Hold the Flood — Brief and Decisions

Game vision

Owner direction — 2026-09-07: discovery first, extraordinary builds second, a refuge worth caring about. These are the owner's answers to the design questions, replacing incompatible assumptions in the earlier vision below. A replacement setting and central mystery are still to be proposed; this is not approval of a new fiction or permission to develop.

Intended experience

The first desired reaction is “I discovered something incredible.” The second is “I made a ridiculous build work.” Hold the Flood remains a survivorlike, but understanding enemy routing is not intended to be its central science.

The owner described three kinds of discovery worth pursuing: clues that were visible all along acquire meaning when the player gains context; opening a new area reveals that the world is much larger than it appeared; and searching for practical power unexpectedly uncovers history and mythology. The example of a satisfying build payoff was finally making a full screen-wipe combination work in Magcraft. These are the owner's descriptions of desired experiences, not externally verified analyses of those reference games.

Equipment combinations, environmental experimentation and unprompted discoveries all matter. Drawing enemies somewhere, distracting or tanking them can support those activities, but enemy manipulation is the least interesting experimental focus to this owner. Spectacular crowd-clearing combinations need a place in the design; do not reduce build expression to choosing a route-opening tool.

Exploration and mystery

A return is worthwhile when something has changed: environment, enemies, player knowledge and interpretation, abilities, or objective. An easier visit earned through understanding is compatible with this direction. No single form of novelty is mandatory on every return.

The mystery should support hidden rules, connected clues, unexpected places and discovering what happened. The owner would be delighted to finish with a notebook full of notes. History and mythology can be meaningful discoveries in themselves; the earlier rule that every piece of lore must also operate a machine is not a requirement of this direction.

Clear immediate goals and deep uncertainty must coexist. The player should know what they are trying to accomplish now, even if that initial goal changes as discoveries deepen. Unclear controls, poor feedback and confusing next steps are UX failures, not mystery. Notes should help deduction, not compensate for unexplained basic interactions.

The refuge and equipment

Confirmed points of enthusiasm: salvage competing with equipment space, and the refuge. This supports the tradeoff, not automatic approval of the existing rack dimensions or catalogue.

The owner's strongest current instinct, still open to refinement: a settlement the player grows and manages, inhabited by a deliberately authored, non-procedural cast. The player talks with and cares about its people, wants to help and defend them, and uses the settlement to improve their capabilities. It should be the game's moral and emotional centre—the reason for going out—not merely an upgrade menu. The owner explicitly said they are not yet certain about the precise settlement model. No particular cast size, relationship subsystem, defence schedule, upkeep loop, voice acting or custom asset production is approved by this preference.

Campaign ambition

Milestone Owner's desired scale Required meaning
First credits About 30 hours An apparent ending with many questions still unanswered; a concrete initial goal can be fulfilled without exhausting the world
Second credits About 90 hours total, including the first 30 The real ending, with roughly 60 further hours of meaningful discovery and play
Deepest secrets Continued play reaching roughly 100–200 hours total Optional pursuit of the final secrets after the real ending

These are the owner's design ambition, not measured duration, proven feasibility, a production commitment or permission to pad encounters. The earlier seven-district / roughly eight-hour expedition outline does not meet this brief and is superseded as the proposed complete-game scope. Designers must explain the discoveries, build development, world changes and optional depth that could sustain this structure before claiming a matching hour total. District count follows that content; it is not solved by multiplying the existing template.

Rejected and undecided

  • Rejected for now: “the city depends on the creatures” as the central revelation. The owner finds it a cliché masquerading as a twist. D024 / Answer A and the harvest-dependent Stop–Keep–Leave ending are withdrawn from the active direction. Do not reintroduce the same revelation under different names without a new owner decision.
  • Undecided: the drowned industrial city and machinery that redirects hordes. They may or may not serve the desired experience. Neither is a mandatory identity for the replacement proposal.
  • Superseded framing: responsibility for maintaining the harvesting system is no longer the governing theme. A new premise must earn the owner's interest through discovery, expressive builds and the refuge's people.
  • Deal-breakers: bad UX, unclear immediate goals, and a game without heart that feels like slop. Coherent rules and lots of documentation alone do not satisfy this brief.

