What the Astronaut Sees and Controls

This is the player-information design for Hold The Horde. Ordinary weapons fire mostly automatically and manual specials are deliberate button presses. Regular fighting growth with larger horde-milestone transformations is selected. The exact display, target assistance, bindings, visual language and upgrade cadence are proposals. The Owner Brief records the owner's decisions.

One fight, one discovery and a way home

This is a later expedition, after both relevant ship assemblies—the navigation coupler and thermal exchanger core—have been installed aboard, so the rig has eight mounted spaces. Carrying capacity (C) is the shared room taken by equipment, canisters and discoveries; active rig area (A) is the mounted space that can operate. Usable charge (U) is the payload stored or passed by certain parts, not oxygen or ammunition. The astronaut enters a pressure hall with six physical parts mounted as the 7 C / 7 A Storm Choir—Threat Sensor, Pulse Projector, Impact Dynamo, Fork Relay (the splitter), Arc Emitter and Capacitor—and one 2 C oxygen canister. The suit says, in words and numbers, that nine of ten carrying spaces and seven of eight mounted spaces are used. One carrying space remains for a discovery. Mechanical Interfaces and Opening Quantities owns the amounts and acceptance rules.

Earlier in this same outing, regular fighting supplied the growth for Echoing Arc, and a major horde milestone offered Thunderhead; the player chose both. They are temporary transformations of the six mounted parts, not carried objects. Neither could have survived a previous return aboard.

Before anything attacks, the hall explains where danger will come from. A ward vent bucks in its frame. A door beyond it rattles. Bodies press against the glass, and the music leaves a gap in the same direction. These cues create anticipation without drawing an enemy from nowhere. When the finite release begins, the vent and its route stay marked at their physical positions; the display does not replace them with a generic “wave” banner.

The Sensor outlines the nearest valid hostile in its shown arc. Projector's readiness sits beside that outline. When both conditions are true, it fires automatically. Its impact makes the clamped Dynamo flash once and send charge through Fork: Arc lights across a dense group while Capacitor rises from 0 toward 4 U. The player does not need to read a connection diagram while moving. They see the useful consequences on the objects themselves:

  • Projector ready or recovering, with its current target;
  • Capacitor's four-step fill;
  • Arc heat and the two additional Echoing Arc branch routes, with detailed remaining coverage in inspection;
  • the rig's current operating mode and whether its visible supply can support it;
  • the manual Thunderhead control, unavailable until storage and receivers are ready.

The crowd thickens. A Flanker commits from the side gallery and its body tell gains the one peripheral direction marker. The suit reaches the player's labelled oxygen reserve at the same time, but the reserve remains anchored beside the tank; it never replaces the threat cue and never claims to know the cost or safety of returning. Projector keeps cycling. Echoing Arc widens the discharge through its branch routes and reserves the complete action heat before firing. Bodies, cover and the route limit determine where the effect ends. Arc creates no charge and does not silently refill Capacitor.

When Capacitor reaches 4 U, Thunderhead's manual control shows one brief opportunity at the required actuators' next natural-ready instant. An early press visibly arms that opportunity and can be cancelled; no charge or heat is spent until acceptance. A shown 0.75-second lapse, cancellation or refusal releases automatic firing, and another hold then needs a fresh press. The temporary effect provides two visible, mutually gated modes on the same mounted parts: normal charging and manual burst. The player presses the special once. The rig visibly gates ordinary charging, spends the real 4 U, routes the burst through Fork to Arc and Projector, reserves its complete heat and operating demand, then restores normal charging automatically. Both charging and burst previews include effects still in flight; a cancelled or refused command spends no charge before first acceptance, while later obstruction gives no refund. The player does not open the journal to fire or restore the build. A refusing receiver is named at that part; descendants cannot recharge the same burst through Dynamo.

