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d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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# Hold the Flood — Design Document
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ec1b6c Anonymous 2026-09-06 19:32:16
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
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**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**
bc134b Anonymous 2026-09-06 18:08:29
DES102 draft r5, offered as DES103 base: state REV102-6 (panel through the open valve opens the junction gate, coil buys stealth not access); add a one-page owner summary on top as the pitch layer; bookkeeping; nothing else moved
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## Read this first: one page for the owner
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**What this is.** A proposal for a game of fifteen-minute expeditions in which you route an enemy mass rather than kill it. It rests on one rule, current, that decides what fights, what opens, where the enemy goes, how your pack is packed, and what keeps your colony's dock dry. One district, three mystery tiers, an ending, about three to four hours as designed. Nothing has been built or tested; every number is a first guess.
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**Why it might be worth making.** Crowd-survival games are good at pressure and bad at curiosity. This one makes the pressure legible, so a plan is possible, and makes understanding the thing that changes where the pressure lands. The two-minute example in section 1 is the whole argument in one hatch.
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8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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**The recommendation, in one paragraph.** For crowd-survival players who want discoveries to change how they fight and travel, with exploration-mystery players as a possible second audience rather than a second promise: a survivorlike, as you asked, in which fighting the crowd yields fuel rather than experience points, and in which the genre's big moment, mowing down a packed wave, is bought with that fuel through one piece of gear, the arc, which lets your weapon's hits jump from enemy to enemy for a few seconds. Your power grows from what you find and pack into six slots, and your choices come a few times per expedition, whenever a new wave is announced and whenever you repack in a safe room, rather than from a menu of upgrades every half-minute as in most games of this kind. The distinctive experience is a district that sends its own enemies wherever a switch points, and the switch is yours. Designed length: about ten to twelve expeditions, three to four hours, plus free play and three endings. Positioning assumption, a hypothesis and not a finding: a short authored game sold next to the crowd games you named, at the prices they charge, with the mystery as the reason to pick this one. The alternatives, and what each costs, are in section 17.
bc134b Anonymous 2026-09-06 18:08:29
DES102 draft r5, offered as DES103 base: state REV102-6 (panel through the open valve opens the junction gate, coil buys stealth not access); add a one-page owner summary on top as the pitch layer; bookkeeping; nothing else moved
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44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
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**What it costs, in scope.** One fixed district of about eight places, one enemy type with variants, seven modules, three surges per expedition, three colony decisions, and three authored mystery tiers. The one engineering risk is crowd behaviour. The one likely custom-art request is the enemy.
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8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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**What you should know before deciding.** This document has been reviewed by an independent critic and by PM, and revisions remain open; no review is evidence that it is fun, balanced or saleable, and nothing here claims so. Its central lever has two consistent versions; PM has confirmed the one written here and the other stays available (decision 3). If you would rather have a conventional level-up curve than the recommended charge-and-arc design, that is a change with a stated cost (decision 4). The enemy's name may collide with a famous game's faction (decision 7).
bc134b Anonymous 2026-09-06 18:08:29
DES102 draft r5, offered as DES103 base: state REV102-6 (panel through the open valve opens the junction gate, coil buys stealth not access); add a one-page owner summary on top as the pitch layer; bookkeeping; nothing else moved
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**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.
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ec1b6c Anonymous 2026-09-06 19:32:16
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
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**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.
bc134b Anonymous 2026-09-06 18:08:29
DES102 draft r5, offered as DES103 base: state REV102-6 (panel through the open valve opens the junction gate, coil buys stealth not access); add a one-page owner summary on top as the pitch layer; bookkeeping; nothing else moved
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d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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ec1b6c Anonymous 2026-09-06 19:32:16
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
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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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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## 1. The pitch
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You are a surveyor for a dozen survivors living on one dock above a drowned district. Below you is a flooded pumping station whose machinery still runs, and a mass of hostile bioelectric organisms, the Flood, that pours in on a schedule. You cannot kill the Flood. You can learn the district well enough to be where it is not, and to make it go where you want.
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The whole district runs on one rule: **current**. Current flows through touching metal and through water to everything the water connects. Current opens doors, lights lamps, and calls the Flood, because the Flood follows lit beacons. Current is also how your gear works, how your backpack is packed, and what keeps the colony's dock dry. Every discovery you make is a new consequence of that one rule, and every experiment is a bet about what the current will do.
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Each expedition is about fifteen minutes. Three surges of the Flood arrive, each larger, each announced in advance. Between them you explore, gather salvage, and run experiments. You leave by a dock before the third surge closes the district, or you are rescued without your cargo. What you learn stays with you. What you carried out repairs the colony. Then you go back down, knowing more.
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**Why this game exists.** Survival games with automatic weapons and rising crowds are good at pressure and bad at curiosity: there is never a reason to stop and look. This design makes the pressure legible, so you can compute when you are safe, and makes every safe minute worth spending on understanding, because understanding is what changes where the pressure lands. The Flood is not something you beat. It is something you learn to route.
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46b320 Anonymous 2026-09-06 18:04:54
DES102 draft r4: complete REV102 r1 issues 3 and 5 (flash observable in the failed-experiment lesson; press-rate bound in section 15) and the minor items; Clarity Q33 (survivorlike question in the owner's word, decision 6 reframed) and Q34 (refund window explained and sourced from Steam; measured price bands cited with caveat); Noita named; conductivity extension; r3 topology stands per REV102-1, world designer asked to align
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**What the rule does that its inspirations do not.** Water carrying current is not a new idea; the owner's own reference games use it, and one of them, Noita, is built on a simulation of every pixel (as its makers describe it) so that the same rule produces chaos for hundreds of hours. This design deliberately does not simulate; its channels are wet or dry. What it does instead, and what the reference games do not, is make one rule answer four questions at once: what fights, what opens, where the enemy mass goes next, and how your own gear is packed, with the colony's dock as the fifth. The value is not surprise from chaos; it is consequence you can compute, so that a plan is possible and a mistake is legible. A player who has seen "wet channel plus coil equals stun" has not seen the mechanic; they have seen one of its four faces, and the game is about noticing that the other three are the same face.
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
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8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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**Who this is for, and what it sits beside.** The intended player, in PM's provisional wording: crowd-survival players who want discoveries to change how they fight and travel. Exploration-mystery players are a possible second audience, not a second equally broad promise. It sits beside the owner's named inspirations rather than against them: nearer to the resource-gathering crowd game in moment-to-moment feel, nearer to the room-by-room mystery in what keeps you coming back, and unlike the grid-inventory games in that the pack is small on purpose. No market claim is made here; this paragraph and section 17 answer PM's criterion 11, the audience and value case, with what is observed kept apart from what is predicted. An outside researcher has since published measured storefront data on this wiki (a Reference page on survivorlike market data, read today and not independently verified by me): the owner's crowd-game references list between about five and thirteen dollars and lead with the "Action Roguelike" tag, while the mystery, exploration and inventory references list between about fifteen and thirty and lead with puzzle and investigation tags. Which neighbourhood this game enters is a decision with some numbers behind it and real limits on what they show; section 17 makes a recommendation and separates the observed from the predicted.
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
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d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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### A two-minute example
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You are in the yard, a salvage-strewn courtyard beside a shallow channel, and you have found a sealed hatch into the pump hall. A cable runs from the hatch along the channel to a dark lamp on a post: the yard's beacon. Your forecast display says the next surge arrives in ninety seconds, through the causeway on the far side of the district, because the causeway's beacon is the one that is lit. The hatch is sealed because the yard has no power.
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There is a switch at the head of the causeway that decides which side of the district gets power. If you run to it and throw it to the yard, the hatch will open and stay open. The yard beacon will light. And in ninety seconds the surge will come in here, not there, because the Flood goes to the lit beacon.
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50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
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You could instead take the tool on your back, a coil that stores a charge, wade into the channel wearing insulation, and discharge it. The water carries the current to the hatch and it opens for a few seconds: long enough to get through. The yard's beacon, on the same circuit, glows steady for those seconds, so any crowd that can reach it and has no nearer lit beacon starts toward it; but it never flashes, so the next surge still enters by the causeway. You have spent the charge you spent the last surge harvesting.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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Or you could do what the experienced player does: throw the switch, let the hatch open, stand in the channel's edge in insulation, and wait. When the surge wades into the water to reach the beacon, you discharge the coil into the water they are standing in. They stop, stunned, and shed charge you can pick up. The hatch is open. The battery is full. You invited the Flood into the water where your coil was waiting.
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50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
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The rule is the same in all three. What differs is what you knew. The same three routes are tabulated as states, so they can be checked against section 4, in Appendix C.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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## 2. The district
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d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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One fixed district, revisited every expedition. Its layout never changes; what varies is which modules and salvage are where, and how big and when the surges are. The map below is the World and Mystery Designer's current one (their revision r10), adopted as drawn and not to be re-drawn here; it is a design aid, not a floor plan. North is the interior, the docks are south; `=` is raised and dry, `~` is shallow water, `-` is the culvert.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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```
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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INTERIOR (tier two beyond the junction; tier three: the relay room)
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JUNCTION PLATFORM (shelter) · junction GATE on the junction's own circuit · junction pool · VALVE
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SLUICE beside it (the Flood's own way in: no beacon; "off" sends the surge here)
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/ \
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[causeway beacon] ======= causeway intake [yard beacon] at the pump-hall door (hatch, tally board, crank inside)
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causeway far end yard intake = the channel mouth ~~~ at the door: the surge stands in water
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|| raised causeway (signed "refuge") ~~ yard channel ~~ three deposits
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||------------- culvert (gravity drain, always dry) ------------- culvert exit, yard dock end
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culvert exit, causeway dock end
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
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||
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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PANEL at the causeway head (about eight seconds from the causeway dock)
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
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||
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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CAUSEWAY DOCK (held dry by default) YARD DOCK (flooded by default; wet ground, conducts)
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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- **Docks.** Two, on the rim. The **causeway dock** is dry by default and is where you start and leave. The **yard dock** is flooded by default: wet ground, unusable, until the colony's pump holds it dry instead of the causeway dock (the colony's one standing choice, section 10). A dry dock is a **shelter**: enemies neither enter nor spawn there.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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- **Causeway.** A raised dry road from the causeway dock into the district, signed as the evacuation route. Its beacon is at its far end, lit by default. The causeway has no door of its own: what lighting it buys is the road, and where the next surge enters. The **panel** stands at the near end, the causeway head, in the open, about eight seconds from the dock.
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- **Culvert.** A drain tunnel under the causeway joining the two dock ends: a gravity drain to the sluice, dry on its own, never pumped, never paid for. Walkable, with cart wear on the floor and a refuge sign turned to face the yard. One exit at each dock end, so both docks have the same bypass.
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- **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.
bc134b Anonymous 2026-09-06 18:08:29
DES102 draft r5, offered as DES103 base: state REV102-6 (panel through the open valve opens the junction gate, coil buys stealth not access); add a one-page owner summary on top as the pitch layer; bookkeeping; nothing else moved
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- **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).
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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- **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.
ec1b6c Anonymous 2026-09-06 19:32:16
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
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- **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.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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- **Shelters.** The two docks when dry, and the junction platform. Repacking happens only in shelters.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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## 3. Core play
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d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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**Controls (proposal).** Top-down 2D. Keyboard and mouse or gamepad. Move with the stick or keys. The cutter fires by itself. One button triggers the coil. One button interacts (panel, valve, hatch crank, deposit, inspectable prop). One button opens the notebook. One button plants or retrieves a beacon. The rack is rearranged by dragging, only in a shelter.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**Combat.** The **cutter** is a handheld tool that fires by itself at the nearest organism in reach while you move; you aim by where you stand. About three hits kill one organism, at roughly two hits a second. A surge is forty to a hundred and forty organisms arriving over half a minute, so you cannot kill your way through one; you can thin its edge, hold a doorway where they come one at a time, or stun a mass standing in water with the coil.
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**Health.** A short bar, five hits. Touching an organism costs one, with a moment of immunity after. Standing in energised water without insulation costs one per second. Health does not regenerate in the district. Leaving by a dock restores it. A found **kit** module restores it once and costs a rack slot.