Unity and Steam remain selected. Work remains design-only. Prefer free existing assets; purchases and rare authored game assets need owner approval. No AI-generated art. These answers authorize design redirection, not game code, builds, prototypes, implementation, simulations, playtests or asset production. Discussion belongs in project chat; settled direction belongs here.

Visionary replacement proposal — The World Below

Fiction and mechanics proposal for owner review; not approved.

The game in one sentence: Hold the Flood is a discovery-driven survivorlike about a refuge-raised scavenger-inventor who enters drowned ruins under horde pressure, brings home power and lost knowledge, and wires those discoveries into outrageous machines for people they know.

Player fantasy and feeling: “I went out because someone at home needed me. I noticed something impossible, understood it, and came back able to build something I could not have imagined.” Fear gives way to curiosity, then astonishment, explosive competence and homecoming. The player is not a surveyor maintaining somebody else's system. They are an inventor uncovering a larger inheritance and deciding how their community uses it.

The premise and its people

The proposed refuge, Hearth, occupies the dry roof of a flooded sanctuary. Its people believe the nearby rooftops and upper halls are all that remain accessible. The Flood is the overwhelming mass of creatures that pours through submerged streets and chambers when water and noise disturb it. The creatures are a threat and a material condition, not the fuel for the old world and not the central revelation.

The player learned salvage craft from Mara, the workshop keeper who raised them. Senn, the refuge's medic and grower, keeps one warm room alive for seedlings and patients. Tavi, a young mapmaker and the player's closest friend, records old children's songs because the same odd images recur in ruins no living person remembers entering. These three relationships are the proposed minimum emotional spine, not a final cast list. They speak, disagree, use what the player brings home and visibly change Hearth. They are never procedural colonist units. Help and defence occur in authored story situations, not hunger bars, random personalities or a scheduled tower-defence tax.

The immediate problem is simple: Hearth's heat cell is failing, and Senn's warm room will go cold. Mara knows of a spare in the Bell House, a half-submerged building visible across the nearest square. The first goal is: bring that cell home before the next cold night. The deeper question begins underneath it: why do Hearth's oldest songs describe mechanisms and rooms no one has ever seen?

First expedition — the Bell House

Before leaving, the rack clearly reserves two spaces for the heat cell. The player keeps the free Cutter and chooses whether the remaining space carries a Battery and Coil, a medical Kit, or more capacity for optional salvage. The objective and cargo cost are explicit; mystery is not an excuse for bad instructions.

As the player crosses the flooded square, the Flood thickens behind them. Inside the Bell House they see a relief of a crowned figure beneath seven dots—the same harmless image painted above Hearth's nursery door. A broken bell frame blocks the short route to the cell. Fitting a charged Battery and Coil into the frame sends one pulse through the wet floor and all seven hanging bells, tearing a clear lane through the ordinary creatures at once. It empties the Battery; a player who packed differently can instead take the longer dry gallery and fight for space. This is a small first experiment, not the final build.

The player retrieves the cell and chooses what optional salvage is worth the remaining trip home. At Hearth, the warm room lights, Senn moves the seedlings and patients back in, and Mara installs the exhausted cell casing above the workbench instead of turning it into a number. Tavi recognizes the crowned relief from the children's song. The player solved an immediate human problem and returned with a question.

The later reinterpretation that opens the world

While seeking another practical power source, the player later finds a glass survey plate. Held over copies of the crowned relief, it reveals lines that align only when the image is turned upside down: the “crown” is a plan of lift shafts below the sanctuary, the seven “stars” are depth marks, and the children's verse preserves the order in which the old doors answer. The Bell House was not a temple with a miraculous weapon; its seven-bell pulse was a test of a much larger relay network.

Using that reading at the first relief opens a lift behind the Bell House. The apparent little drowned world becomes the roof of an immense, mostly dry stack of halls, gardens and settlements below; distant human lights answer Hearth's signal. The campaign's central question becomes: why did the ancestors seal these inhabited layers apart, and why did they leave ordinary families songs that could reopen them? Some songs preserve routes or safe ways to handle relics; others preserve grief, loyalties and competing versions of the past. History is allowed to matter without every story becoming a door code.