Fighting supplies regular temporary growth while the release develops. A physical closure before release prevents that pressure and gives safety and access; any additional reward for avoiding the fight remains open. Once released, the finite stage ends when its committed attackers are cleared or their source is sealed. Bodies already beyond the closure remain dangerous; quiet requires clearing or safely separating the present space. Retreat keeps growth already earned until the expedition ends. Larger transformations come at named major horde milestones. Combat Rules owns these growth and release boundaries.

An earned Tune — a temporary upgrade choice — is banked while play continues. The player opens the fully paused journal when ready to choose; each choice spends one Tune and leaves later queued choices intact. Combat Rules gives the proposed ordinary cadence. The journal offers two behaviour changes: what mounted part changes, what the player will do differently, the added heat, power and route limits, and one situation where the choice fails. Selecting one option returns to the exact frozen moment. An unchosen offer expires on return aboard.

Silence reveals the reason for entering the hall: a sample counter stamped with a date after the hospital was supposed to be empty. Framing and committing the record happens while the game runs. Once captured, the player opens the journal, zooms, compares it with Yeva's photographed wall and writes “same fitting?” in their own words. The game records the images, places, dates and who said what; it does not promote the note to truth.

Later, a rescue begins only after a short route has been walked and prepared and is demonstrably quiet or separated. The status says who confirmed the travel air, where the abort refuge is and whether the survivor is waiting, prepared, in transfer, at refuge or Sent. The person opens their own door and walks the short crossing while the astronaut holds one exposed junction. It is not a long escort and does not require killing every creature if a shown quiet bypass or persistent local closure made the route safe enough.

The airlock shuts. Noise, heat and urgency fall away. Walking home leaves the room arrangement and permanent changes intact. The next expedition brings fresh crowds and new opportunities to grow, through sources and routes consistent with those changes. The physical rig, canister contents and committed record remain; every temporary combat upgrade and pending offer ends. If the astronaut had died, carried property would still return, but the unconnected station would shift once. Home is relief, then curiosity: inspect the new record, talk to the person who recognizes it, refill, and decide what one carrying unit should hold next time.

The attention promise

The player should be able to move, anticipate danger, enjoy the build and choose a special without opening a menu. Detail exists, but it has an address.

Attention level Always or briefly visible Available on inspection or in the paused journal
Survive now Exact suit oxygen, labelled reserve notch, condition, extra drain/tether, committed threat tells and the current interaction interruption Earlier drain history, canister comparison and why a past work stage stopped
Steer the fight Physical source apertures and arrival direction; each automatic actuator's source, target and readiness; manual-special facing/availability; current heat, storage and visible effect paths Full links, alternate power modes, branch acceptance history and detailed U allocation
Commit deliberately Work checkpoint, exact spend or handover, capacity/area refusal and the object that will move or be consumed Property history, installed/dropped locations and comparison with another loadout
Understand later A new discovery, completed seal, resolved release or rescue-state change appears once at its source Provenance, historical routes, testimony, notes, station joins and detailed diagnostics

Critical facts never depend on colour, sound, tiny in-world text or a single flash. Optional detail may be reduced; survival and action state may not.

When several urgent cues collide

Tank and condition keep fixed positions. Every locked threat keeps its own body tell. Only the nearest committed threat receives the single peripheral direction marker; another remains visible at its source. The active manual special, each automatic actuator's readiness/target and a live work interruption stay visible rather than taking turns.

A known failure case: in the Storm Choir hall, reserve oxygen, two locked attacks, a full Capacitor, two hot parts and a capture prompt can all become active together. Drawing six equal arrows, banners and meters would bury the corridor and make the spectacular build feel like paperwork.

The design response is hierarchy: oxygen/condition stay anchored; one threat receives the peripheral bearing; other threats keep strong source-local tells; charge, heat and special availability cluster on the relevant rig parts; the context prompt yields to a locked attack but remains at the physical object; and branch diagnostics move to inspection. Effect-density damping reduces particles, never enemies, timing or state. If players still miss the second threat or the ready special, the hierarchy—not the player's attention—must change.