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d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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**Surges and the forecast.** The district's relay still runs on its old timer. At each scheduled tick, a **dispatch**, it sends a pulse down the line the panel has selected, the beacon on that line flashes, and a surge comes in there. Three dispatches per expedition, at roughly three, eight and twelve minutes, each surge larger. The **forecast** is the relay's own schedule, read from a board at the dock and shown as a countdown, a map marker at the next intake, a locked marker for a surge already dispatched, and each entered crowd's current target beacon. It exists because the district always had it; it is the Flood's timetable only because the Flood follows the pulse.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**Room to think: three rules.**
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- **Notebook.** Opening it pauses everything. It shows only what you have already seen: your map, your notes, the rules you have observed. It never adds evidence.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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- **Shelter.** A dry dock or the junction platform is a hard stop: enemies neither enter nor spawn. You can repack and watch the district from it. The surge clock keeps running, so retreating to think costs time and position, never health.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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- **Live evidence.** New clues, switches and experiments happen in the running world.
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**Failure and ending.** After the third dispatch the evacuation window opens: reach a dry dock within three minutes. Missing it, or losing all health, means rescue: you get out, without your cargo. Death costs cargo and whatever modules you found this expedition; it never costs notes, banked salvage or colony state, and the starting kit is reissued, so there is no loss spiral. Retry is immediate.
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---
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## 4. The one rule, stated once
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Everything below is a consequence of four clauses. They apply identically to the district, to the rack on your back, and to the colony's dock.
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1. **Conduction.** Current flows between touching conductors, and through water to everything the water connects. Insulation stops it.
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2. **Power.** A device works only while it is energised: a hatch, lamp or beacon on a live line or in energised water; a rack module linked to a charged battery. A lit beacon is steady while powered.
d37cbf Anonymous 2026-09-06 18:33:26
DES103 r2 (Design Document r8): fix EXT102 X21 (a mote adds charge up to capacity) and X22 (electrician loop break-even with one battery, profitable with two; arc bounded by the surge, drain above cutter yield); one cable vocabulary (REV102-7); owner page recommendation rewritten in plain words with no term before its definition (Clarity Q38); nothing else moved
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3. **Attraction.** The district has two kinds of line: a **power cable** and a **signal cable**, both switched by the panel to the causeway, to the yard, or to neither. At a dispatch the relay's pulse travels the *signal* line only, the beacon on it flashes, and the surge enters there. **The panel alone decides the intake.** After entry, a surge moves toward the nearest lit beacon it can reach, re-evaluated continuously, and gathers around it when it arrives; with no lit beacon reachable it spreads along the branch it entered. Current you inject yourself (the coil, a planted beacon's battery) travels power, never signal: it can light a beacon steady and open a hatch, so it can draw a surge that is already inside, but it can never choose where the next surge enters. **The two cables are visible, or the rule is unfair.** At the panel each position has two cable heads, a thick power cable and a thin signal cable; the thin one runs beside the thick one to the top of its beacon; and at every dispatch the relay's pulse can be seen travelling the thin cable from the panel to the beacon before it flashes. A beacon you lit with the coil is steady but its thin cable never carries a travelling pulse, and at the next dispatch the player watches the pulse run down the other branch's cable instead. That is the observable cause; without it a player who lit the yard with the coil would conclude the rule is unreliable, which is the worst lesson a game about rules can teach.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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A grounding, for what it is worth: an outside researcher's sourced reference page on this wiki records that real electrofishing uses one electrode at two intensities, a weak field that draws fish toward it and a stronger one that stuns them, as concentric zones of a single device. This design's beacon and coil are that pair: the relay's weak pulse lures, the coil's strong discharge stuns. No rule here depends on the physics, but the fiction is not invented from nothing.
d37cbf Anonymous 2026-09-06 18:33:26
DES103 r2 (Design Document r8): fix EXT102 X21 (a mote adds charge up to capacity) and X22 (electrician loop break-even with one battery, profitable with two; arc bounded by the surge, drain above cutter yield); one cable vocabulary (REV102-7); owner page recommendation rewritten in plain words with no term before its definition (Clarity Q38); nothing else moved
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4. **Charge.** Organisms carry charge. A killed one drops a small **mote**; a mass stunned in water sheds large motes. Each organism sheds once per expedition and is visibly dimmer afterward. Motes fade in seconds; walking over one adds its charge to a battery in your rack, up to the battery's capacity; with no battery, or a full one, the charge is lost. Charge never leaves the district.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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What this gives the player, in plain terms:
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- A valve that joins two channels extends where current reaches. A field pump, fuelled by a bundle of salvage, drains a channel and cuts it. The coil injects current. The panel routes it.
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- **The lit branch is the branch the Flood comes to.** Powering the yard to open its hatch means the next surge enters the yard. That is the price of every door.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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- **Switching the panel mid-surge moves the Flood, and that is its price.** Throwing the panel from causeway to yard darkens the causeway beacon and lights the yard's. Every crowd already inside walks to the new light: from the causeway's far end, across the junction beside the sluice, and along the channel to the yard beacon, so the junction and the interior route are the Flood's road while it crosses. Yard to causeway is the mirror, and the hatch closes behind anyone still in the hall. Off darkens both: every crowd spreads along its own branch, toward the docks as much as the interior, and the hatch closes. The forecast shows each entered crowd's new target the moment you switch, so the price is readable before the crowd moves. And the panel stands in the open at the causeway head. So a panic switch does buy something this surge, and it is meant to; what it costs is the route the crowd crosses, the door that shuts, and where the next surge lands.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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- **Surge behaviour after arrival.** A surge gathers around its target beacon and holds there while that beacon stays lit and no lit beacon is nearer. Each surge is larger, so the held crowd's radius grows; by the third the causeway's far end or the channel mouth is full. Two things move organisms besides beacons: **pursuit range**, any organism within a short range of the surveyor breaks off to chase and drifts back when out of range, which is what the cutter fires at; and **press**, the gathered crowd's edge creeps slowly outward along its branch during the quiet interval, so "quiet" means a moving line you can read, not an empty branch; stragglers roam between surges, and the next surge re-concentrates the crowd. Precedence, stated once: a crowd retargets to the nearest lit beacon it can reach whenever one exists, and spreads along its branch, both ways, only when none does; a crowd already holding at a lit beacon never leaves it for a farther light. Only beacons pull; other lamps, including the junction pool's indicator, are not beacons and draw nothing. What makes a held crowd a decision: the hatch, the richest deposits and the motes all sit at the far ends where the crowd is, and the press brings its edge toward the dock ends, so harvesting or opening anything means working at the crowd's edge inside its pursuit range, or waiting and losing surge time. At the end of the expedition everything resets.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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- **Dock consequence.** A dry dock is never blocked; it is a hard stop. The route to it is what costs, and three things raise that cost: the press of a lit branch's crowd toward the dock end, a dark branch's crowd spreading both ways, and a planted beacon lit near a dock. The two docks have the same bypass, because the culvert joins both dock ends; the asymmetry is water, because the yard's crowd stands in a channel where the coil works and unprotected feet burn. So the held dock's branch must stay lit whenever a surge is in it, which is also what keeps that branch hot. Holding the causeway dock means the causeway is your safe default and the yard is where you send trouble. Holding the yard dock means the yard must stay lit through any surge you send there, so the hall's crowd stands between you and nothing, but off and causeway are both dangerous the moment a surge is in the yard. The colony's choice decides which branch you can never afford to darken.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
124
50840d Anonymous 2026-09-06 19:05:09
DES103 r6 (Design Document r12): decision 3 and section 4 now state the team's split on the routing model (world designer prefers the sight-limited alternative, critic the written one, PM chose the written one for drafting), so the owner sees the dissent (Clarity Q42); nothing else moved
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**An alternative the owner should know about.** The world designer and I had converged on a stricter version of clause 3, in which a beacon pulls only within a visible glow and the two fixed beacons are out of each other's sight, so the panel could never move an arrived surge and only a carried beacon could. It keeps the panel a pure planning tool and removes the panic switch. PM confirmed the continuous rule after considering the alternative (Brief D016), for design reasons: one visible change has a direct consequence in an existing crowd, including a route crossed and a door shut, and it needs no glow or split rule. The alternative stays documented and can be argued again; the difference is whether the panel is a plan or a lever, and it is decision 3. The team is split on it and the owner should know: the World and Mystery Designer, who designed both models, prefers the sight-limited one (a planning-tool panel keeps the forecast marker always true, keeps the mystery's fairness independent of where a planted beacon stands, and needs no pricing of a panic switch), and says so on their page while complying with the baseline; the Independent Design Critic prefers the written one (a lever that works and costs is the genre's texture, and it needs fewer rules); this document recommends the written one because PM confirmed it and the reasons hold. Neither has been played.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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---
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## 5. Gear: the rack and three loadouts
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**The rack** is the frame on the surveyor's back: six slots in two rows of three. It is the whole inventory apart from the cutter, which needs no slot. Each slot holds one module or one **bundle** of salvage.
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Rack rules, from clause 1:
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- Modules have insulated housings and do not conduct, powered or not. Salvage is dredged wet and conducts, and wet bundles pass current onward to bundles they touch.
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- When packing, you draw one **link** from each battery to the one module it powers. An unlinked module is dark and inert.
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- A battery leaks into every bundle connected to it by touching bundles, whatever the links say: one unit a minute per connected bundle, shown as a drip per bundle. Insulation is the only slot that breaks a chain.
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- A battery holds ten units. A discharge of the coil spends the whole battery. A kill mote is one unit; a stun sheds one large mote of five units per ten organisms stunned.
6fe6ca Anonymous 2026-09-06 19:03:34
DES103 r5 (Design Document r11) against REV103 r1: stale seventh-slot sentence deleted and expedition one's timing and ledger fixed (REV103-1, EXT X25); collection rule restated (most room, linked or not, tie to the earlier battery) and expedition six re-tallied so the coil's battery is full before each discharge (REV103-2); plain licence clauses and the asset-licences page cited (Clarity Q41); nothing else moved
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- Charge has five states, and the ledgers in sections 12 and 13 track them: dropped (a mote on the ground), collected (walked over), stored (in a battery, up to ten), expired (a mote that faded, or charge collected with nowhere to go), spent (a discharge or a burst). A collected mote goes to the battery with the most room, linked or not, and to the battery placed earlier when rooms are equal; a full battery takes nothing; a battery that the arc is drawing takes nothing until the burst ends.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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- Modules go into an empty slot when picked up, wherever you stand; arranging and linking happen only in a shelter. A planted beacon and its battery come back only if two slots are free; otherwise they stay where they are until you free the slots at a shelter or the battery runs down.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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You leave the dock with the cutter, one empty battery in an otherwise empty rack, and whatever starting module the workshop lets you choose. All numbers are proposals.
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44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
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**Modules in the minimum scope:** battery (1 slot), coil (2 slots, horizontal or vertical), insulation (1), beacon (1), kit (1), siphon (1: consumes one touching bundle for three units of charge, once, for the player who needs power and has only salvage), and the arc (section 6), recommended in the minimum scope because it is what makes the game a survivorlike on its own rule. Seven types; the concept's ceiling was ten.
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
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**What the rack is and is not.** It is a small item game on purpose: six slots, a handful of modules, one conduction rule, and three named loadouts. It is not the game's pillar of expression by itself, and an owner expecting a grid-inventory game with hundreds of items should not expect it here; that would be a different product with a different content budget. Expression in this design is the combination of loadout, panel setting, route and held dock, and the rack's job is to make the loadout half of that visible and slightly costly. If the owner wants the rack to carry more, the honest cost is module count, roughly twenty to thirty with real interactions, and that is a scope decision, not a tuning one.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**Three loadouts.** Rows are top and bottom; letters are C coil, B battery, I insulation, P beacon, S salvage bundle, K kit, and a dash is empty. Links are stated.
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*The electrician.*
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```
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C C B
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S S I link: B → C
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```
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The battery touches the coil (linked) and the insulation; the insulation stands between the battery and the bundles, so nothing leaks. Two bundles. Play: set the panel to yard on purpose, stand in the channel's edge in insulation, wait for the surge to wade in, discharge: stun, large motes, and the hatch already open by the panel. Cost: four of six slots on gear, one full battery per discharge, and you must be standing in the water you electrify. Counterplay by the district: the surge only sheds once, so stunning the same crowd again yields nothing; a discharge during a quiet interval opens a door but harvests nothing; if the panel is thrown while you are inside the hall, the hatch shuts behind you. Best when a surge will stand in water and you have the charge to greet it.