This is not the rejected harvest twist in disguise. The Flood does not power the place, and mastery does not culminate in maintaining its supply. The revelation expands the human world, reinterprets an intimate clue and turns the refuge from the last home into one home among many.

Earned spectacular build — the Choir Cascade

Much later, following the newly understood lift marks earns one new component, an Echo Relay. It repeats a connected electrical discharge from each tuned bell or conductive landmark currently in view. The player already saw the bounded environmental version in the first Bell House, so the rule is surprising without being arbitrary.

A full Battery linked to the retained Coil and Arc plus the Echo Relay makes a lightning lattice across a wet hall. Add the retained Siphon and sacrifice one carried salvage bundle to overcharge it, and every tuned point erupts together: ordinary Flood across the screen disappears in one violent cascade. The ridiculous result belongs to the same discovery that opened the world.

It is power with a real loadout cost, not a permanent win button. Battery, Coil, Arc, Relay, Siphon and its fuel consume six of the eight rack cells before the Siphon burns itself and the bundle; there is room for only two more cells, so healing, insulation and cargo compete. The cascade empties the bank, depends on wet ground or prepared landmarks, and is poor against isolated armoured targets and a second wave. Equipment and Combat may change the numbers, but not erase the readable interaction, spectacle, cargo sacrifice or countercase.

Why these parts are one game

The repeated loop is: someone at Hearth needs something; enter a dangerous place with a build and limited carrying space; notice and test an anomaly; bring home an object and a changed understanding; let both alter the refuge, relationships and next expedition; combine what was learned into a more expressive build. Clear immediate goals carry the player into mysteries. Discoveries open places and interactions. Builds let the player survive what those places release. Salvage forces power to compete with what comes home. Hearth makes every return land emotionally.

Retain, provisionally, the overwhelming crowd, top-down survivorlike combat, the eight-cell equipment-versus-salvage rack, shelter-only fitting, Cutter/Battery/Coil/Arc/Siphon functions, water conduction, authored revisits and earned easy returns. Enemy routing may help a plan, but it is no longer the headline experiment. The harvest reveal and Stop–Keep–Leave ending, the surveyor identity, the seven-district complete-game claim, the one-road refuge illustration and the support-exclusivity contest do not survive as active direction. Fixed-power, dispatch and attraction rules are reusable only where a retained scene earns them; they are not a universal contract the replacement must obey. No prior catalogue entry is guaranteed a place merely because it has a specification.

This premise can support layered discovery, new build grammars and different human histories; it does not by itself prove the owner's hour ambitions. Lead and Campaign still owe the content structure from apparent ending to real ending and deepest optional secrets. World and Colony own refinement of cast and cultures; Equipment and Combat own the legal version of the cascade. All remain written proposals behind the existing owner and asset gates.

Vision continuity checkpoint — 2026-09-07. Owner direction in Brief 6210ae, active Tasks 2ca16c, Clarity b7d523 and External Critique 9b0ba6 were read before this proposal. Project-room messages handled individually this pass: 25, 26, 27 and 28; last successfully processed message ID: 28. Messages 25/27/28 retire the old premise as a current recommendation and identify this missing connected proposal; message 26's Tasks archive was checked against the live assignment. Earlier message cursor 24 is retained in Brief 68fff6. This proposal replaces, rather than polishes, the historical vision below.

Previous vision — superseded by owner direction

2026-09-07 · Game Visionary · Working design direction. The owner has authorized an hourly vision pass and changes or removals where the design contradicts its identity. The direction below synthesizes the current campaign and D024; it is a design judgment, not owner approval of the fiction or permission to develop.

The game: You are a surveyor keeping a small refuge alive in a drowned city. The Flood is the mass of creatures that overruns its machinery and roads. Survive that mass long enough to understand what moves it, turn the machinery into routes and weapons, and decide what your home should keep running once you discover what powers it.

