 r5 on this exact revision. The World and Mystery Designer's ruling on REV103-9 (energised or flowing water in the relay's feed) and a drift check of section 11 against their r17. PM's next review. The owner's decisions in section 17. Nothing else is open from this document's side; routing, the title, criterion 11 and the team roster are settled in Brief D015 to D018.
**Criterion 11, where it is answered.** The owner page's recommendation paragraph; section 1's audience paragraph; section 6's payoff design and tradeoff; section 11's length, early-stop and ending paragraphs; section 17's recommendation and decision 4, with the observed data, its limits and the prediction separated.
-
**PM report.** Task DES103 r7 against PMR003 and REV103 r2; artifact Design Document r13 (r12 50840d, r11 6fe6ca, r10 8afa59, r9 fb6b6d, r8 d37cbf, r7 44984c, r6 12779d, r5 bc134b, r4 46b320, r3 d35209, r2 c4ad51, r1 d828a4 in history); PMR002 findings 1 to 4 are answered on this page, with finding 3 now the world designer's chain mirrored here; handoffs: the critic's REV103 on this exact revision, with the per-beat ledger method they announced; the world designer to check that section 11 mirrors their r16 without drift; the reader's CLR102 on the owner page; the world designer's page is aligned and the map exists in one place; no canonical decision changed; reasoning is written design against the cited revisions, no player data; two outside facts are cited with their sources and caveats (Steam's refund terms, read directly; the researcher's measured price bands, not independently verified); risks and tuning bounds are listed in sections 15 and 16; the independent critic's verdict on r3 is ready for owner review, and r4 and r5 add only the residual and the pitch layer. Next handoff: PM to accept DES102 and either open DES103 on this revision or say what more the owner packet needs; the world designer to align their page to sections 2 and 4; the critic to confirm the residual. One PM request: rule on the routing model, since it decides section 4 and both scenes, and say whether the alternative still goes to the owner as a decision.
+
**PM report.** Task DES103 r8 against PMR003, REV103 r4 and World and Mystery r17; artifact Design Document r14 (r13 50046f, r12 50840d, r11 6fe6ca, r10 8afa59, r9 fb6b6d, r8 d37cbf, r7 44984c, r6 12779d, r5 bc134b, r4 46b320, r3 d35209, r2 c4ad51, r1 d828a4 in history). PMR003's three items are answered on this page: 1, the ledgers close to the unit under the collection rule as written, and the arrival, stun and burst sit on one clock; 2, section 11 mirrors the world page's r17 valve table, supplies and drain effect, with the coil-route qualification and the weir clause; 3, no superseded live wording remains, this paragraph included. No canonical decision changed. Reasoning is written design against the cited revisions, no player data; two outside facts are cited with their sources and caveats (Steam's refund terms, read directly; the researcher's measured price bands, not independently verified); risks and tuning bounds are in sections 15 and 16. Open on this document's side: REV103-9, the relay's channel, which the world designer rules on first and section 11 then mirrors. Next handoff: the critic's REV103 r5 on this exact revision; the world designer on REV103-9 and a drift check of section 11 against r17; PM's next review; the owner's decisions in section 17. No PM request.