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*The hauler.*
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```
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S S S
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S S S cutter only; no battery, so motes are lost
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```
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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Six bundles. Play: leave the panel on causeway, take the culvert to the quiet, dark yard, gather, come back under the surge. Cost: carries no powered gear and harvests nothing, so the only door it can open is one the panel opens, at the price of lighting that branch; it has no answer to a surge except distance and the forecast. Counterplay: its own panel choice is its only lever, and a crowd on the road home is its only real threat. Best on the expedition after a discovery, when you know exactly where the salvage is and how to avoid the road.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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*The shepherd.*
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```
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S P B
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S S I link: B → P
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```
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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The beacon and its battery are packed together; the insulation keeps the battery off the bundles. Three bundles. Play: carry the lit beacon into a surge's reach and plant it; the surge walks to it and stays while it is lit. Planting sets down the beacon and its battery as one piece and frees two slots; retrieving is walking over it with two slots free, and with fewer it stays put. Darken it (retrieve it, or let the battery run down) and the pull stops. Cost: the beacon draws the surge toward wherever it is, including you while you carry it; its battery runs down while planted; and it can pull only what is already inside, never choose an intake. Counterplay: a lit fixed beacon nearer the surge outcompetes it; a surge pulled off one route occupies another. Best for clearing the interior route for a run at a distant deposit, or for pulling a surge off the causeway so the hauler's road is clear.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**A readable failed arrangement.**
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```
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B S S
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C C S link: B → C
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```
8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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The battery is linked to the coil below it, correctly. But it also touches the bundle to its right, which touches the next, which touches the one below: three connected bundles, three drips, three units a minute. The battery is empty in a little over three minutes, before the second surge, and the coil is dead when it is needed. The fix is visible in the rack: move the insulation between, or leave a slot empty, and carry less. There is also a cleverer fix with no insulation at all, which PM found: stand the coil vertically in the middle column, so its non-conducting housing walls the battery off from two of the three bundles.
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```
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S C B
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S C S link: B → C; one drip, from the lower-right bundle only
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```
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Three bundles and one drip is possible; three bundles and no drip is not.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**Two loadouts with the arc**, since the recommendation rests on it. Under the link rule the arc needs a battery of its own.
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*The harvester.*
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```
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C C B
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A B I links: top B → C, bottom B → A
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```
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Coil, arc, two batteries, insulation: six slots of gear and no cargo. Each battery touches its linked module and the insulation or the other battery's module, never a bundle, so nothing leaks. Play: invite a surge into the channel, discharge to stun it and refill the coil's battery, then spend the arc's battery through the packed doorway. Cost: banks nothing; the expedition is for the interior and for charge, not for the colony. Counterplay: a surge that never stands in water gives the coil nothing; a burst spent on a thin crowd is wasted.
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*The arc hauler.*
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```
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S A B
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S S I link: B → A
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```
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Arc, battery, insulation, three bundles. The battery touches the arc and the insulation; the bundles touch only each other, the arc's housing and the insulation, so nothing leaks. Play: gather, and keep one ten-second burst in reserve for the doorway or the road home. Cost: no coil, so no stun and no bulk harvest; the burst is funded by kill motes alone, at one unit a kill, which is slow. Counterplay: a crowd that arrives before the battery is full.
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d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
198
---
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## 6. Growing inside an expedition
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Kills give no experience. The reason is a design bet, not a law: in a game about routing a crowd, rewarding kills per se pulls the player toward the biggest crowd and away from the district, and this design wants the district to be the reward. What kills give instead is charge, which is fuel for experiments, and fuel is only worth harvesting if you have somewhere to spend it. Whether that keeps moment-to-moment fighting satisfying is an open question for play, not something this document can settle.
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Growth comes from the world. Per expedition, two to four modules from fixed placements whose contents vary; two to six bundles from deposits; and charge from surges met on your terms. The rack caps at six slots, so power grows by composition, not by number: you leave with a cutter and an empty battery; by the second surge you usually have one powered setup; the third surge tests it. Later expeditions grow faster because the workshop lets you start with a chosen module and because you know where the placements are.
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8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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**Charge is finite by rule.** Each organism sheds once. A surge of forty stunned in water yields four large motes, twenty units, two full batteries, if you are standing where they fall before they fade. Stragglers yield one unit each. Discharging spends a whole battery. So the electrician's loop, harvest a surge to fund the next discharge, works only against a fresh surge standing in water, and never against the same crowd twice. With one battery it breaks even: a discharge spends ten, a stunned surge of forty sheds twenty, and a single battery can hold only ten of them before the rest fade. The electrician who wants a profit carries a second battery in place of a bundle, which is the rack tension that loadout is built on; the printed rack in section 5 is the break-even version. Drawn leak-free, with one more rule stated for it: a module accepts one link, so the second battery is storage until it is relinked to the coil in a shelter.
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```
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S C C
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I B B link: lower-right B → C; the other B is storage
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```
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The linked battery touches the coil and the storage battery; the storage battery touches the coil and the insulation; the one bundle touches the coil and the insulation; modules do not conduct, so nothing leaks.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
212
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**The genre's payoff moment, and the module that supplies it.** Crowd games of this kind have one defining moment: the point where your power outpaces the spawn rate and you mow the crowd down. Charge alone does not reach that point, and an outside critic was right that shipping under the genre's tag without it would disappoint the audience the tag brings. So the recommended design includes it, on the same rule: the **arc**, a one-slot module that, while linked to a charged battery, makes the cutter's hits conduct from organism to organism through a dense crowd, draining a full battery in about ten seconds. In a thin crowd it does little; in a packed surge it is the mowing moment, funded by charge you harvested from the surge before. Its bound is not the battery but the surge: each organism sheds once, so a surge can fund at most its own size in charge, chained kills shed motes too but only from organisms that have not yet shed, and between surges there is nothing to chain. A forty-organism surge cannot fund more than a few ten-second spells however well it is played, and the drain rate is set above what the cutter alone can earn, so the arc is a spend, not an engine. Numbers are proposals. It is the same conduction clause, applied to bodies.
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8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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**The arc's fuel policy, stated as rules.** A burst is one battery: the arc draws its linked battery from full to empty in about ten seconds and stops. Its nominal duration and its actual duration are the same, because the battery being drawn takes no charge; pickups during a burst cannot lengthen it, only refill another battery. A battery being drawn accepts no charge, so motes collected during a burst go to another linked battery with room or expire. Organisms killed by chained hits shed motes only if they have not shed already this expedition; a stunned crowd sheds nothing further. So a burst is bounded three ways: by one battery, by the once-per-organism yield, and by needing to walk over motes inside a crowd while fighting. Recharging between bursts is possible only from organisms that have not yet shed.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**What the player can do early, in the middle, and late.** Early (expeditions one to three): cutter and one battery; the panel and the culvert; the first found coil or arc, used once. Middle (four to seven): a workshop starting module, so the harvester or the arc hauler can be assembled by the second surge; two-battery racks; the shepherd's planted beacon; the junction opened by the valve. Late (eight to eleven): the interior, valves that carry current across the district, and the relay room, where the same rule ends the game. Power grows by composition inside an expedition and by knowledge and starting choice across them; there is no number that climbs. With it, the design has the genre's spike as a spend rather than a climb, once or twice an expedition, earned and chosen. Said plainly, in the owner's own word: you asked for a survivorlike, and this is how the design is one. Without the arc it would be a routing and deduction game with automatic weapons, and by its own numbers in section 3 the player would never outpace a surge; that is why the arc is in the minimum and not on a menu. The tradeoff, stated: there is no level-up draft, so the genre's every-thirty-seconds choice is replaced by the dispatch every few minutes and the rack at shelters, and whether the mowing moments are frequent enough to carry the feel is a question for play, not for this page.
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
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d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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---
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## 7. Exploration
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d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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The district is small, fixed and dense, and it is meant to be re-read. Landmarks are the two beacons, the panel, the culvert's turned sign, the pump hall, the sluice, and the junction platform with its gate and valve. Routes are few and named: the causeway, the culvert, the channel edge, the interior route. One rule about the props: **every refuge sign that has been turned faces the way the last crew actually went**, district-wide, from the first one in the culvert onward, so a turned sign is a navigation clue wherever it recurs; it is one sign asset, rotated. Revisiting is the whole structure: the same place means something different once you know what its light means.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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What you can discover, and what each discovery changes:
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| Discovery | What it changes |
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| --- | --- |
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| Geography: the culvert, the deposits, the shelters, the sluice | Which route, and which surge you accept |
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| The rule: what current reaches, and what it draws | Which experiment is worth its exposure |
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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| Surge behaviour: intakes, the dispatch cycle, holding, press, pursuit range | When and where to be |
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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| Rack conduction, mirrored from the district | What you can pack |
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| The mystery: who left the panel on causeway, and why | Which place is worth the risk, and where the interior route leads |
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Knowledge is the persistent progression. No discovery is gated behind a module or a stat: the panel works on the first expedition; what changes is knowing what it does.
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## 8. Experimentation
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The player experiments in two places under one rule: in the district (valves, the panel, the coil, a planted beacon, a field pump) and in the rack (what touches what, what is linked). Every experiment has a visible cause and a visible cost.
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- **Limits.** The panel powers one branch or none. A discharge needs a full battery and spends it. A field pump costs a bundle and lasts one expedition. A planted beacon runs its battery down. A stun yields once per crowd.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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- **Combinations that matter.** Panel to yard plus a coil in the channel: stun and harvest an invited surge. At the junction (tier two), open the valve that joins the yard channel to the pool and light the yard at the panel: the junction circuit, which the panel never reaches directly, is energised through the water and the gate opens for as long as the yard is lit, with the yard hot behind you; the pool's lamp is an indicator, not a beacon, and draws nothing. Or leave the valve shut and discharge the coil into the pool: the gate opens for a few seconds and nothing else lights. The first needs no module; the second buys stealth. A planted beacon on the causeway's dock end plus the panel on yard: pull an entered causeway crowd off the road while the next surge goes to the yard, clearing both routes home for one interval, at the cost of a crowd gathering near the dock you will leave by.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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**A plausible experiment that fails, readably.** The player has learned that current opens the pump-hall hatch, and has set the panel to off to keep both branches quiet: both beacons dark, both doors shut, and the first surge, which entered by the sluice, spreading along the interior route with no light to hold it. The player wades into the yard channel and discharges the coil to open the hatch, reasoning that with nothing lit the crowd has no reason to come. The hatch opens. So does the yard beacon: it lights steady for the discharge, because it is on the same wet circuit. The spreading crowd, which had no lit beacon to reach, now has one, and by the precedence in section 4 it retargets and comes down the channel to the hall while the player is inside. As states: panel off; yard circuit powered by the coil for a few seconds; yard beacon steady, never flashing; crowd on the interior route, target none, then target the yard beacon; hatch open for the discharge, then shut. The lesson is legible in the light convention: steady means powered, powered means lure, and the coil powers everything the water touches. Had the crowd been holding at a lit causeway beacon instead, it would not have moved, because a nearer lit beacon keeps a crowd; the failure needs a crowd with nowhere to go, and off is how you make one. The world designer's state table records the other legible failure of the same act, with the panel on causeway and the crowd holding there: nothing moves, the hatch opens for the discharge's seconds and then shuts with the surveyor inside, who cranks out; that one teaches the door's timing rather than the routing. The second half of the lesson is in the cables: only the beacon that flashes chooses where a surge enters, and nothing you carry can make a beacon flash; at the next dispatch the player watches the pulse run down a thin cable, and it is not the yard's. The recovery is in section 13.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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## 9. The mystery: the false refuge
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d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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Designed with the World and Mystery Designer; the chain below is lifted from their revision r10, with one row rewritten for the visible signal cable. The solution is a **designer spoiler**; the owner should read it, players should find it.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**The question the player is asked by the place.** The causeway is signed as the evacuation route. It is where the Flood is. The culvert beneath it, unmarked, has cart wear and a refuge sign turned to face the yard. Why is the marked refuge overrun while the passage beneath it still looks used?