The theme: Survival makes you responsible for the system you depend on. The machine that endangers you also keeps your refuge working. Mastery can remove an immediate danger and earn an easy, profitable return. Responsibility lies in the lasting state you choose for the city; it does not require a new fight, payment or uncertainty on every visit.

The feeling: Dread becomes practical confidence, then responsibility. The signature moment is: “I understand why this place is dangerous. I can change it. What will that change cost somewhere else?”

One story. Follow the signal upstream. What first looks like an inexhaustible invasion becomes a scheduled delivery, then a harvest powering the city. The same skills that get the surveyor home finally put the whole network within reach. Stop, Keep and Leave are informed positions on that dependence, with visible consequences; they are not a morality score or a reward for finding every note. Campaign owns the journey; World and Mystery owns its evidence.

The recurring player experience: prepare for an intended intervention; enter under crowd pressure; observe and test a cause; change a route, circuit or machine; bring home salvage and understanding; return because that understanding or a previous intervention makes a different approach worthwhile. Combat, exploration, equipment and refuge investment must feed this experience.

Two visits, in plain language

Written illustration from Campaign r9's Tram visits, not playtest evidence. On your first trip, you switch power to an old tram. Its lamp draws a whole arriving mass up the road behind you. A large creature blocks the rail; while you cut it down, the crowd catches the tram. You fight only long enough to climb aboard, spend your medical kit at the next quiet moment, and put out the lamp at the summit. The mass spreads where the light abandoned it. You read the timetable, take one bundle and return by the dry stairs through the edge of that spread crowd. You learned that light can tow the Flood—and that every powered route darkens another.

Much later, you have learned that the creatures are delivered through the city's machinery. You close an upstream holding gate before returning, delaying this district's first delivery. You clear the same rail obstruction, switch power to the tram and ride up. Below, the warning lamp flashes and nothing arrives: your understanding worked. You leave the tram's lamp at the summit so the next crowd climbs away from the depot road used by your refuge, take a salvage bundle down the dry stairs, crank the dark lower gates open and go home before that crowd comes.

At home, the consequence is more than a board icon: the familiar runner waiting beside the barred depot-route marker moves it to open and takes the refuge's handcart onto the safer road. No currency or upkeep task appears. The lower Tram gates remain dark, and the next crowd now occupies the summit road you may need for the head-works. You traded one future approach for a route your people can use now. Dread became confidence, then responsibility.

Why combat belongs

Combat earns its place when it buys an intervention rather than replacing one. At the Lock Flight, the surveyor deliberately keeps the main crowd held at the lower light, steps to its edge and kills ten pursuing walkers to fill one battery. That charge powers the dry lock-house door for two seconds without lighting the upper road and calling the whole mass there. The choice is exposure now versus a worse route later; its visible consequence is an open door and a crowd that stayed where planned. Fighting with no useful place to spend its local charge does not earn a required encounter.

What earns a place

Element Its job in this game Change or cut when
Crowd combat and enemies Make reaching, reading and operating machinery a survival decision; let positioning and harvested charge create room to act. An enemy adds only durability, or a reward encourages killing indefinitely instead of choosing an intervention.
Equipment, rack and salvage Let the player choose how to solve an expedition's problem and what capacity to sacrifice for what comes home. An item is only a bigger number, a disguised key, or sorting work with no consequential choice.
Refuge progression Turn expedition outcomes into a place the player cares about; let investments change the next plan. Upkeep becomes an unrelated chore, or essential observations and a baseline return become purchases.
Districts and revisits Reveal another part of the same machine and demand a different use of understood rules. A visit exists to meet an hour/count target, or a district needs an exception merely to appear distinct. A district need not add a rule to earn its place.
Mystery and terminology Let physical evidence change what the player predicts and does. Lore replaces an actionable discovery, or a new name disguises an existing state. Keep genuinely different causes, such as power and dispatch, distinguishable.

The decision test: name the player's choice, its visible consequence, and the part of this experience it serves. If those cannot be stated plainly, simplify or combine the element; if it still contributes nothing, remove it from the active design. A feature's origin in an inspiration, its author, and its prior acceptance do not answer this test. Existing control, safety and readability rules can earn their place by making that choice understandable and playable; each small rule need not carry the whole theme.

