Build Rules
Builds are machines the player assembles from reusable parts. A good build has a recognizable fantasy—storm, ricochet factory, moving furnace—not merely a higher damage number. Permanent parts let the player begin an expedition with an intention; temporary combat upgrades make that machine grow into something outrageous before the astronaut returns home.
The owner has selected connected reusable parts, mostly automatic ordinary fire, manual special abilities, shared carrying space and a full journal pause. Temporary combat upgrades reset whenever the astronaut returns aboard, alive or revived. The specific connection language, upgrade effects and limits below are proposals.
Example: choosing what this expedition becomes
Later in the game, the astronaut leaves with a proposed Storm Choir rig: Threat Sensor, Pulse Projector, Impact Dynamo, Fork Relay, Arc Emitter and Capacitor. Sensor keeps Projector firing at valid targets. Its impacts feed the locally clamped Dynamo, and Fork divides that charge between an Arc discharge and Capacitor storage. This is a later rig built from six physical parts; the exact costs and charge trace are in Mechanical Interfaces.
An identified ward vent announces one finite release into the first occupied hall. Whenever Sensor offers a valid target and Projector is ready, the ordinary shot cycles; its impact supplies the real Dynamo input. The player chooses dense lines and clears that stage's committed arrivals. In the quiet afterwards the rig offers two temporary upgrades based on what is installed:
- Echoing Arc gives each accepted Arc discharge a proposed two-echo target allowance. Each echo extends that same physical Arc action to another nearby valid target and adds Arc heat. It creates no signal output or usable charge.
- Rebound Disc changes Projector's ordinary shot into a heavy disc with a proposed two-echo rebound allowance. Each rebound spends one echo and adds Projector heat. It promises repeated impacts when the room has hard walls and useful angles.
This is a choice of play, not “damage plus five percent.” Echoing Arc asks the astronaut to run toward density and preserve cooling headroom. Rebound Disc asks them to read the architecture and bank shots through the crowd. The player chooses Echoing Arc.
Later ordinary Projector shots fill Capacitor. At the next resolved stage, Thunderhead becomes an offered temporary transformation. It gives those same six mounted parts two visible connection modes: automatic charging and a manual burst. With the store full, the player presses the special once. The burst mode sends the stored charge through Fork to Arc and Projector, empties Capacitor with a high heat pulse, then automatically restores the charging connections. Ordinary fire resumes as its parts become ready. The temporary effect supplies that switching behavior.
A refused burst leaves the charge and automatic mode intact. Once accepted, it spends the full store, even if a later target is lost. The Arc keeps its finite echoes; burst descendants cannot refill storage through Dynamo. Further ordinary shots must charge the next burst. The journal previews both modes, including demand from effects still in flight; Mechanical Interfaces gives the numerical trace and acceptance rules.
Back aboard, Echoing Arc and Thunderhead are removed under the owner-set reset. The six physical parts remain if carried. The player also keeps the discovered fact that the next freight route has hard rebound surfaces. On the next departure they may choose the permanent ricochet base intended to seek Rebound Disc again, carry more oxygen instead, or follow a different clue. The expired upgrade itself is not retained; the power climb restarts while equipment and understanding remain.
Three kinds of progress
Retained equipment is physical. A reusable part carried home remains in the collection. Installed rig parts and inactive carried parts use the same shared carrying capacity as oxygen canisters and loot; active use also occupies rig space. Under the current ten-unit carrying comparison, either seven-unit later base plus one proposed two-unit canister leaves one unit for a discovery. A part left in a station machine or dropped in a room is not carried home.
Expedition power is temporary. Resolving meaningful crowd pressure earns upgrades tied to parts already installed. Every such upgrade resets on any return aboard. The player gets the survivorslike pleasure of rising from vulnerable to dominant during each outing without losing permanent finds.
Useful knowledge is remembered. The journal can preserve observed part behaviour, source locations, crowd traits and successful connections. Knowledge does not grant a part or an upgrade, but it makes the next loadout and route more intentional.
Connecting parts
Each part explains one action and shows compatible ports. A build reads as a plain causal sentence:
start → change → deliver → payoff
A sensor may start an automatic event; a fork branches it; a lens changes charge into heat; an actuator turns the result into an arc, projectile, barrier or shove. A part can fill more than one role, so finding one object can reopen several existing builds.
