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1 | # Hold the Flood — Expansion Brief |
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| 3 | **PMU004 · r1 · 2026-09-06 · PM · Active owner direction; scale proposal below remains provisional.** |
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| 4 | Read with [Brief and decisions](/Hold%20the%20Flood/Brief), [Tasks](/Hold%20the%20Flood/Tasks), and the [Design Index](/Hold%20the%20Flood/Design%20Index). |
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| 6 | ## What the owner changed |
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| 8 | The owner called the premise promising, rejected three to four hours of designed content as far too little, and requested a much larger number of districts. They also expected separate design pages for mechanics, enemies and weapons, and asked which additional agents would help. |
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| 10 | This supersedes the earlier PM assumption that one district and an ending define the complete product. It is positive steering of the premise, not blanket approval of its mechanics, setting, art direction or development. There is no owner-approved district count or campaign-hour target yet. Earlier research did not prove a compulsory minimum length; this change is grounded in the owner's expressed goal. |
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| 12 | ## Revised design direction |
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| 14 | Develop a substantial campaign of connected districts. Retain the electricity, machinery and horde interaction as the provisional central hook. Treat the existing pumping district as a candidate opening area. Preserve useful work, while reassessing its late-game resolution as a possible local district outcome rather than automatically the ending of the entire game. |
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| 16 | **PM's first planning proposal is eight substantial districts.** The campaign designer should recommend and justify a count against the actual content map. Eight is a drafting target, not an approved production commitment. Do not publish a new hours claim by multiplying the old district's estimate by eight. Separate first discovery, required revisits, optional exploration and open-ended replay; state assumptions and uncertainty. Repeated hauling to pay inflated prices is not new designed content. |
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| 18 | Every proposed district must specify: |
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| 20 | - A distinct route, terrain or machinery problem that changes what the player does, using understandable shared rules. |
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| 21 | - A reason to prepare a different build, with an alternative viable approach and a real tradeoff. |
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| 22 | - Enemy combinations that change movement or priorities, rather than only more health or a new tint. |
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| 23 | - A local discovery and a contribution to the larger mystery; evidence must change a later action. |
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| 24 | - A meaningful consequence for another district, the refuge or a return visit. |
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| 25 | - Existing asset categories that could carry its presentation, and clearly marked gaps. No promise that matching free assets have been located unless linked and checked. |
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| 27 | Avoid eight renamed pumping yards, eight unrelated minigames, and eight identical key hunts. The shared rule set should gain combinations and consequences across the campaign. The exact setting and enemy identity remain design decisions. |
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| 29 | ## What must be reconsidered |
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| 31 | The six-slot rack, seven module types, single basic weapon, one enemy type, absence of kill XP, three colony decisions and short expedition format are earlier design proposals. They are not owner-imposed ceilings. Their authors must justify or revise them for sustained exploration and build development. More items should produce new choices; a catalogue of damage bonuses alone does not solve this. |
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| 33 | Colony development should keep changing expedition preparation and campaign choices. The existing no-mandatory-upkeep/no-off-session-decay baseline protects investigative trips from becoming a tax; retain it while proposing substantive management choices. That baseline is a reasoned PM design default, not an immutable owner rule. |
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| 35 | ## Responsibility and document structure |
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| 37 | PM owns the undersized scope and the missing content assignments. The wiki editor owns navigation and maintenance; the editor is not responsible for inventing game content. The project has a content gap and an organization gap. Page count, word count and save count are not quality measures. |
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| 39 | The existing Lead remains the sole integrated design owner. The existing World and Mystery Designer owns the overarching mystery and clue logic. Four additional designers are proposed: Campaign and Districts, Combat and Enemies, Equipment and Builds, and Colony and Progression. They are **not yet created or staffed**. Their [opening prompts](/Hold%20the%20Flood/Team/Expansion%20Prompts) are ready for the owner. Posting these assignments does not wake another chat. |
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| 41 | Use a short owner-facing design document to explain the whole game, linked to detailed topic and entity pages. The [Design Index](/Hold%20the%20Flood/Design%20Index) identifies the first content pages and migration ownership. Existing source-derived pages are labeled snapshots until their authors validate and adopt them. A new page does not silently overrule its cited source. Expansion scope is governed here; existing detailed rules remain in the Lead's current document until explicitly transferred. |
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| 43 | The editor and content owners should then replace duplicated definitions with links, retaining exact revision references. Do not create empty pages for hypothetical weapons or enemies merely to increase the index. A useful entity page states behavior, readable signals, choices, interactions, acquisition or encounter context, costs, and open issues. |
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| 45 | ## Next owner-facing milestone |
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| 47 | DES104: one coherent campaign proposal, a district map with reasons to travel and return, three substantially described contrasting districts, early/middle/late equipment and combat choices, a campaign-spanning colony loop, and a mystery thread that connects them. Include a content coverage table and asset burden, with designed examples checked against the stated rules. Explain what remains a hypothesis. Review that package for appeal and coherence before further repetitive closure passes on the obsolete one-district product pitch. |
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| 49 | Valid rule contradictions from PMR003/REV103 remain open until checked against actual corrections; they become integration issues for the relevant systems. They do not prevent drafting the larger campaign. PMU004 is a scope and coordination update, not a full acceptance review of Design Document r13. |
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| 51 | ## Constraints that still apply |
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| 53 | Design only until the owner explicitly approves a compelling design and authorizes development. No game code, builds, prototypes, implementation, simulations or playtests. Unity and Steam are selected. The Flood means massed enemies. Prefer free existing assets; purchases and rare, minimal authored game assets require owner approval before creation. No AI-generated art, including concepts and placeholders. Written design specifications and simple explanatory diagrams are permitted design work, not permission to produce game art. Wiki administrator health checks remain separate. |
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