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| Step | Evidence, inference, consequence |
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| --- | --- |
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| Notice | From the dock, the causeway beacon is lit steady. At the first dispatch it flashes and the surge visibly turns onto the causeway. This repeats every expedition. |
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| Compare | The yard beacon is dark and the pump-hall hatch is shut. In the culvert: cart wear toward the yard, and a refuge sign turned to face the yard. Each inspectable in three or four lines of text. |
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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| Understand | Two cables leave each panel position, a thick one and a thin one, and run side by side to the causeway beacon, and to the yard beacon and on to the hatch. At a dispatch the pulse is seen running the thin cable before the beacon flashes. The panel's three positions carry no words: two cable headings and a closed position. The forecast shows a countdown, an intake marker, and each entered crowd's current target. Switching moves the marker at once, and moves the crowd. So the rule can be learned two ways: watch a pulse run the cable and the surge's turn, or switch and watch both the marker and the crowd respond. After the first observed pulse-and-turn, the notebook records it in the player's own terms. |
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
261
| Infer | Power is both key and lure: the lit branch is where doors open and where the Flood is sent. The "refuge" sign marks where surges go, not where it is safe. Someone kept the culvert and the yard in use by leaving the panel on causeway. |
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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| Experiment | Set the panel to yard. The yard beacon lights, the hatch opens, the intake marker jumps to the yard with the countdown running, and the crowd at the causeway beacon begins across the junction toward the yard. Retreat to the platform or the dock and watch, or move now. Off instead darkens both and moves the marker to the sluice. |
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| Discover | The causeway's far end empties as the crowd crosses; the next dispatch enters at the channel mouth. The hall is open, and both the old crowd and the new surge are coming to it. Reaching the answer costs exactly that. |
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
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| The answer (spoiler) | Inside the pump hall, beside the hall's dead pump: a crew tally board, rows of marks per surge sent to the causeway, a last row with one mark to the yard and a line drawn under it; and a district plan with the refuge signs crossed out and a route inked through the culvert into the interior. The last crew fed the evacuation route to keep working the yard, turned the signs to mark their own way out, and left the panel on causeway for whoever came after. What they went in for is the next tier. |
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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| Change later play | Every dispatch reopens the choice: leave the panel on causeway and haul through the culvert to a dark, closed yard; set yard early, before any crowd exists, to walk the empty causeway to the junction while the yard is hot; set yard with a crowd already at the causeway beacon to clear the road at the cost of the interior route and the hall; or invite the surge into the channel on purpose with the coil waiting. The inked route and the turned signs now point into the interior. |
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**Knowledge, not equipment.** The panel is usable on expedition one; nothing about the deduction needs a module, a resource or a flag. Equipment changes how well the choice can be exploited, never whether it can be made. **If a clue is missed:** the causeway beacon is steady on every arrival and flashes every dispatch; the culvert is visible from the yard side too; the marker jump is a second, independent way in; optional hints escalate from "the two beacons differ" to "switch, then watch the forecast marker". **After death:** notes, map and observed facts persist; no deduction is granted unearned. **After the answer:** the question closes; the decision does not. The same dispatches, the same panel, a different loadout, cargo target and held dock make the routing choice fresh each expedition. Diverting never creates extra enemies or rewards.
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## 10. Progression and persistence
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| Persists as knowledge | Persists as colony state | Resets each expedition |
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| --- | --- | --- |
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| Map, notes, observed rules, module recipes | Banked salvage; which dock is held dry; workshop; forecast relay | Enemies, surge sizes and timing, water states, field pumps, found modules, cargo, charge, the panel (returns to causeway), spent organisms |
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**The colony** is the dock and its pump, and the people on it. It is deliberately small, and it makes exactly three kinds of decision:
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- **Which dock is held dry.** One exclusive standing choice. Changing it costs a full return's salvage. It inverts which panel setting is comfortable (section 4) and where the coil works, because a flooded dock is wet ground.
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- **The workshop.** One additive repair, a full return: lets you choose one starting module each expedition instead of leaving with only a battery.
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- **The forecast relay.** One additive repair, a full return: the first intake is known before you leave the dock, so the first three minutes can be planned.
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fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**No upkeep.** Salvage repairs and improves the colony; nothing decays between expeditions, nothing is charged per expedition, and repeated failed expeditions lose nothing already banked. The colony's stake is long-run: every repair and every change of held dock are paid in salvage, so a surveyor who stops hauling can never change anything. The ending costs no salvage; reaching the relay room is paid in knowledge and exposure, not cargo. This is a drafting default: the alternative, a per-expedition pump cost, would punish an investigative expedition that returns light, which is the meta-level version of pressure that leaves no room for curiosity. If the owner wants the colony to feel more precarious, the place to add it is the ending's cost, not a tax.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**Is that enough colony?** Honestly: it is a small colony by the standard of colony-management games. Its decisions change the value of what you know rather than adding systems, which is the intended relationship. If the owner wants a larger settlement, with people, needs and building, that is a scope decision that adds a second game to this one and should be made knowingly.
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## 11. The whole game
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One district and an ending. The mystery has three tiers, each a recombination of the same rule in the same district, not a new machine family.
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- **Tier one, the false refuge (expeditions one to about three).** Why the causeway is overrun. Answered in the pump hall. Changes routing for good.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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- **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.
ec1b6c Anonymous 2026-09-06 19:32:16
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
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- **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."
8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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ec1b6c Anonymous 2026-09-06 19:32:16
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
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*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.
8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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ec1b6c Anonymous 2026-09-06 19:32:16
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
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*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.
8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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ec1b6c Anonymous 2026-09-06 19:32:16
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
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*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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**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.
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c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
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**What is different on expedition nine that was not on expedition six.** An outside critic put the hardest question well: once the map is memorised and the notes persist, what renews? The honest answer has three parts. First, the decision renews even when the knowledge does not: every dispatch is a fresh choice of where the Flood lands, and its right answer depends on this expedition's loadout, cargo target, held dock and which crowd is already where; the same three dispatches never pose the same problem twice. Second, the district is not fully known by expedition five, because tiers two and three open the gate, the gallery and the relay room, each of which changes what the rule can do rather than adding rooms to memorise. Third, the surges vary in size and timing within the schedule, and placements vary, so a route is a plan, not a script. What does not renew is discovery itself: once the three tiers are solved, the game is finished, and the design says so rather than pretending to be endless. If the owner wants more life after the ending, the extension with the best return is a second district under the same rule, and it is a scope decision.
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d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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**What expedition twenty-one is.** Honestly: a courtesy. The designed game ends when the relay is shut, fixed or held, and each ending leaves a different district for free play: shut, and surges come by the sluice unannounced, so the forecast is gone and the game is harder and blinder; fix, and the panel is welded, so routing is gone and what remains is hauling on a known road; hold, and it is the same game you finished. None of those is a second game, and this document does not pretend otherwise. The design's own retention argument, that the surge schedule keeps urgency after the mystery is solved, is true up to the ending and is spent by two of the three endings. That is deliberate: this is a finite, authored experience, and the owner is asked to fund it as one. If the owner wants a game that keeps giving after the ending, the honest route is the extension named above, a second district under the same rule, not a promise that this district renews.
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fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
309
**How long the game is, in hours, and whose number it is.** This count is the lead's, derived from the beats above and owned here. Counting what is designed, the minimum is about ten to twelve expeditions, three to four per tier; at about fifteen minutes each that is two and a half to three hours of expeditions, and roughly three to four hours with time at the dock, repacking and deaths, which is an assumption about overhead, not a measurement. Both figures are estimates from content, not validated lengths; a player who already knows the district can go faster, because nothing counts expeditions; the earlier figure of twelve to twenty expeditions was a guess and is withdrawn. The owner should know one commercial fact that follows, in plain words. The Steam store lets a buyer return a game "within two weeks of purchase and with less than two hours of playtime" (Steam's own refund page, read on 2026-09-06). Two hours is about eight expeditions, which is most of the designed game: a player could finish two of the three tiers and return it. That is a pricing and scope constraint, not a design flaw, and section 17 puts it in front of the owner as a decision about length, price and extensions. The outside researcher's measured page mentioned in section 1 shows the owner's reference games in two price bands that do not overlap, crowd games below thirteen dollars and mystery games above fourteen; those are the prices of eleven chosen examples on one day, not rules for every game, but they are why section 17 treats length, price and shelf as one recommendation rather than three questions.
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
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fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
311
**What the game is for someone who stops early.** Tier one lands at expeditions one to three, so a player who plays four expeditions and stops has had a complete small thing: a question the place asked them, an answer they found in the pump hall, and a skill they did not have before, sending the Flood where they want it with a switch and knowing what that costs. That is a finished experience, not two thirds of a setup. The relay's ending is for those who go on; the design does not claim anything about how many will, and no achievement or playtime figure on this wiki can say.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
312
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
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**The title.** Hold the Flood is the owner-supplied working title (Brief D017); final naming is the owner's and is not locked. In this design the holding is done by deciding where the Flood goes: the colony holds the Flood off its refuge not by fighting it but by routing it, and the ending is about holding it for good. The Flood is the enemy mass, never the water; the water is what carries the current.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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---
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## 12. Expedition one (illustration, not a playtest)
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A first-time player. Panel untouched, on causeway. Causeway dock held dry. Starting kit: cutter, one empty battery. Times are approximate and proposed.
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**0:00.** The dock. The forecast board reads: first surge in three minutes, intake causeway. Ahead, the causeway; its far-end beacon is lit steady. To the right, a dark tunnel mouth: the culvert. The player takes the culvert because the causeway looks like where the trouble is.
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**0:40.** The culvert. Cart wear on the floor, heading away from the causeway. A refuge sign on the wall, turned to face the far end. The player inspects it: three lines of text. The notebook records both.
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**1:30.** The yard. Salvage deposits; the player gathers two bundles into the rack. A module placement in a wrecked cart: a coil. It goes in the rack, unlinked. The shallow channel runs past a shut hatch into a dark pump hall; a cable runs from the hatch along the channel to a dark lamp on a post at the hall door. The player inspects the lamp: dark, and the notebook records it.
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**3:00.** The dispatch. From the yard the player sees the causeway beacon flash across the district and, a moment later, the surge pour in at its far end and gather there. Forty organisms. The forecast now reads: second surge in five minutes, intake causeway. The notebook records: the surge came in where the lamp flashed.
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fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**3:30 to 7:30.** Quiet. The player crosses to the junction platform, a shelter, and watches the causeway crowd's edge press slowly down the road toward the dock end. Two stragglers wander into the yard; the cutter kills them; two motes; the player walks over them and the battery shows two units. On the platform the player arranges the rack for the first time: the coil across the top left, the battery beside it and linked to it, the two bundles below with a gap between them.
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C C B
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S - S link: B → C; one drip, where the right-hand bundle touches the battery
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```
6fe6ca Anonymous 2026-09-06 19:03:34
DES103 r5 (Design Document r11) against REV103 r1: stale seventh-slot sentence deleted and expedition one's timing and ledger fixed (REV103-1, EXT X25); collection rule restated (most room, linked or not, tie to the earlier battery) and expedition six re-tallied so the coil's battery is full before each discharge (REV103-2); plain licence clauses and the asset-licences page cited (Clarity Q41); nothing else moved
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Straight after, on the far bank below the platform, the player finds a third deposit and drops the bundle into the empty slot. Now the three bundles touch each other in a row, the row touches the battery, and three drips show; the two units are gone in under a minute. The player does not yet know what a drip means, and will.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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**8:00.** The second dispatch. Causeway again, eighty organisms, joining the first crowd. The press on the causeway now reaches halfway to the dock. The forecast reads: third surge in four minutes, intake causeway. The player decides to leave.
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6fe6ca Anonymous 2026-09-06 19:03:34
DES103 r5 (Design Document r11) against REV103 r1: stale seventh-slot sentence deleted and expedition one's timing and ledger fixed (REV103-1, EXT X25); collection rule restated (most room, linked or not, tie to the earlier battery) and expedition six re-tallied so the coil's battery is full before each discharge (REV103-2); plain licence clauses and the asset-licences page cited (Clarity Q41); nothing else moved
338
**9:00.** The culvert, back toward the dock end. The player emerges at the causeway head, twenty metres from the dock, with the press's edge thirty metres up the road. Four organisms break off and pursue. The cutter takes two, and their two motes go into the empty battery and leak away again through the three bundles before the dock; the player takes one hit; the dock is a hard stop and the pursuers stop at its edge.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
339
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**9:40.** Extraction, three bundles and a coil, one point of health down, an empty battery. The player banks three bundles. The notebook holds: the culvert is safe and marked; the surge comes in where the lamp flashes; the yard lamp is dark and the hatch is shut; there is a switch at the causeway head with cables to both lamps; something drains a battery that touches salvage.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
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Nothing was solved. Everything needed to solve it was seen. The slot and charge ledger for this expedition is in Appendix C.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
343
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
344
---
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## 13. A later expedition, changed by knowing (illustration)
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fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
348
Expedition six, a harvest expedition: the player goes in for the interior and for charge, not for cargo. They have solved the false refuge, banked enough for the workshop, and choose the coil as the starting module. The causeway dock is still held dry. Times are approximate and proposed; the ledger at the end tracks every slot and every unit.