The player mounts or removes a physical part in the live world. That action checks carrying and rig space, occupies the astronaut and can be interrupted. Once accessible parts are mounted, the proposed link editor lives in the journal. The journal already pauses enemies and oxygen by owner decision; link changes there consume no world time. Preview shows whether direct ports fit and how much power and heat the proposed connection demands.
This makes expression easy to try without pretending that a frozen menu is active combat. Closing the journal returns the player to exactly the danger they paused. Constant mid-fight optimization is a real usability risk, so temporary upgrades alter existing connections automatically and offers should stay few and consequential. Later authorized observation must determine whether players experiment freely or feel obliged to pause after every change in the room.
Several ordinary weapons can work together
A rig may contain more than one ordinary automatic weapon. Each automatic actuator owns its visible reach, target rule and readiness. When its connected event source offers a valid target and the actuator is ready, it fires; another actuator checks independently. A Fork may also send one event to several compatible payoffs. The universal single-ordinary-launch ban is removed.
The understandable limits are physical:
- Rig space: every active part must fit.
- Carrying space: equipment competes with spare oxygen and discoveries.
- Power: the link preview refuses a configuration whose possible concurrent operating demand exceeds the rig's visible supply. Mutually exclusive link states and buffered charge/discharge states are checked separately rather than summing every theoretical maximum; any state that can truly overlap must fit. Effects already in flight still count when a mode changes.
- Heat: firing and repeated effects add visible heat. A hot component pauses or weakens according to its own inspected rule until it cools; it does not secretly choose another weapon to disable.
Multiple outputs therefore buy coverage and spectacle by consuming the same capacity that could support defence, oxygen or a more focused chain. Ordinary fire stays mostly automatic. Facing, movement and proximity determine what the actuators can reach; the player reserves button presses for labelled specials such as a barrier, shove or stored discharge.
Bounded returns and feedback
Spectacular builds need effects that can travel, branch and return. A blanket “each part resolves once and every return stops” makes that fantasy disappear. The proposed replacement is a visible echo budget.
An automatic launch, manual special, enemy strike or environmental event begins one causal sequence. A part or temporary upgrade may give that sequence a number of echoes. An arc extension, projectile rebound or explicitly authored signal return spends one echo and adds its stated heat. A return can revisit compatible parts only when its named effect actually provides a signal output; Arc Emitter's ordinary physical arc does not. When the budget reaches zero, no target remains or a component overheats, that branch ends visibly.
A descendant cannot refill the echo budget that created it, refresh its own readiness or mint power from itself. Forking divides or copies only the kind of event its inspected rule names; stored charge and consumed salvage remain real inputs. A later automatic firing cycle, a new manual special or a separate enemy attack starts a new sequence with its own budget. This allows a single disc to rebound several times or an arc to sing across a dense crowd without permitting an undefined loop that runs forever in an empty room.
The exact echo counts, power draw, heat thresholds and cooling rates are deliberately unselected. They must make causes visible and spectacle possible before later implementation can test performance, dominance and readability.
A proposed reward rhythm
Provisional pending owner choice. The model below grants temporary upgrades only for resolved stages. Regular growth from defeated enemies with larger milestone transformations remains the owner-facing alternative; its meter, thresholds, pickup behaviour and interruption cost are not designed here.
An eligible stage is one finite, announced pressure release from an identified physical source. Closing physical access before that release commits prevents it and gives no combat-upgrade offer. It still earns safety and access, and completed work follows its owning persistence rule. Once the stage's arrivals commit, resolving it earns one temporary choice tied to the active rig. The player resolves it either by clearing all attackers committed to that release or by completing a physical seal that ends their access. Killing faster than arrivals suppresses the lane but does not end a release that still has committed attackers feeding through it. A strong build that clears the finite release before the announced peak, or a prepared player who completes its seal after release commitment but before that peak, earns immediately. Sealing stops further access; already-arrived bodies remain dangerous until cleared or separated. Break and seal offer the same choice; their combat, oxygen and access costs may differ.