Current vision pass — 2026-09-07. REV106 was right that the owner-facing illustration showed mastery but skipped the danger that made it meaningful. The Brief now pairs the retained first Tram visit with the earned return, defines the Flood at first use, drops the distracting optional-converter aside, states the later route cost and gives combat one job that serves a machine intervention. The easy return remains easy.

Refuge decision: keep the no-upkeep, no-population-management boundary; reject an uninhabited refuge. Colony now requires a small recurring survivor cast and shows the existing Tram intervention through their behavior at home. This is presentation of current route and Stop states, not a new economy or defence system. It adds a real character-asset burden; identity outranks the earlier attempt to avoid every human presence.

Service-policy judgment: accept Colony's same-state proposal to let advanced tooling and one purchased additional berth operate together after commissioning. On the retained later Tram objective, both policies support the same best plan; exclusivity does not create a legible machine or route decision, but it does erase an earned experiment with an earned fallback. That is restriction in a preparation menu, not responsibility for a changed world. Keep the purchase order, six-cell issue cap, empty charge banks, cargo/fuel costs, physical access and Stop consequences. Do not add a tax, wait or hazard to compensate. Lead and PM still own integration and disposition; reverse this judgment only if a retained same-state objective reveals a worthwhile commitment the combined services actually erase.

Continuity: project-room messages handled this pass, individually: 4, 16, 17, 18, 20, 21, 22, 23 and 24; last successfully processed message ID: 24. Equipment accepts the Siphon simplification; World submitted its notation pass; PM accepts earned ease, requests the early encounter and refuge consequence, and withholds acceptance of World's separate wording regression; Colony's message 21 supplies the same-state service argument judged above. The Troll's message 22 and register r2 confirm that comparison is answered while correctly withholding campaign-wide balance claims. Message 23 records the owner's discussion-cleanup pass; the linked history pointers and retained live design were checked on all five named pages. Message 24 is this pass's room submission. The World correction remains its author's task. Earlier vision pass: Brief 6d869e.

PMU008 — owner feedback changes the immediate priority

2026-09-07. The owner rejected the latest pitch as barely understandable and raised a deeper concern: disconnected mechanics and terminology do not communicate one coherent game. PM accepts responsibility for delivering that deck. The owner has now created The Visionary, explicitly empowered to challenge any agent's design decisions and change or remove mechanics that do not support a clear identity and vision. Team mandate.

Current PM priority: establish an understandable creative direction before another pitch or further content expansion. Begin with who the player is, what they want, what they do, how the core activities reinforce one another, and the intended experience. Existing counts, district layouts, machinery, inventory details and PM selections are provisional design material, not a checklist the Visionary must preserve. The owner's survivorlike/exploration/experimentation/mystery requirements and desire for substantially more than a 3–4-hour game remain requirements; changing a PM count is not permission to abandon them.

Authority to revise the written design is already granted; preserve history and make affected dependencies visible. Owner approval of the game and explicit authorization still gate development. No game code, build, prototype, implementation, simulation, playtest, AI art or unapproved purchase/authored game asset follows. No new creative vision is declared accepted by this staffing update.

The Visionary has already published the Game vision section above. Preserve it as the working creative synthesis; the next evidence is a concrete expedition and reasoned system changes. This PM handoff does not overwrite that contribution or declare its fiction owner-approved.

PMR007 — current provisional refinement

2026-09-07 · Evidence and limits. D022–D025 remain provisional; owner approval and the development gate are unchanged.

ID Decision Authority and rationale Status
D026 Fold side-by-side records of personally observed signals into the base forecast receiver; retain one assembly competing between advanced tooling and a supported berth. Do not replace the comparative fitting with paid access to route-gating bank-permission information PM, selecting Colony fe7d88's fallback and World e99445's agreement. The standalone comparison convenience has not earned the same scarce support capacity; contract 8644ea §6 already requires bank/route state before launch. Preserve free essential observations and the manual/dry baseline Provisional next-draft simplification, not owner-approved game or assets. Lead/Colony/World must integrate; rejected three-service alternative remains in source history

DES105 uses Tram as the common repeat-visit case. Accepting specialist contributions does not approve their full catalogues, duration, geometry, balance or final fiction. Commercial positioning is explicitly deferred, not inferred from the larger hour estimate. No new agent or owner decision is needed for the assigned written pass.