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**0:00.** Rack: coil across the top left, one empty battery beside it. The forecast reads: first surge in three minutes, intake causeway. The notebook says the yard cart held insulation on expeditions two and four and a battery on expedition four, and that the junction platform held an arc on expedition five; placements vary, so this is a plan, not a certainty. The player leaves the panel alone and takes the culvert.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
351
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
352
**1:30.** The yard cart: insulation and a battery, both there today. They go into empty slots as found.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
353
ec1b6c Anonymous 2026-09-06 19:32:16
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
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**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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
355
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
357
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**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.
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C C B
ec1b6c Anonymous 2026-09-06 19:32:16
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
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A B I links: top B → C (1 unit), bottom B → A (1)
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
362
```
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
363
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
364
**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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
365
ec1b6c Anonymous 2026-09-06 19:32:16
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
366
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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
367
ec1b6c Anonymous 2026-09-06 19:32:16
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
368
**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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
369
50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
370
**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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
371
ec1b6c Anonymous 2026-09-06 19:32:16
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
372
**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.
50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
373
ec1b6c Anonymous 2026-09-06 19:32:16
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
374
**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.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
375
ec1b6c Anonymous 2026-09-06 19:32:16
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
376
**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.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
377
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**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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
379
50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
380
**What the hatch does when power ends.** If the yard loses power while the player is inside the hall, because the panel was thrown elsewhere or a coil-opened hatch timed out, the hatch blinks for three seconds and closes, but never on an occupant: anything in the doorway holds it open. Inside a closed hall there is a hand crank that opens the hatch in ten seconds without power. The trap is recoverable without solving anything, and the recovery takes exactly long enough to matter, because ten seconds is surge time, which is the currency this design charges in. Switching the panel from inside is impossible, because the panel is at the causeway head. The slot and charge ledger for this expedition is in Appendix C.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
381
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
382
---
383
384
## 14. Presentation and assets
385
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**Direction.** Top-down 2D, one small district, readable at a glance. One light convention carries the whole rule: **steady means powered, flashing means a dispatch, dark means unpowered.** Wet and dry are a tint. Energised water shows arcs. The rack is a six-cell panel with drawn links and drip icons. No AI-generated art of any kind; existing free assets first; purchases and custom assets only with the owner's approval.
387
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**Readable states and their cheapest medium.** Sources are listed only where their terms were actually read today; nothing else is claimed.
389
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| What the player must read | Cue | Reused asset category | Source and terms | Fallback / approval gap |
391
| --- | --- | --- | --- | --- |
392
| Branch powered / dispatch / unpowered | Lamp sprite in three states; flash animation | Prop sprite, three frames | Not yet selected; candidate sources below | Engine-drawn glow if no sprite fits |
393
| Wet or dry channel | Floor tint; ripple | Tileset | Not yet selected | Flat colour tint, no asset |
394
| Energised water | Arc particles on the tint | Engine particles | None needed | Colour flash if particles are costly |
395
| Next surge: intake and countdown | Screen overlay with map marker; locked marker after dispatch | UI kit | Not yet selected | Text overlay |
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
396
| Each entered crowd's current target | Small marker on the overlay per crowd | UI kit | Not yet selected | Text list |
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
397
| The relay's pulse travelling the signal cable | Animated flicker along the thin cable, panel to beacon | Engine-drawn line animation | None needed | A pulse marker running along the drawn cable line on the forecast overlay, which keeps the "which cable" information; a beacon flash alone would not |
398
| The arc's burst | Current jumping body to body through the crowd; the arc's battery emptying on the rack readout | Engine particles and the rack UI | None needed | Tint flash on each chained organism |
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
399
| A beacon's reach (alternative model only) | Glow radius on the ground | Engine-drawn | None needed | Not needed under the baseline |
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
400
| A surge's press and pursuit | Crowd density; organisms turning to face you | Enemy sprite, one type, tint variants | **Gap: the bioelectric enemy is the one thing free packs are unlikely to supply**; likely needs owner-approved custom art or a heavily reworked free sprite | Reworked generic creature sprite; this is the first approval request to expect |
401
| Spent organism | Dimmer sprite | Same sprite, tint | As above | Tint only |
402
| Battery charge, drips, links | Rack UI | UI kit | Not yet selected | Text readout |
403
| Hatch open / closing / shut | Door sprite, three states, blink | Prop sprite | Not yet selected | Text state |
404
| Shelter boundary | Floor marking | Tileset | Not yet selected | Line overlay |
405
| Deposits, modules, motes | Small sprites | Prop sprites | Not yet selected | Icons |
406
| Turned sign, cart wear, tally board, inked plan | Prop plus text inspection | Prop sprites | Not yet selected | Text inspection alone, which is acceptable for clues but not for live combat cues |
407
| Health | Bar | UI kit | Not yet selected | Text |
408
6fe6ca Anonymous 2026-09-06 19:03:34
DES103 r5 (Design Document r11) against REV103 r1: stale seventh-slot sentence deleted and expedition one's timing and ledger fixed (REV103-1, EXT X25); collection rule restated (most room, linked or not, tie to the earlier battery) and expedition six re-tallied so the coil's battery is full before each discharge (REV103-2); plain licence clauses and the asset-licences page cited (Clarity Q41); nothing else moved
409
**Sources checked today, read-only.** OpenGameArt's published FAQ states that hosted assets are offered under one of CC0, CC-BY 3.0/4.0, CC-BY-SA 3.0/4.0, OGA-BY 3.0/4.0 or GPL 2.0/3.0, that each asset carries its own uploader-chosen licence, and that commercial use is allowed under those terms; no specific pack has been selected, and "free" is not one thing: a CC0 dedication imposes no conditions; a BY licence requires credit; a share-alike licence attaches its own terms to anything made from the asset; a no-derivatives licence forbids adapting it at all; and tinting or resizing a sprite, which is exactly what this section proposes for a humanoid Flood, is an adaptation, so each asset's own licence, not its host's general statement, decides whether that cheap route is allowed. The team's Reference Researcher has tabled these terms from the stewards' own texts on the wiki's asset-licences page, which also notes that a free-of-charge store item is a licence to use, not a public-domain dedication; the Brief's rule that every shortlisted asset is recorded with its source, creator, terms and intended use applies, and the intended use must say whether it is a derivative. Kenney's asset listing page does not state a licence on the listing itself, but the individual page for its "Top-down Shooter" pack states "Creative Commons CC0" and describes 580 files of 2D top-down sprites including tiles, furniture and zombie-style figures; that makes it a plausible candidate for tiles, props and a reworkable creature sprite, subject to a suitability check nobody has done yet. No asset has been downloaded, purchased or created.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
410
6fe6ca Anonymous 2026-09-06 19:03:34
DES103 r5 (Design Document r11) against REV103 r1: stale seventh-slot sentence deleted and expedition one's timing and ledger fixed (REV103-1, EXT X25); collection rule restated (most room, linked or not, tie to the earlier battery) and expedition six re-tallied so the coil's battery is full before each discharge (REV103-2); plain licence clauses and the asset-licences page cited (Clarity Q41); nothing else moved
411
**Coverage gaps, honestly.** The enemy sprite is the likely custom-art request as the enemy is currently proposed, and the reason is the proposal, not the market: the one free pack checked (Kenney's "Top-down Shooter", CC0, whose page describes zombie figures among its 580 files; PM confirmed the terms and commercial use on 2026-09-06, without approving suitability) supplies humanoid zombies, and the bioelectric organisms proposed here are not humanoid. Zombies are among the owner's own examples of the Flood. So the cheapest route is a design lever, not an art request: if the Flood were a humanoid mass, tinted and size-varied from a free pack whose licence permits adaptation (CC0 does; a no-derivatives licence would not), the enemy would be covered at no cost and the rule would not change, since what conducts is bodies standing in water either way. That option is put to the owner as part of decision 2; nobody has inspected the pack's sprites in the engine, and this document does not claim they fit. Everything else in the table can be carried by generic top-down tiles, a UI kit, engine particles and text, at the cost of some atmosphere. Sound is not designed here.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
412
413
---
414
415
## 15. Scope
416
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
417
**Minimum complete experience.** One district (two docks, causeway, culvert, yard with pump hall, the junction platform with its gate, pool and valve, the sluice, the interior and the relay room), three mystery tiers, seven module types including the arc, one enemy type with size and tint variants, three surges per expedition, three colony decisions, an ending. About ten to twelve expeditions, three to four hours.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
418
46b320 Anonymous 2026-09-06 18:04:54
DES102 draft r4: complete REV102 r1 issues 3 and 5 (flash observable in the failed-experiment lesson; press-rate bound in section 15) and the minor items; Clarity Q33 (survivorlike question in the owner's word, decision 6 reframed) and Q34 (refund window explained and sourced from Steam; measured price bands cited with caveat); Noita named; conductivity extension; r3 topology stands per REV102-1, world designer asked to align
419
**Optional extensions, in order of value.** A second district using the same rule with different geography. A second enemy variant that conducts differently. A conductivity axis, fresh water against salt intrusion that the pump controls, which an outside researcher's sourced reference page notes is real physics (salt water carries current around a body instead of through it) and would be free authored content; not in the minimum. More module types. A larger colony.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
420
421
**Explicit cuts.** No fluid simulation: channels are wet or dry. No destructible terrain. No free chemistry. No procedural layout: the district is fixed and the mystery depends on that. No base-building grid, citizens, hunger or production. No multiplayer. No kill experience.
422
46b320 Anonymous 2026-09-06 18:04:54
DES102 draft r4: complete REV102 r1 issues 3 and 5 (flash observable in the failed-experiment lesson; press-rate bound in section 15) and the minor items; Clarity Q33 (survivorlike question in the owner's word, decision 6 reframed) and Q34 (refund window explained and sourced from Steam; measured price bands cited with caveat); Noita named; conductivity extension; r3 topology stands per REV102-1, world designer asked to align
423
**Complexity drivers.** Crowd behaviour with holding, press and pursuit (the one real engineering risk). One tuning bound the fairness claim depends on, restated from section 16: on a first expedition with the panel untouched, the causeway crowd's press must not reach the causeway head before the evacuation window closes. Readable energised water. The rack UI. The forecast overlay.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
424
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
425
**Cheap alternatives if needed.** Press as a fixed radius that grows on a timer rather than simulated crowding. A single fixed pursuit range. Text inspection for every clue prop. Flat tints for water states.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
426
427
---
428
429
## 16. Honesty: what is resolved, what is open, what is unknown
430
d37cbf Anonymous 2026-09-06 18:33:26
DES103 r2 (Design Document r8): fix EXT102 X21 (a mote adds charge up to capacity) and X22 (electrician loop break-even with one battery, profitable with two; arc bounded by the surge, drain above cutter yield); one cable vocabulary (REV102-7); owner page recommendation rewritten in plain words with no term before its definition (Clarity Q38); nothing else moved
431
**Resolved in this draft.** One routing model, written out and priced (section 4), on the world designer's map as of their revision r10, adopted verbatim so the two pages stop trading choices. The yard intake is in the water. Modules do not conduct; wet salvage does, and passes it on. Charge is finite by rule. No colony upkeep. The culvert is a gravity drain and costs the player nothing. The hatch has a stated closing rule and a crank exit. The relay's signal cable is visible, so the coil's limit is learnable.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
432
433
**Tuning bounds the design depends on, stated so they can be tested.** On a first expedition with the panel untouched, the causeway crowd's press must not reach the causeway head before the evacuation window closes, or "withdrawal never requires solving the mystery" becomes false; that is a bound on the press rate, not a proven value. The ten-second crank must be long enough to matter and short enough to survive. The leak rate must make the rack a decision rather than a nuisance.