Crossing the stage's escape boundary saves the astronaut but earns nothing; re-entry resumes the same unresolved stage. A resolved stage pays once for the current station arrangement and remains spent across a living return. Reopening the same seal does not create another reward. A later machinery release qualifies only when it is separately authored, announced and sourced—not because the player crossed a distance reset. Physical seal persistence follows its mechanism. Death itself pays nothing. An earned but unchosen offer expires aboard with the rest of temporary expedition power. The accepted cost is that surviving an unsuccessful fight gives no temporary help beyond retained property and knowledge, while a reachable seal after commitment may become the safer reward route. Preventive closure trades that temporary choice for safety and access; placement must make the timing and cost readable.
As an illustrative sustained outing, three to five meaningful stage choices could produce a foundation, then a branch, then refinements or changes; an optional larger authored stage may offer a rarer transformation. This is not a quota or a claim that current routes support the cadence. A short trip can earn one, while backtracking through cleared or spent areas grants none. Living return preserves those areas. Exactly where the next eligible frontier lies requires route/content support and may leave a baseline or no-upgrade approach; no first choice is guaranteed to be soon.
Offers should change behaviour: add a branch, create a return, convert a payload, move a payoff or turn stored energy into a manual climax. Small statistical improvements can support tuning later, but they should not be the defining choice. An offer fails when one answer is mandatory for every crowd shape, when its effect is hard to see, or when the player cannot explain why the machine changed.
This rhythm gives the encounter and reward systems a clean handoff. Combat provides pressure and a release; the release provides a brief paused choice; the changed machine makes the next crowd desirable. The cost is that a familiar cleared route becomes safer but cannot rebuild peak power. The next climb comes from an occupied frontier, changed death-shift geography or a larger event the player chooses to wake—not from a death reward or instant reset of the world.
Two contrasting directions, not recipes
| Direction | What the player sees and does | Payoff | Cost and failure risk |
|---|---|---|---|
| Storm Choir — 7 carrying / 7 mounted spaces | Sensor→Projector; Projector impact feed→Dynamo→Fork→Arc + Capacitor. Echoing Arc extends the Arc action. A full-store Thunderhead command switches to its gated burst path, spends the full store through Fork, then automatically restores charging. | Automatic impacts become branching arcs and bank a visible manual lane-clearing climax. | Sparse or insulated targets interrupt Arc; Fork and storage consume space; echoes and Thunderhead run hot; building for the burst leaves less defence. |
| Ricochet Foundry — 7 carrying / 7 mounted spaces | Sensor→Projector; Projector impact feed→Dynamo→Capacitor; Manual Trigger→Vector Nozzle. Rebound Disc gives Projector two proposed echoes; Fragment Wake may turn the final rebound into one terminating fragment burst. After charging, a paused relink can send Capacitor's manual release to Projector. Nozzle moves eligible bodies or loose cover, not the disc by default. | Corridor geometry sustains a visible returning disc while lane control sets up bodies for its path. | Open rooms and absorbing targets kill rebounds; Dynamo contributes only once per original wave; the fragment finish adds power/heat and no new echoes; Manual and Nozzle use the three units Storm spends on Fork and Arc, so this base has no Barrier or Arc. |
These are illustrative fantasies built from reusable behaviours and temporary transformations. They do not allocate new permanent parts or sources beyond the current equipment list. The player may hybridize them, stop early, or use the same Fork, Projector, Dynamo, Arc and storage parts for defence or station machinery. The meaningful question is what the machine does in this expedition and what it costs, not whether the player completed an authored set.
Property and unresolved boundaries
Everything physical still carried returns aboard after death. Consumed salvage remains consumed; a dropped part or one deliberately installed in station infrastructure remains at that location. Link changes never duplicate an object. Equipment Acquisition and Rig Growth owns source, pickup and property examples; Hordes and Builds shows three developed visual fantasies.
Whether stored Capacitor charge survives death remains with the existing persistence decision and is not answered here. Starting parts, exact carrying and rig space, power/heat values, upgrade frequency, duplicate stacking, acquisition by finding versus fabrication and detailed targeting assistance also remain open. Written rules cannot establish that the builds are fun, balanced, readable or technically feasible; those claims require a later authorized phase.