What the journal may and may not do

Opening the journal freezes enemies, oxygen, projectiles, readiness, warnings and unfinished world work, and completes none of them. Comparing records, writing notes, choosing a temporary offer and changing compatible links among already mounted accessible parts happen in the pause. Picking up, mounting or removing a physical part; operating a mechanism; transferring oxygen; moving into a view; and framing or committing a capture happen while the game runs.

The journal has five simple places:

  1. Records — committed stills and readings with place, arrangement, time, source and factual limit.
  2. Comparison — player-pinned records, zoom and manual highlights; optional lookalike suggestions are labelled software-generated.
  3. Notes — freeform, revision-preserving and never parsed, graded or scored.
  4. Testimony — who said what, whether they saw it and what remains their interpretation.
  5. Places — rooms actually entered, completed work, installed objects and routes actually traversed, each dated to its arrangement.

Capturing a place, inscription or instrument again creates a new dated record and never overwrites the earlier capture. Alien script is never translated automatically: records preserve visible form and context, while player notes, testimony and labelled software suggestions remain interpretations. Language and Journal owns the deeper evidence rules.

Places is a list, not an omniscient map. A reverse breadcrumb shows passages traversed this life to the last known anchor. It promises no current safety and no oxygen cost. After a death shift, the ship still opens onto its fixed dock room; any space beyond that dock or its selected joined group remains unknown until actually seen in the new arrangement. A ship receiver bearing or other distant instrument report is live only while inspected at that instrument; a carried copy is a dated record, not tracking. Neither a log, unchanged geometry nor a matching mark proves that a route is walkable, connected or safe. Unknown geography remains blank until observed.

The moving scan's records

Moving Scan Expedition separates the R15 instrument's three current-scan slots—near, middle and far—from the journal's dated captures. Those slots belong to the arrangement being measured. Samples form while the world runs; framing and committing a still of the visible display also happens while the world runs. Each captured still keeps its place, arrangement and date, and later captures preserve earlier ones. A captured display is never live tracking.

The fully paused journal freezes the carriage, threats and oxygen. It can compare stored stills and the already-visible frozen view; it cannot sweep the lamp, sense a new bearing, finish a sample or replay motion. Oxygen and Observation owns that observation boundary.

When a changed arrangement invalidates a partial or complete sample set, the instrument labels those slots historical—rewind required. The visible geared return chain at the far-side control draws the carriage from its current notch to the near stop while the game runs; the empty current slots then show that a fresh pass is needed. Earlier dated captures remain. An unfinished scan after living return resumes at its existing notch in the unchanged arrangement. A complete valid set keeps its aligned bridge available without repeating the scan. The local lock reports alignment; only walking the bridge establishes a current route.

Manifest and property

The manifest never silently unloads, drops, sells or absorbs anything. It has four sections:

  • Worn: integral tank, navigation, journal and emergency cutter; outside C/A.
  • Active rig: each mounted part pays its C once and its A while active.
  • Inactive cargo: carried property pays C and no A.
  • Elsewhere: an object installed, dropped, lent or left at a named observed place; it uses no carried capacity because it is not carried.

Capacity and rig area are separate exact numbers. A pickup or mount that would exceed either refuses before commitment and leaves the object where it is. A protected objective cannot be selected for consumption at all. A preview that consumes material, hands over an object, installs it outside the carried set or spends stored charge says exactly that beside the confirm control. Invalid links and unsafe concurrent power modes refuse without changing the last valid arrangement.

Complete information obligations

“Direct” means observed on the object or action now; “recorded” means dated evidence, not current truth. The owning rules linked below carry the mechanical detail; this page owns what the player must be able to perceive and act on.