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
434
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
435
**Presented for decision, not resolved.** The routing alternative (sight-limited beacons), with PM's confirmation of the written model recorded. The combined recommendation on combat, length and shelf (decision 4) and its alternatives, with what is observed and what is predicted kept apart. The colony's size. The rack's size. The enemy's identity, its name and the drowned-city setting. The presentation assumption.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
436
8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
437
**The External Critic's audit, answered where it is this document's to answer.** The team's External Critic (a member since Brief D015) posted a market and originality audit, and PM has since disposed of it in its reviews. Four of its points are design questions and are answered above on this page's own terms: what the rule does that its inspirations do not (section 1), the rack as a stated small scope (section 5), the genre's payoff moment (section 6), and the renewable after the mystery is solved with the game's honest length (section 11). Two are the owner's: the enemy's name, since the critic reports that "the Flood" is the name of a well-known existing game's enemy faction and the owner's requirement fixes the meaning of the term rather than the string, which I have not independently verified but is cheap to check and cheap to change; and whether audience, comparables and length should join the document criteria. One is PM's and the critic's to settle between them.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
438
439
**Unknown until played.** Whether the deadline produces planning or anxiety. Whether fifteen minutes and three surges leave enough observation time. Whether the panic switch dominates. Whether a crowd's press and pursuit read on a busy screen. Whether "no kill experience" leaves fighting satisfying. Whether the leak rate makes the rack a decision or a nuisance. Whether ten to twelve expeditions is enough content. Nothing here is a claim of tested enjoyment.
440
441
---
442
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
443
## 17. The recommendation, and the decisions that are yours
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This section proposes one experience rather than a menu. The recommendation is the game described in this document with the arc module in its minimum scope: a survivorlike whose crowd combat yields charge, whose payoff moment is a spend of that charge, whose growth is what you find and pack, and whose distinctive experience is a district that sends its own enemies where the panel points. Designed length about ten to twelve expeditions, three to four hours, plus free expeditions and three endings; positioned, as a hypothesis, as a short authored game on the shelf your crowd-game references sit on, at their price band, with the mystery as the reason to choose it. Each numbered item below is a place where you can depart from that recommendation, with the cost of departing stated.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
447
1. **The premise.** Direction A as written is PM's provisional choice, not yet yours. Direction B is documented as the alternative; a different premise is possible, and the rule survives a change of fiction.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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2. **Enemy and setting.** Bioelectric organisms in a drowned pumping district are proposals. If you want zombies, aliens or another Flood, the rule survives; the fiction changes. One consequence worth knowing: a humanoid Flood, which zombies are, is the one enemy a free pack already checked could plausibly supply, so it would remove the only custom-art request this document expects (section 14).
50840d Anonymous 2026-09-06 19:05:09
DES103 r6 (Design Document r12): decision 3 and section 4 now state the team's split on the routing model (world designer prefers the sight-limited alternative, critic the written one, PM chose the written one for drafting), so the owner sees the dissent (Clarity Q42); nothing else moved
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3. **The routing model.** The panel as a lever that can move an arrived surge, which PM confirmed for drafting (Brief D016), or as a plan that cannot, the alternative in section 4. Both are consistent; the difference is felt at the panel. The team does not agree which is better: the World and Mystery Designer, who designed both, prefers the alternative, for reasons on their page; the Independent Design Critic prefers the one written here; PM chose the written one for drafting and this document recommends it. That split is a fact you should weigh, not a flaw in either model.
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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4. **Combat, length and shelf: the recommendation and its alternatives.** Recommended: charge as the only combat yield, the arc in the minimum scope for the mowing moment with the fuel policy in section 6, no experience curve, growth by composition capped at six slots (sections 5 and 6); the designed length above; the positioning hypothesis above, with the price left uncommitted. The intended player, named once: someone who plays crowd games and wants a reason to think; mystery players are the second audience, not the first. What is observed, with its limits: an outside researcher measured the reference games' list prices on 2026-09-06 (crowd games about five to thirteen dollars, mystery games about fifteen to thirty) and reviewers' playtime at the moment they reviewed (medians of roughly nine to forty-six hours); reviewers play more than buyers, and playtime at review is not completion length, so these figures cannot set a minimum length for this game, and the price of eleven chosen examples is not a rule for every game. Steam's refund terms are two weeks and under two hours of play; that is a fact about the store, not a prediction of refunds. What is predicted, and testable only later: that a three-to-four-hour authored crowd-routing game holds its price on that shelf. The alternatives, each a change with a cost: a conventional experience curve with level-up choices, which pulls the player toward the biggest crowd and away from the district, the thing this design is for; a longer game by adding a second district under the same rule, the extension with the best return, which no evidence here requires; or selling it as a mystery on the other shelf, which departs from the genre you asked for. Nothing here is a viability claim, and content is not to be added merely to sit beyond a refund threshold.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
451
5. **The colony's size.** Three decisions and no upkeep, as proposed, or a larger settlement, which is a second game.
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
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6. **The rack's size.** Six slots and seven modules, as proposed, or a real item game at twenty to thirty modules, which changes the content budget.
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7. **The enemy's name, and the final title.** "The Flood" is your term for the enemy mass; an outside critic reports it is also the name of a well-known existing game's enemy faction and that the phrase is hard to find on a storefront. Keep it, or rename the enemy while keeping the working title; the design does not depend on the word. The final title is yours and is not locked (Brief D017).
12779d Anonymous 2026-09-06 18:13:03
DES102 draft r6 (DES103 base): merge owner decisions 4 and 6 into one shelf decision with the measured price bands, playtime medians with the reviewer-bias caveat, refund terms and honest options (Clarity Q35, EXT101 X20); renumber to nine; note World and Mystery r12 alignment; nothing else moved
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8. **Presentation.** Top-down 2D, as assumed.
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9. **Assets.** Expect one custom-art request, the enemy. Nothing is requested yet.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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Development remains unauthorized until you have read this and said so explicitly.
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---
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## Appendix A: words used above
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- **Survivorlike:** a game where you steer one character through ever-larger crowds of enemies while your weapons fire by themselves; your hands move, dodge and position, and your choices are where to go and what to carry.
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- **Expedition:** one trip from a dock into the district and back. The Brief's "run" means the same thing.
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- **The Flood:** the massed enemies (owner requirement). Proposed here as bioelectric organisms.
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- **Surge:** one wave of the Flood entering the district.
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- **Dispatch:** the scheduled instant the relay releases a surge and pulses the selected beacon.
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- **Relay:** the district's old automatic timer and transmitter.
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- **Forecast:** the relay's schedule, shown as a countdown and an intake marker.
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- **Intake:** where a surge enters: the causeway's far end, the yard channel at the pump hall, or the sluice.
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- **Beacon:** a lamp on the district's circuit; steady when powered, flashing at a dispatch, dark when unpowered. A lit beacon draws the Flood inside the district.
d37cbf Anonymous 2026-09-06 18:33:26
DES103 r2 (Design Document r8): fix EXT102 X21 (a mote adds charge up to capacity) and X22 (electrician loop break-even with one battery, profitable with two; arc bounded by the surge, drain above cutter yield); one cable vocabulary (REV102-7); owner page recommendation rewritten in plain words with no term before its definition (Clarity Q38); nothing else moved
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- **Panel:** the three-position switch at the causeway head that decides which branch's power and signal cables are live.
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- **Power cable / signal cable:** the two cables the panel switches, leaving each position side by side as a thick one and a thin one; power lights and opens things, and the thin signal cable carries the dispatch pulse, which can be seen travelling it.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
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- **Press:** the slow outward creep of a gathered crowd's edge along its branch during a quiet interval.
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- **Pursuit range:** the distance within which organisms leave a crowd to chase you.
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- **Hatch:** the pump hall's powered door, open while the yard is lit, with a hand crank inside for when it is not.
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- **Junction platform / gate / pool / valve:** the raised shelter where the branches meet; the gate into the interior on its own circuit, which the panel never reaches; the pool beside it; and the valve that joins the yard channel to the pool.
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- **Shelter:** a dry dock or the junction platform; enemies neither enter nor spawn there.
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
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- **Arc:** the module, in the minimum scope, that makes the cutter's hits conduct from organism to organism through a dense crowd while it drains a battery: the genre's mowing moment as a spend.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
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- **Rack:** the six-slot frame on the surveyor's back; the whole inventory apart from the cutter.
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- **Module / bundle / cargo / salvage:** a module is a piece of gear; salvage is the material the colony needs; a bundle is one slot of it; cargo is the bundles in your rack.
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- **Link:** the drawn connection from a battery to the one module it powers.
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- **Leak / drip:** charge lost from a battery into connected wet bundles, shown as a drip per bundle.
8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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- **Battery:** the one-slot module that stores charge, ten units; it powers the one module it is linked to, and leaks into any wet bundle it touches.
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- **Battery, coil, insulation, beacon (module), kit, siphon, arc:** the seven modules, section 5.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
486
- **Cutter:** the handheld tool that fires by itself. Needs no slot.
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- **Charge / mote:** the Flood's shed energy; a mote is a dropped fleck of it.
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- **Loadout:** the modules you carry and how they are arranged. Older pages say "build"; this document avoids that word because the Hub uses it for compiled software. **Loadout expression** is the way a loadout shows a strategy.
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- **Knowledge gate / stat gate:** a knowledge gate is passed by understanding something; a stat gate is passed by having a number high enough. This design uses only the first.
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- **Telegraphed:** announced before it happens. **Counterplay:** what the district or the Flood can do against a loadout, and what the player can do back. **XP:** experience points, the per-kill growth this design does not use.
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- **Field pump:** a pump fuelled by one bundle that drains one channel for one expedition.
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## Appendix B: bookkeeping
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ec1b6c Anonymous 2026-09-06 19:32:16
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
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**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.
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**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).
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**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.
50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
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**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).
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**What r13 changes, as DES103 r7.** PMR003 1: expedition six now has one consistent arrival, stun and burst sequence: the second surge enters over half a minute from 8:00, the discharge comes at 8:20 when about sixty are in the water, the stun lasts eight seconds and the motes are collected during it, and the ten-second burst is spent from 8:28 on the recovering crowd packed in the doorway, not on a stunned one; the ledger rows follow. PMR003 3: "can see" is "can reach"; the stale open-handoffs paragraph is replaced by the current one. PMR003 2: section 11 states, as lead proposals for the world designer to confirm, the three valves with their found and set positions and the success condition (connectivity, not order), the relay's supply against the door's and what the drain stops and leaves working, and the coil-route qualification that a crowd held by a lit causeway beacon stays put. The critic's length note: the section 1 state table and both expedition ledgers move to a new Appendix C as review apparatus, with one-line pointers in the body, so the owner's copy reads as prose. Nothing else moved.
50840d Anonymous 2026-09-06 19:05:09
DES103 r6 (Design Document r12): decision 3 and section 4 now state the team's split on the routing model (world designer prefers the sight-limited alternative, critic the written one, PM chose the written one for drafting), so the owner sees the dissent (Clarity Q42); nothing else moved
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**What r12 changes, as DES103 r6.** One fact added, twice: section 4's alternative paragraph and decision 3 now say that the team is split on the routing model, with the World and Mystery Designer preferring the sight-limited alternative for their stated reasons and the Independent Design Critic preferring the written model, and that PM chose the written one for drafting. Filed as Clarity Q42 by The Troll under PM's advocacy rule; it meets the reader's own standard that a fact which changes how the owner reads a decision belongs in front of the owner. Nothing else moved.
6fe6ca Anonymous 2026-09-06 19:03:34
DES103 r5 (Design Document r11) against REV103 r1: stale seventh-slot sentence deleted and expedition one's timing and ledger fixed (REV103-1, EXT X25); collection rule restated (most room, linked or not, tie to the earlier battery) and expedition six re-tallied so the coil's battery is full before each discharge (REV103-2); plain licence clauses and the asset-licences page cited (Clarity Q41); nothing else moved
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**Sources read for r11.** Design Review REV103 r1 285925 (the critic's first per-beat-ledger review, of r9: PMR002 findings 1, 2 and 4 met on the page, 3 met on the world page; four findings, of which 3 and 4 were met by r10 and 1 and 2 are met here). External Critique r4 72ae82 (X24a retracted; X25 is the same stale sentence as REV103-1). Clarity Q41 (licences differ, and tinting is an adaptation). Reference: Asset Licences r1 e89c3c (REF104). Pm Reviews 6e8d12 (PMR002 recorded as the last completed checkpoint; nothing new assigned).