Current decisions — PMR006 expanded integration review

PMR006 evidence, rationale and assignments. Targeted domain contributions are accepted, while the expanded game remains in integration review and is not authorized for development.

ID Decision Authority Status
D022 Draft seven external districts plus the refuge; no forced refuge-defence expedition. Additional districts require useful content justification, not a count quota PM, 2026-09-06, responding to CAM101 and COL101 Superseded as the proposed complete-game scope by the owner’s 2026-09-07 30/90/100–200-hour ambition. Existing areas are reusable candidates, not an accepted campaign size.
D023 Eight rack cells from the start; shelter-selected pickup priority; one reusable colony support assembly / one active advanced service, one-time refits and baseline free departure/return. Recorded racks on revisits only, capped at six issued cells PM, 2026-09-06, selecting EQP101/COL101 proposals Provisional integration direction; authors must migrate rules/examples. Prices, electrical durations and balance remain unapproved
D024 Develop World Answer A, continuing harvesting machinery, for the next mystery draft. Local drum AND trunk permit authorize dispatch; actual arrivals also need enemy supply; fixed power is separate PM, 2026-09-06, responding to Lead/World and REV104 Rejected for now by the owner on 2026-09-07: the city depending on the creatures is not the active revelation. Its harvesting theme and dependent ending require replacement; prior text is historical design material.
D025 Reconcile one presentation-category list before asset escalation; then audit specific free sources and licence/edit limits. Escalate only verified remaining purchase or rare custom gaps PM, 2026-09-06, accepting EXT X31 in principle and rejecting inconsistent three/six/eight counts Active design-phase sequence; no asset, purchase or custom-work approval. No new agent required

Owner scope is known; motive beyond it is not (TRL104). The owner explicitly wants more content and districts. No price target, replay-hour requirement or rejection of finite endings was stated. Proceed with a larger finite authored campaign plus optional replay as a reversible assumption. Do not turn review-playtime comparisons into proof of a minimum length.

Production permissions (EXT X26): AI-authored written design specifications are within this phase. That is not approval to ship generated text, code, audio or other production assets. Any otherwise unspecified production policy is deferred to an actual later owner approval request. Existing no-AI-art and owner-approval requirements for purchases and rare custom game assets remain unchanged.

Maintainer: PM. Owner input recorded 2026-09-06 UTC.

Confirmed requirements

  • Owner expansion request, 2026-09-06: three to four hours is far too little; design a substantially larger campaign with many districts. The owner expects detailed mechanic, enemy and weapon pages. The premise was called promising, not approved for development. See D019–D021 and the Expansion Brief.
  • The owner confirms adding extra members (2026-09-06 follow-up). PM identified and recorded Naive Design Reader, Wiki Editor, External Critic, Reference Researcher and The Troll through their published wiki work; see Team and D015.
  • Genre: survivorlike.
  • Central priorities: exploration, experimentation, mystery.
  • The Flood is an overwhelming mass of enemies. Zombies and aliens are examples, not a selected enemy roster or setting.
  • The owner has started all three revised design agents in the same ChatGPT project. The original proposed agents were not created; all three now have wiki submissions reviewed in PMR001; this progress observation is PM-verified, not additional owner input.
  • Starting assumption: no existing game materials.
  • Engine: Unity. Release destination: Steam. Operating systems, controls, Unity version, 2D/3D, camera, and multiplayer are not yet specified.
  • Mostly AI-agent design/development, coordinated through the wiki; the owner creates agents and PM manages them.
  • Current phase is design only. The owner's explicit approval of a compelling design document and transition to development is required before any building, implementation, or testing.
  • Prefer free assets. Purchases need owner approval. Authored game assets must be rare, minimal, and owner-approved before creation.
  • No AI-generated art.
  • Wiki moved to https://open-wiki.tail2e4d02.ts.net; it is the same site according to the owner.
  • Existing wiki administrator continues its hourly health routine; no duplicate routine is requested.

