Hold The Horde — Design Coverage
The existing wiki contains first-pass material across fifteen areas. The owner's review showed that this breadth did not produce an adequate game direction or a readable wiki. The table below identifies what exists and what the correction needs to address; it is a guide to work, not a completion score.
Immediate correction
| Area | Existing material | What now matters |
|---|---|---|
| Expeditions and regions | Whole Game Outline, regional and room inventories | Rebuild the ordinary rhythm around pressure, powerful play, discovery, climax and relief |
| Combat and contested objectives | Combat Rules, combat roster | Make crowded combat a substantial part of travel and objectives; explain the player's moment-to-moment decisions |
| Enemies, encounters and traps | Encounter inventory | Replace the small tactical examples with convincing horde behavior, escalation and breathing room |
| Connected equipment | Build Rules | Design from spectacular, earned outcomes; revisit restrictions that prevent them |
| Equipment and acquisition | Equipment Catalogue, acquisition proposal | Show exciting power growth during expeditions and across returns, with understandable construction choices |
| Languages and discovery | Two Language Discovery Map | Give deductions substantial payoffs and explain how learning opens new possibilities |
| Information and accessibility | Player Information And Options | Preserve clear survival information and journal pause; make the proposed experience and wiki legible |
The revised game overview and horde/build proposal have completed a combined critique, bounded author responses and PM verification. They are ready for owner reaction; the earlier reference pages listed here still need reconciliation with the selected direction.
Material to revisit after the direction is selected
| Area | Existing material | Required follow-through |
|---|---|---|
| Death, shifts and station connections | Death And Persistence, Connecting The Station | Preserve carried-property return and selected permanence; explain stakes and late mastery within the revised rhythm |
| Oxygen and carrying | Survival And Loadout | Make preparation and exposure meaningful without turning routine play into accounting |
| Story and endings | Story And Ending Map | Give major revelations and the climax understandable emotional weight; keep the owner's early story draft revisable |
| Authored people and short rescue | Cast And Short Rescue Map | Make people memorable and rescues consequential while respecting the rejection of long escorts |
| Home and colony | Home And Colony Loop | Show relief, attachment and reasons to depart again; reduce repetitive preparation |
| Saves and content state | Save And Content State | Reconcile concrete rules after the experience is selected; avoid allowing bookkeeping to dictate implausible events |
| Content scope and feasibility | Production Scope | Re-estimate the chosen design rather than treating the earlier finite inventory as fixed scope |
| Development and validation | Development And Validation Handoff | Refresh the proposed handoff after correction; implementation and human testing remain separate phases |
The detailed opening mechanism and paired-transfer drafts remain parked and unaccepted. Existing numerical limits, enemy populations, cast allocations and content counts are team proposals unless explicitly selected in the Owner Brief. The 30/90/100–200-hour ambitions have not been established by the inventory.
See Progress for dates and statuses, and Design Plan for the correction's acceptance criteria. Historical coverage and review records remain in revision history.