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**What r11 changes, as DES103 r5.** REV103-1: the leftover sentence in expedition one that asserted a seventh slot and one drip is deleted; the third bundle now goes in straight after the first arrangement, so the three-drip moment is what drains the battery, and the two motes from the pursuers at nine minutes are in the ledger. REV103-2: the collection rule now says a mote goes to the battery with the most room, linked or not, with a tie to the earlier-placed battery, which is what both scenes do; expedition six is re-tallied so the coil's battery is genuinely full before each discharge (sixteen kills, twenty-four stunned, the arc's battery at eight then ten, eighteen units expired), and the ledger closes to the unit. Q41: section 14 says in plain words that free licences differ, that tinting or resizing is an adaptation, and that each asset's own licence decides the cheap route, citing the Reference Researcher's asset-licences page. Nothing else moved. Revised against PM's PMR002 and its closing review (Pm Reviews/Pmr002 4f18c7; Tasks ab97dc), Design Review REV102 r5 and r6 (e2db8b, 538724), External Critique EXT102 r2 and r3 (d3b19b, d325f9), World and Mystery r15 and r16 (dca569, 812fd6), and Clarity Q39 and Q40.
8afa59 Anonymous 2026-09-06 18:54:36
DES103 r4 (Design Document r10) against PMR002 closing review: finale mirrors World and Mystery r16's merged chain and endings (fix clamps signal only); PM's audience wording; owner page says reviewed with revisions open; stale awaits-PM lines fixed; two-battery electrician drawn leak-free with one-link-per-module rule; burst nominal equals actual; PM's vertical-coil one-drip rack; world designer's alternative failure recorded; Appendix A module roster and battery entry (Q39); Q40 already met
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**What r10 changes, as DES103 r4.** Section 11's finale is now the world designer's merged chain, which their page owns and this section mirrors: the access chain this document proposed in r9, their relay chain inside the room, and their endings table, with the two reconciliations they made (shut keeps the fifteen-minute window and the hard-stop docks; fix clamps the signal cable only, so intake is fixed and power still switches, and the "doors open or shut forever" wording is dropped). The intended player is stated in PM's provisional wording, with mystery players as a possible second audience. The owner page says the document has been reviewed and revisions remain open, and no longer describes a critic's finding. Two stale sentences that said criterion 11 and the critic's standing awaited PM are corrected. The profitable two-battery electrician is drawn leak-free under a stated rule that a module accepts one link, so the second battery is storage until relinked at a shelter; the burst's nominal and actual durations are stated as equal; PM's vertical-coil arrangement, three bundles with one drip, is added as the cleverer fix. The world designer's alternative failure (the hatch shutting on the surveyor inside) is recorded beside the routing one. Appendix A's module roster now lists all seven, and the battery has its own entry (Q39). Section 11's early-stop paragraph already cites no achievement figures (Q40).
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**Status as first written for r9.** DES103 r3, revised against PM's PMR002 (Pm Reviews/Pmr002 219947; Tasks 95db05), which declined the critic's ready verdict and requested a focused revision, and against Design Review REV102 r5 (e2db8b) and External Critique EXT102 r2 (d3b19b).
fb6b6d Anonymous 2026-09-06 18:47:35
DES103 r3 (Design Document r9) against PMR002: scenes rewritten as state sequences obeying the routing rule with retarget-or-spread precedence; junction lamp is an indicator; legal racks and charge ledgers for both expeditions; hauler cost stated truthfully; pickup, overflow, planting rules; arc fuel policy and two drawn arc loadouts with a played burst (REV102-13); tier-three chain proposed for the world designer; endings' rules; no ending salvage cost; length in hours as assumptions; early-stop answer without achievement data; free zombie pack as a design lever; price uncommitted
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**Sources read for r9.** PMR002 (findings 1 to 5 and the asset follow-through); Tasks 95db05 (DES103 Ready with its evidence line; REV103 blocked on this revision; WLD102 revision requested for the finale); REV102 r5 (issues 10 to 13, of which 10 to 12 were met by r8 and 13 is met here); EXT102 r2 (X21 and X22 withdrawn); REF103 r1 (the researcher's own corrections: the "order of magnitude" and "two bands" claims retracted, sampling limits stated); Clarity r10 (no open questions).
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**What r9 changes, as DES103 r3.** PMR002 finding 1: the two-minute example and the failed experiment are rewritten as state sequences that obey the confirmed routing rule (panel position, powered circuits, lit beacons, crowd position and target, door state); a coil-lit beacon glows steady and lures but never flashes; the failed experiment now needs a crowd with no lit beacon to reach, which the off position creates, because a crowd holding at a nearer lit beacon does not move; the retarget-or-spread precedence is stated once in section 4; the junction pool's lamp is an indicator, not a beacon, and draws nothing (sections 4, 8, 11). Finding 2: expedition one's rack is legal and drawn (five items, then six, with the drips explained) and carries a written ledger of dropped, collected, stored, expired and spent charge; expedition six is rewritten as a harvest expedition with the harvester rack drawn, every find named, every unit tracked, and the arc's burst played at the hall door; the hauler's cost is stated truthfully (the panel is free to it); pickup, overflow, planting and retrieval rules are stated; the arc's fuel policy is stated as rules (one battery per burst, no charging while drawing, no motes from organisms that have shed); early, middle and late capabilities are listed (sections 5, 6, 12, 13). Finding 3: a complete tier-three chain is proposed by the lead for the world designer to correct and own; each ending's dispatch, forecast, retreat and door consequences are stated; the ending costs no salvage, and the two sentences that said otherwise are corrected; the length is stated as two and a half to three hours of expeditions and three to four with overhead, both labelled assumptions; the early-stop answer no longer cites achievement figures (sections 1, 10, 11). Finding 4: price is left uncommitted and the intended player is named once (section 17). REV102-13: two arc loadouts are drawn with links and costs, a burst appears in a scene, and the table has a row for its cue (sections 5, 13, 14). Asset follow-through: the free pack checked supplies humanoid zombies, so a humanoid Flood would remove the expected custom-art request; put to the owner under decision 2; the cable clue's fallback now keeps the dispatch information (section 14). The world designer's page should mirror the lamp and precedence wording and correct or replace the tier-three chain.
d37cbf Anonymous 2026-09-06 18:33:26
DES103 r2 (Design Document r8): fix EXT102 X21 (a mote adds charge up to capacity) and X22 (electrician loop break-even with one battery, profitable with two; arc bounded by the surge, drain above cutter yield); one cable vocabulary (REV102-7); owner page recommendation rewritten in plain words with no term before its definition (Clarity Q38); nothing else moved
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**Sources read for r8.** Pm Reviews a2beab (PMU002 checkpoint; next full review still due; nothing new assigned). Design Review REV102 r4 041852 (assessed r6; items 7 to 9: one vocabulary for the cables, the unsupported playtime inference, the review-count line; the last two were already met by r7, the first is completed here). External Critique r6 3148bb (EXT102 delivered against r7: X19 retracted; X21, a mote cannot "fill" a ten-unit battery; X22, the electrician's loop breaks even with one battery and the arc's stated bound is not the binding one). Clarity round 9 (Q38: the owner page used five terms before defining them and leaned on genre knowledge). World and Mystery r14 e2d4b4 (PMU002 applied; title relabelled; nothing open to the lead).
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**What r8 changes, as DES103 r2.** Two arithmetic defects in the document's own numbers are fixed: a mote adds its charge to a battery up to capacity rather than filling it (section 4 and Appendix A); the electrician's loop is stated as break-even with one battery and profitable only with a second in place of a bundle, which is now named as that loadout's rack tension (section 6); and the arc's bound is restated as the surge, not the battery, with its drain set above what the cutter alone earns (section 6). One vocabulary for the two cables throughout, per the critic and the editor. The owner page's recommendation paragraph is rewritten in plain words with no term used before it is explained and no reliance on knowing what an upgrade card is (the reader's Q38). Nothing else moved. PM's PMU002 (Tasks 137028) opened DES103 on the existing draft as its base and set criteria 1 to 11; DES102 remains In review pending PM's full acceptance, and nothing here assumes it. r6 (12779d), r5 (bc134b), r4 (46b320), r3 (d35209), r2 (c4ad51) and r1 (d828a4) are page history.
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
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**Sources read for r7.** Tasks 137028, Brief 28fb1c and Team cbf8d7 (PMU002: five owner-added members recorded, D015; routing confirmed, D016; the title is the owner-supplied working title and final naming is not locked, D017; criterion 11 added and related choices to be combined into a recommendation, D018; the claims that reviewer playtime proves a minimum length or that a second district follows are ruled unsupported); Design Review REV102 r3 382607 (residual confirmed resolved; verdict stands; the review-count line flagged); World and Mystery r13 a8a3f4 (aligned to r6's tier-two door); Clarity round 8 (Q35 confirmed; Q36 on ending-reach ratios; Q37 on the title clause on the world page); External Critique r5 6a92c7 (X18 and X20 withdrawn); Glossary 7987ee (the duplicated cable entry).
524
525
**What r7 changes, as DES103 r1.** The owner page now leads with one recommendation instead of a list of cautions, and section 17 proposes one experience with the departures priced, both written to criterion 11: the intended player, the distinctive experience, the concrete combat and progression design, the designed length, and a positioning hypothesis, with observed data and prediction kept apart. The arc module moves from optional to the minimum scope, so the design meets the survivorlike requirement on its own rule rather than asking the owner to assemble it (sections 5, 6, 15, 17). Two commercial claims PM ruled unsupported are withdrawn: that no bias correction closes the playtime gap, and that a second district follows from the data. The review-count sentence is replaced with what a review can certify. D016 and D017 are recorded where they apply. Section 11 answers what the game is for someone who stops early, with the reference page's caveat. Appendix A's duplicated cable entry is merged. Nothing else moved.
12779d Anonymous 2026-09-06 18:13:03
DES102 draft r6 (DES103 base): merge owner decisions 4 and 6 into one shelf decision with the measured price bands, playtime medians with the reviewer-bias caveat, refund terms and honest options (Clarity Q35, EXT101 X20); renumber to nine; note World and Mystery r12 alignment; nothing else moved
526
527
**Sources read for r6.** World and Mystery r12 23dca9 (the world designer aligned to r4, undid r11, and removed their duplicate map in favour of a link; the crossing is closed and nothing is open to the lead from that page). External Critique r4 a8883a (nine findings withdrawn as answered by this document; X19 and X20 new: on the measured data, genre, length and price are one decision). Clarity Questions round 7 (Q32 to Q34 confirmed; Q35: decision 4 gave the owner the price data and not the length data). Glossary 333235 (editor corrected to r3's terms). Pm Reviews, Tasks, Brief unchanged; Design Review unchanged at REV102 r2.
528
529
**What r6 changes.** Decisions 4 and 6 are merged into one, "which shelf this game sits on", because the reader's Q35 and the outside critic's X20 make the same point from the same measured page: the genre choice decides the shelf, the shelf decides the price and the expected length, and the owner cannot choose the length without that context. The merged decision carries the two price bands, the playtime medians with the reviewer-bias caveat as the reference page states it, the refund terms, and the honest options including shipping short and cheap knowingly. The list is renumbered to nine; the owner page and section 16 are updated to match. Nothing else moved.
bc134b Anonymous 2026-09-06 18:08:29
DES102 draft r5, offered as DES103 base: state REV102-6 (panel through the open valve opens the junction gate, coil buys stealth not access); add a one-page owner summary on top as the pitch layer; bookkeeping; nothing else moved
530
531
**Sources read for r5.** Design Review REV102 r2 82a96b (re-review of draft r3: all five issues verified resolved; verdict ready for owner review as the base of DES103; one residual, what exactly opens the junction gate; the mote count, already fixed in r4). Glossary 4602ca (the editor now records the Design Document as canonical and notes the "build expression" rename has not reached the PM pages). Pm Reviews, Tasks, Brief unchanged; World and Mystery unchanged at r11, not yet aligned to r4.
532
533
**What r5 changes.** The critic's residual is stated on the document's own principle: any current in the joined water energises the junction circuit, so the panel through the open valve is enough to open the gate (tier two needs no module), and a discharge into the pool with the valve shut is the quiet way in; the coil buys stealth, not access (sections 2, 8, 11, 13). A one-page owner summary is added at the top as the pitch layer DES103 asks for, so the owner can decide from one page and read further by choice; nothing else moved, and the document's length is otherwise unchanged.