Inspiration map

The middle column records the owner's stated intent. The right column is a PM design question, not an adopted feature or a claim about the reference game's full design.

Reference Owner-stated inspiration Question for Hold the Flood
Noita Exploration and experimentation What consistent rules can players discover and recombine, and how do those discoveries change where they can go?
Backpack Hero (owner wrote “Backpack Heros”) Inventory management as expression Could what players carry and how they arrange it express a strategy rather than add routine sorting?
Pathogenic Build expression and experimentation Can combinations change behavior and play style, with readable causes and worthwhile tradeoffs?
Cult of the Lamb Colony management as meta-progression How could colony choices change later expeditions and discoveries without becoming a disconnected chore?
Deep Rock Galactic: Survivor Survivorlike combined with resource gathering How could gathering change route, risk, or build decisions during survival?
Blue Prince Mystery and exploration How can an understood clue or rule change a player's next decision, rather than only reveal more text?

These references are inspiration, not a specification to reproduce each game's systems. Colony management, inventory structure, resource gathering, and other mechanics need a concrete place in the proposed design; inclusion and scope remain design decisions.

Reference identity checks: Backpack Hero's Steam page and Pathogenic's official site were located. The inspiration meanings above come from the owner. Detailed comparative research has not been completed.

PM synthesis — proposed, not yet approved

The initial synthesis is superseded by the game vision above. This heading remains for existing links. Earlier wording is in page history.

Open decisions

The current draft has a surveyor, a drowned city, a harvesting-network mystery, persistent district changes, an equipment rack and refuge choices. These are working design answers described by the Campaign and shared rules, not blank decisions or final owner approvals.

  • Which proposed enemies, equipment and refuge services earn their complexity under the vision test, and which should be combined or removed?
  • Do the written expeditions make observation possible under pressure and produce meaningfully different choices on return? The current drafts illustrate that claim; they do not validate enjoyment.
  • Does the larger campaign sustain this identity through its middle and ending? District count and estimated hours do not settle it.
  • Controls, presentation, intended audience, session length, production resources and permitted asset budget still need the relevant design or owner judgment.

Proceed under explicit reversible assumptions. Bring concrete recommendations; do not turn the existence of an unanswered question into a reason to stop useful design work.

Decision log

ID Decision Authority Status
D001 Owner manually creates agents; PM supplies prompts and coordinates Owner kickoff Confirmed
D002 Retain wiki administrator and existing hourly health routine Owner kickoff Confirmed
D003 Initial designer / prototype engineer / QA staffing proposal Earlier PM recommendation Superseded by D008
D004 Initial prototype-first milestones Earlier PM process Superseded by D007
D005 Survivorlike; exploration, experimentation, mystery; six inspirations Owner follow-up, 2026-09-06 Confirmed
D006 Unity, Steam, assume nothing exists Owner follow-up, 2026-09-06 Confirmed
D007 Design document and explicit owner go-ahead before development/testing Owner follow-up, 2026-09-06 Confirmed; active gate
D008 Lead Game and Systems Designer + World and Mystery Designer + Independent Design Critic PM recommendation; owner subsequently confirmed starting all three Staffed; acknowledgments and submissions observed in PMR001
D009 Free assets preferred; paid/authored assets require approval; no AI-generated art Owner follow-up, 2026-09-06 Confirmed
D010 Wiki moves to the new owner-supplied address Owner follow-up, 2026-09-06 Confirmed address; agent-interface access verified at the new address
D011 The Flood means massed enemies; zombies/aliens are illustrative, with identity and setting still open Owner clarification, 2026-09-06 Confirmed
D012 Owner started the three revised design agents in this ChatGPT project; original agents were not created Owner clarification, 2026-09-06 Confirmed; first handoffs reviewed in PMR001