Domain Required states and provenance Required presentation and refusal
Body and oxygen Exact suit O; player-set reserve defaulting to 4 O; condition/displacement; Glass Siphon tether, radius and separately labelled extra drain; selected canister with exact O and partial/ordinary-full/prepared-full/empty state; incremental coupling progress Numeric O plus filled form and labelled notch; condition step; physical tether; exact transfer already moved. Transfer stops at suit ceiling or empty vessel, keeps committed increments, and damage alone does not cancel. Reserve never becomes a return estimate.
Carrying and rig Used/free C and A; active, inactive, installed and dropped location; each actuator's connected source, selected target and readiness; manual facing/availability; Capacitor 0–4 U and saturation; ordinary 2 U release availability; local heat and recovery; committed route/body/rebound/fragment/bloom allowances; current temporary upgrades and pending offer; charging/burst mode and possible concurrent demand against the visible 6/8/10 P ship supply, including each parent reservation through its last fragment and occupied ordinary/master flight slots; armed manual intent and remaining hold time; shown bank faces, terminal marker and fan cone C and A never merge. No-target holds only that actuator. Ordinary release below 2 U or toward a refusing first receiver stops before commitment and spends nothing; a downstream failure after commitment gives no refund. Thunderhead, Foundry Drop and Furnace Burst each provide a temporary full-store 4 U command with their own stated receiver, heat, targeting and recovery checks. Automatic charging restoration grants no readiness and descendants cannot recharge their own burst. See Mechanical Interfaces.
Equipment editing Physical pickup/mount/removal state; direct link validity; every mutually exclusive/gated operating mode and its peak demand Physical work runs live and may be interrupted; mounted-link preview/edit is paused. Invalid or unsafe proposal changes nothing. Preview explains structure and demand, including Rebound's launch/Barrier interlock. It distinguishes a firing delay from an invalid link. Bank/reflected lines, terminal/fan shape and static cover breaks can be inspected; moving bodies can change the actual hit after commitment.
Work, crowd release and growth Mechanism stage, completed checkpoints, exact commit/spend, interruption cause; actual host withdrawal face and neutral warning on re-entry; physical crowd source and release state; seal state separately from present-space quiet; temporary growth and major milestone state Cancel/displacement/occupied control loses only unfinished work; damage alone does not. Crossing the host face resets only that mechanism's temporary phase; re-entry begins at its visible neutral warning while completed permanent work persists. Source closure changes pressure; ordinary fighting growth and major transformations follow Combat Rules, with early-seal rewards still open. Return ends temporary power and renews crowds for the next expedition; loading the ongoing expedition preserves its actual state. Encounter and Mechanism Placement owns local mechanism boundaries.
Threat and crowd Hostile awareness/facing; locked wind-up and bearing; Caller/alarm; answering physical aperture; attackers committed to a release and bodies that have already crossed Body motion/shape plus directional form and named sound subtitle. Stopping a Caller/alarm before commitment prevents the release. A completed physical closure can stop committed attackers that have not crossed; bodies already beyond it remain locally dangerous. No unseen spawn or generic omniscient warning.
Place and evidence Current room and entrances directly seen; fixed ship dock after a shift; unseen space beyond it; breadcrumb traversed this life; historical route/adjacency; unknown route; capture progress; multiple dated captures; fixed-instrument live report versus carried snapshot Current and historical use different line forms and words. Interrupted capture yields no record; a new capture preserves earlier records. Instrument reports name anchor, time and limit and give no distance, path, safety or remote diagnosis. Alien script is never translated automatically.
Station joining A/B/R face family; flow direction and transform sides; join attempt result; walking, latch and diagnostic-power states; joined/discovered-unjoined/anonymous roster counts Family uses mark count and outline, direction uses arrowheads, not colour alone. Mismatch refuses without spending or changing a join. Walking, latch and diagnostic remain three separate readings. Roster names no unseen room or route.
Rescue and home Waiting, Prepared, In transfer, At abort refuge, Sent; who confirmed each fact; unconfirmed outcome; project unavailable/setup incomplete/commissioned/person absent; participant readiness and their explicit signal Status uses words and the witnessed basis. The participant signals before the astronaut's cooperative action becomes available; the astronaut never acts on their behalf. Either party's abort is named. Death during transfer never invents delivery, loss or safety. Home fixtures show exact incomplete/ready state and never predict route safety. See Home and Colony Loop.
Story and departure Isolation coupling live/isolated; installed functions relevant to departure; any in-world irreversible consequence if a departure proposal is adopted Direct local tell plus words. No universal progress bar or remote “safe” verdict. Departure preview cannot imply that save/continue policy or the ending is already selected.