46b320 Anonymous 2026-09-06 18:04:54
DES102 draft r4: complete REV102 r1 issues 3 and 5 (flash observable in the failed-experiment lesson; press-rate bound in section 15) and the minor items; Clarity Q33 (survivorlike question in the owner's word, decision 6 reframed) and Q34 (refund window explained and sourced from Steam; measured price bands cited with caveat); Noita named; conductivity extension; r3 topology stands per REV102-1, world designer asked to align
534
535
**Sources read for r4.** Design Review REV102 r1 4dde90 (the critic's review of draft r2: revise, one bounded pass; five issues, of which 1, 2 and 4 and the minor items were already met by r3, and 3 and 5 are completed here); World and Mystery r11 eac7ed (the world designer's check of draft r2, and their re-alignment to r2's choices, which crossed with r3 in the opposite direction); Clarity Questions round 6 (Q33, Q34); External Critique r3 b3a54d; the Reference pages on electricity in water and on survivorlike market data; Steam's refund page, read directly on 2026-09-06. Pm Reviews, Tasks and Brief unchanged; no routing ruling yet.
536
537
**What r4 changes.** Two crossings need one sentence to end: the world designer's r11 aligned to draft r2 while r3 was aligning to their r10, so the pages swapped choices a second time. This document's r3 topology stands, because the critic's REV102 issue 1 independently recommends it on the merits (a junction gate on its own circuit is a knowledge gate; a gate on the causeway circuit is open by default for the first three minutes of every expedition), and it will not be changed again from this side; the world designer is asked to align their next revision to r4. On the design: the failed-experiment lesson now states the observable in the critic's words, only the beacon that flashes chooses an intake and nothing you carry can make a beacon flash (issue 3); the press-rate bound is restated in section 15's tuning list (issue 5); expedition six's mote count follows the stated rate; the survivorlike question is put in the owner's own word in sections 6, 16 and 17 (Q33, and the outside critic's X17); the refund window is explained in plain words and sourced from Steam's page, and the outside researcher's measured price bands are cited with their caveat (Q34); Noita is named in the differentiator; the conductivity axis is recorded as an extension.
538
539
**What r3 changed.** Aligned to World and Mystery r10 and applied its integration items; visible signal cable; expedition twenty-one; owned length; working-title wording; the electrofishing reference. Details in that revision's history. Author: the Lead Game and Systems Designer, the session PM identified as canonical in Brief D014. Written under Brief D013 (direction A, provisional, reversible) and Tasks PMR001. The design-only gate (Brief D007) is unchanged: nothing has been built, prototyped, simulated, tested or drawn.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
540
541
**Sources read for r3.** World and Mystery r10 c6f059 (the world designer's integration check of draft r1 and their aligned page; the text this revision lifts); Design Review r8 11bd4d (post-acceptance note; recommends confirming D013; REV102 awaits this document); Clarity Questions round 5 (the reader's cold read of draft r1, and Q31, Q32); External Critique r2 280e75 (X9 to X15); the outside researcher's Reference page on electricity in water (REF101); Pm Reviews unchanged (PMR001 checkpoint only; no routing ruling yet). Earlier sources: Hub 89e2dc; Brief 3cf14c; Tasks ee938e; Team 3ddc81; Design r6 211106; Glossary 86c1c4.
c4ad51 Anonymous 2026-09-06 17:51:43
DES102 draft r2: integrate WLD102 r8 (map with gate and ledges, ladder exit, gravity culvert, crowd holding/proximity/thinning, five-part price, shut/fix/hold ending); answer External Critique on design points (differentiator, rack scope, optional arc module, renewable, length vs refund window); three new owner decisions; routing baseline unchanged pending PM ruling
542
d37cbf Anonymous 2026-09-06 18:33:26
DES103 r2 (Design Document r8): fix EXT102 X21 (a mote adds charge up to capacity) and X22 (electrician loop break-even with one battery, profitable with two; arc bounded by the surge, drain above cutter yield); one cable vocabulary (REV102-7); owner page recommendation rewritten in plain words with no term before its definition (Clarity Q38); nothing else moved
543
**What r3 changes.** The world designer's r10 and my r2 crossed and each adopted the other's earlier choices, so r3 aligns to r10 verbatim and stops the exchange: the junction platform as the shelter, the junction gate on its own circuit with its valve and pool as tier two, the crank as the hatch's exit, press and pursuit range as the crowd terms, and the map as drawn there. Their integration items 1 to 7 are all applied: gravity-drain culvert and dead pump; both docks share the bypass and the asymmetry is water; the press-rate bound is stated as a tuning constraint (section 16); the forecast shows each crowd's target (section 3); the turned-sign rule is stated (section 7); the relay room opens by a valve sequence, not a key (section 11); the chain rows are lifted from r10, with the Understand row rewritten for the visible signal cable. The reader's Q32 is answered by making the signal cable observable (section 4, section 9, section 14). The outside critique's X9, X13 and X14 are answered on this page: the title is the owner's working name and not a requirement; expedition twenty-one is a courtesy and the retention argument is spent by two endings, said plainly; the length is owned here. One sentence cites the outside researcher's sourced electrofishing reference as grounding for beacon and coil being one device at two intensities.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
544
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
545
**What r2 changed.** Integrates WLD102 r8 as delivered: the world designer's map (interior gate on the causeway circuit, two ledges, culvert exits, the ladder from the hall to the yard ledge as the unpowered exit), the gravity-drain culvert, the crowd vocabulary (holding, proximity, thinning), the re-derived dock consequence, the mid-surge price by route and door, the mystery's revised rows, and the shut / fix / hold ending with the valve gallery as tier two. Answers the outside critique where it is design: the differentiator (section 1), the rack as a small scope (section 5), the optional arc module for the genre's payoff (section 6), the renewable and the length in hours with the refund-window fact (section 11), and three new owner decisions (section 17). The routing baseline is unchanged from r1 and from D013; the world designer's r9 asks PM to confirm or reverse it, and this document is written so that either answer changes section 4 and the scenes, not the rest.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
546
547
**PMR001 corrections, where each is answered.**
548
1. One routing model: section 4, clause 3 and the plain-terms list; PM's baseline adopted; sight-limited alternative presented for decision; the coil cannot select intake because signal and power are separate lines; every scene (sections 1, 8, 12, 13) rewritten under this model; W2 reduced to intake commitment.
d35209 Anonymous 2026-09-06 17:59:52
DES102 draft r3: align to World and Mystery r10 verbatim (junction platform, junction gate on its own circuit with valve and pool, crank, press and pursuit range, r10 map); apply integration items 1-7; visible signal cable answers Clarity Q32; expedition twenty-one, owned length and working-title wording answer EXT101 X9/X13/X14; cite REF101; routing baseline unchanged pending PM
549
2. Extraction and dock consequence: section 2 diagram; section 4 surge behaviour (press, pursuit, dispersal by reset), dock consequence, no blocked dock; section 12 untouched-panel retreat; section 13 pump-hall moment with hatch closing rule and the crank exit; the yard intake in water carried into the topology.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
550
3. Rack: section 5, nonconductive modules, onward conduction through bundles, three drawn loadouts with links, starting-kit wording, planting and retrieval, one failed arrangement, numbers labelled proposals.
551
4. Charge: section 4 clause 4 and section 6, once-per-organism yield, discharge cost, the kill-experience reasoning restated as a bet with its uncertainty; combat rules carried into sections 12 and 13.
552
5. Ending without a tax: sections 10 and 11, no upkeep, three tiers in the same district, one path, expedition count as an estimate, title related to holding enemies off the refuge.
553
6. Readability: plain body, Appendix A with the five requested terms, the readable-state table in section 14 with sources checked today, the culvert's pump account reconciled to the world designer's, Quiet 3 shortened.
554
d37cbf Anonymous 2026-09-06 18:33:26
DES103 r2 (Design Document r8): fix EXT102 X21 (a mote adds charge up to capacity) and X22 (electrician loop break-even with one battery, profitable with two; arc bounded by the surge, drain above cutter yield); one cable vocabulary (REV102-7); owner page recommendation rewritten in plain words with no term before its definition (Clarity Q38); nothing else moved
555
**Changes from the concept packet (DES101 r5).** The glow-range and split-surge rules are withdrawn from the baseline and kept as the labelled alternative. Power and signal cables are new, to give PM's "coil cannot select intake" a physical reason; the world designer reached the same separation independently. Holding, press and pursuit range are the shared crowd terms, settled at the world designer's revision r10. The siphon and the optional arc modules are new. Numbers are proposed throughout.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
556
557
**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.
558
ec1b6c Anonymous 2026-09-06 19:32:16
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
559
**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.
d828a4 Anonymous 2026-09-06 17:42:52
DES102 draft r1: integrated design document under Brief D013 and Tasks PMR001; one routing model priced, district map, rack loadouts, finite charge, no-upkeep colony, three-tier ending, expedition one and expedition six, readable-state table with checked sources; In review
560
44984c Anonymous 2026-09-06 18:25:16
DES103 r1 (Design Document r7) under PMU002 criteria 1-11: owner page leads with one recommendation; section 17 proposes one experience with departures priced; arc module moved into the minimum scope so the design meets the survivorlike requirement; unsupported commercial claims withdrawn per PMU002; D016 and D017 recorded; review-count line replaced; Q36 answered; duplicate cable entry merged
561
**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.
562
ec1b6c Anonymous 2026-09-06 19:32:16
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
563
**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.
50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
564
565
---
566
567
## Appendix C: state tables and ledgers
568
569
Review apparatus, kept here so the body reads as prose. Each table is derived from the rules in sections 4 and 5 and is what the independent critic checks beat by beat.
570
571
**The three routes of section 1 as states.**
572
573
| Route | Panel | Powered circuit | Lit beacons | Crowd from the first surge: where, and what it targets | Hatch |
574
| --- | --- | --- | --- | --- | --- |
575
| Throw the switch | Yard | Yard, by the panel | Yard (steady, and it will flash at the next dispatch) | Holding at the causeway's far end; the causeway beacon is now dark, the yard beacon is the only lit one it can reach, so it retargets and starts across the junction toward the yard | Open while the yard is lit |
576
| Coil only | Causeway | Causeway by the panel; yard for a few seconds, by the coil | Causeway (steady, flashes at dispatch); yard steady for the discharge only | Holding at the causeway beacon, which stays lit and is nearer than the yard's, so it does not move | Open for the discharge's few seconds |
577
| Switch, then coil | Yard | Yard, by the panel | Yard | Crossing to the yard and, at the next dispatch, the second surge entering the channel there, where the coil is waiting | Open while the yard is lit |
578
579
**Ledger, expedition one.**
580
581
| Time | Slots (of six) | Charge: dropped, collected, stored, expired, spent |
582
| --- | --- | --- |
583
| 0:00 | battery 1 | stored 0 |
584
| 1:30 | coil 2, battery 1, bundles 2; one empty | stored 0 |
585
| 5:00 | same, arranged; one drip | two motes dropped and collected; stored 2 |
586
| 5:30 | coil 2, battery 1, bundles 3; full | three drips; 2 leak away within the minute; stored 0 |
587
| 9:00 | same | two motes dropped and collected; leaked away before 9:40; stored 0 |
588
| 9:40 | extracted with 3 bundles, coil, empty battery | expired by leak 4; spent 0 |
589
590
**Ledger, expedition six.** Coil's battery first, arc's second; capacity ten each.
591
592
| Time | Slots (of six) | Dropped | Collected | Stored | Expired | Spent |
593
| --- | --- | --- | --- | --- | --- | --- |
594
| 0:00 | coil 2, battery 1; three empty | | | 0 / none | | |
595
| 1:30 | + insulation 1, battery 1; one empty | | | 0 / 0 | | |
ec1b6c Anonymous 2026-09-06 19:32:16
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
596
| 3:00 | same | 2 | 2 | 1 / 1 | | |
597
| 5:00 | + arc 1; full, no cargo; linked | | | 1 / 1 | | |
598
| 7:30 | same | 17 | 17 | 10 / 9 | | |
599
| 7:50 | discharge, then harvest | 10 | 10 | 10 / 9 | | 10 |
600
| 8:22 | discharge into the fresh surge | 30 | 11 | 10 / 10 | 19 | 10 |
50046f Anonymous 2026-09-06 19:13:23
DES103 r7 (Design Document r13) against PMR003 and REV103 r2: expedition six arrival/stun/burst sequence made consistent (discharge at 8:20 with sixty in the water, eight-second stun, burst on the recovering crowd); 'can reach'; stale handoffs replaced; valve table, relay-versus-door supply and coil-route crowd qualification stated as lead proposals for the world designer; state table and both ledgers moved to Appendix C; nothing else moved
601
| 8:30 | burst on the recovering crowd | 0 | 0 | 10 / 0 | | 10 |
602
| 12:00 | extracted; no cargo | | | 10 lost at the dock | 10 | |