| D013 | Use A: The Borrowed Route as the provisional working direction for DES102; retain B as alternative and accept concept-stage contributions with PMR001 corrections | PM, 2026-09-06; Design 42f653, World 430206, Review a89227 | Reversible drafting direction, not owner endorsement; OWN101 no longer blocks drafting; D007 unchanged | | D014 | Canonical lead/integrator is the existing session that authored DES101 r2 c9b2ed and notes through db8c5c; sole writer of Design and Design Document | PM, 2026-09-06, resolving the session-ownership request in Design/Design Review | Active coordination decision; other lead sessions contribute separately without overwriting |

| D015 | Record five owner-added contributors: Naive Design Reader, Wiki Editor, External Critic, Reference Researcher, The Troll | Owner follow-up, 2026-09-06; PM identifies role names from their work pages | Active expanded roster on Team; previous unrecorded/outside labels are historical; existing design-only/asset rules apply | | D016 | Confirm D013's continuous post-entry attraction and panel-only entrance selection after the designers' sight-limited alternative | PM, 2026-09-06, Tasks PMU002 response to Q28 / World r9–r12 / TRL C11 | Current drafting baseline; alternative remains available for argued revision; no further confirmation needed to continue | | D017 | Hold the Flood is the owner-supplied working project title; final commercial naming is not locked | PM correction, 2026-09-06, EXT X9 / TRL C2 | Corrects PMR001's overstatement; no title change performed; final naming belongs to owner | | D018 | Add audience/value evidence as document criterion 11; combine related product choices into a recommendation | PM, 2026-09-06, accepting External Critic X18 and addressing X20 | Revises PM's criteria, not owner requirements; no price or commercial viability accepted. Earlier no-expansion position superseded by owner D019 |

D013 rationale and limits. A currently connects investigation, enemy routing, equipment arrangement and hauling through electricity more concretely than B. The current packet still contradicts itself on movement after entry, coil-powered intake, dock safety and newly implied colony upkeep; Tasks PMR001 assigns the smallest corrections rather than accepting those claims as settled. Carry S1–S3 and W3–W4 as candidate foundations, revise W1/W2/topology and equipment rules consistently. Earlier provisional scope defaults included one fixed district and an ending; that complete-product limit is superseded by owner direction D019. No kill XP (charge as combat yield), top-down 2D, and no mandatory colony upkeep or decay remain revisable design assumptions; assess them against the expanded campaign. Panel alone chooses the entrance; movement after entry follows the nearest reachable energised beacon continuously. Do not carry Design r4's split-surge or glow-range exceptions into this baseline; Tasks explains the reconciliation. Use r4's nonconductive modules and wet-salvage leakage. All are revisable design assumptions, not owner approvals. Bioelectric enemies, the drowned-city setting, a small colony and moderate equipment growth remain proposals for the owner to assess in a complete document. A is not an approved production scope. This updates the earlier PM milestone sequencing only; the owner's design/development gate is unchanged.

Record each consequential decision's maker, date/source, rationale, affected tasks, and superseded decision. Concept acceptance is not approval to build.

PMU004 — expanded campaign and content ownership

ID Decision Authority Status
D019 Replace one-district/3–4h complete-product scope with a substantially larger campaign and many districts Owner, 2026-09-06 follow-up Confirmed direction; supersedes that part of D013; exact count/hours not specified; D007/D009 unchanged
D020 Use linked domain/entity pages for detailed design and a concise integrated owner document; PM owns prior underscoping and missing assignments PM responding to owner, 2026-09-06 Active coordination change; Editor maintains structure, designers author content; no page quota
D021 Propose four additional designers: Campaign/Districts, Combat/Enemies, Equipment/Builds, Colony/Progression PM, 2026-09-06 Four roles now evidenced by CAM101/CMB101/EQP101/COL101 submissions; Team and PMR004 record staffing; existing Lead remains integrator

PM initially proposed eight districts; D022 now selects seven external districts plus refuge as the next-draft baseline following CAM101's content-backed recommendation. This is not an owner-approved count, production budget or duration promise. Existing pumping district becomes an opening-area candidate. Expansion Brief states quality criteria, ownership and the next milestone; Tasks carries DES104/WLD103/EDT102 and proposed CAM101/CMB101/EQP101/COL101.