Home-machine detail kept in the journal

The ship collar receiver shows each branch as ready or refusing, and distinguishes incomplete—unreadable from cleared. An incomplete buffer exposes no reading and cannot be captured. Clearing discards it; a valid dated reading requires both branches to be re-sampled in the same new attempt. The packing bench names the secured vessel and its exact oxygen. Incomplete setup or a below-ordinary-fill valve-only cycle preserves the committed amount but cannot label the vessel prepared-full. These are inspection details, not ordinary combat overlays; Mechanical Interfaces and Opening Quantities owns their commit and recovery rules, and Home and Colony Loop owns their place aboard.

Controls and accessibility proposals

Every option must preserve the information in the table above.

Option Default Non-negotiable result Cost to watch
Full remapping; no required three-input chord On Every action and pause remains reachable; staged work requires no rapid repeated input More control paths to explain
Hold/toggle choice for staged work and oxygen coupling Hold Same checkpoints, interruption and commitment Toggle may reduce physical tension
Text scale and contrast Medium; high contrast available Scalable text retains a minimum readable size; no critical fact lives only in tiny scenery text Larger text competes with the field view
Colour-independent A/B/R, flow, readiness and danger Always on Shape, count, outline, motion and words carry meaning More authored variants
Subtitles for speech and named non-speech sounds On Speaker/source and warning meaning remain attributed Text load during crowds
Directional markers for essential audio On Locked threat and answering aperture retain bearing without exceeding the source cue Can imply false precision if oversized
Flash, shake and effect intensity Medium Simultaneous full-screen effects are capped; state timing and warnings survive every setting Spectacle may feel softer
Horde visual-density damping Off Enemy count, behaviour, collision and difficulty are unchanged Lower visible mass can weaken the fantasy
Target-marker emphasis Persistent outline Each automatic actuator's selected target remains distinguishable Strong outlines add clutter
Field-detail density Reduced Survival, threats, per-actuator readiness/target, manual special, source, heat/storage, visible effect paths and active interaction remain; branch history moves to inspection A refusal may be diagnosed after the moment

If another menu pauses, the option must say so consistently rather than create a hidden safer pause.

Adopted 2026-09-16 (owner). Text scale: default Medium = 1.0, range 0.8–2.0; every style is 16 px or larger at 1080p and scales with screen height, and the overall scale never drops below 0.8, so nothing draws below 12.8 px at 1080p-equivalent in any window. The view turns in 90-degree steps on Q and E; interact is F, talk and signal T. In the build, each fixture kind has a silhouette and its name at the object when the astronaut is within a few metres (where two kinds share a form, the name carries the difference), a lit indicator carries its state word beside it, the Dock Mouth knock shows its subtitle at its source (other named sounds are not yet subtitled, and no audio plays in this slice), the context prompt is drawn at the physical object, and a threshold with no neighbour in the current arrangement is a sealed bulkhead labelled unbound when near. Fixture appearance uses free existing assets where they fit (the airlock door and the observation window), otherwise the silhouette and name above. The Brief records the decision.

Open questions

  • Presentation and cadence of regular fighting growth and major milestone transformations, including the meter or pickups and the interruption cost of choices.
  • How renewed crowds are shown on familiar routes while permanent seals and other completed work stay changed; early-seal rewards remain open.
  • Target override and aiming assistance.
  • Final power, heat and coverage tuning.
  • General options-menu pausing.
  • Save slots.
  • The survivor-transfer safeguard (pending owner decision).
  • Final station-joining and departure rules.
  • The exact visual/audio treatment for every creature, mechanism and part.
  • Whether stored Capacitor charge survives return aboard.
  • The owner has not yet reacted to the defaults for directional markers, effect intensity, horde-density damping and field-detail density.
  • These rules are untested; numbers are proposals.