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1 | # Hold The Horde — Production Scope |
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| 3 | **Status: planning proposal.** The game uses Unity and Steam and favours free existing assets, as the [Owner Brief](/Hold%20The%20Flood/Brief) requires. No game size, production budget, asset, purchase or development phase is selected here. The SMALL band below is a costing sample; it is not a recommendation to replace the owner's ambition with a short game. Its purpose is to expose what we must actually author and what repeating a room does not save. |
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| 5 | ## What the inventory counts |
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| 7 | The [Whole Game Outline](/Hold%20The%20Flood/Whole%20Game%20Outline) offers three bands. Keep reusable definitions, placed instances, investigations and scenes separate. A discovery objective can use an existing room, trap, survivor and language chain; that intersection is not five additional encounters. |
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| 9 | | Content unit | SMALL sample | TARGET / STRETCH | Work that reuse does not remove | |
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| 10 | |---|---:|---:|---| |
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| 11 | | Regions | 4 | 7 / 10 | A regional purpose, entry/return opportunities, pressure and discovery progression | |
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| 12 | | Reusable room modules | 24 | 45 / 70 | Legible internal geometry, accessible controls, fixture and entrance variants | |
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| 13 | | Placed playable room instances | 40 | 80 / 130 | Stable identity, actual contents, valid interfaces and recovery in its permitted arrangements | |
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| 14 | | Expedition objectives | 12 | 24 / 40 | Entry condition, action, consequence, alternate access and later use | |
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| 15 | | Proposed ship-repair assemblies | 4 | 7 / 10 | Acquisition/installation consequences; the optional departure premise remains unselected | |
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| 16 | | Survivors and authored scenes | 5 people, 15 scenes | 9/45; 14/98 | Distinct motives, short rescue, home follow-through and bounded knowledge | |
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| 17 | | Equipment definitions | 12 | 24 / 36 | Source, reusable behaviour, limitations and meaningful combinations; the first twelve briefs already exist | |
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| 18 | | Ordinary / special enemy roles | 6 / 3 | 10/6; 14/9 | Distinct pressures, readable responses and combined encounters | |
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| 19 | | Major set-pieces | 2 | 3 / 5 | Exceptional staging and recovery; hosted rooms/objectives remain the same units | |
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20 | | Mechanism families / major placed mechanisms | 5 / 13 | 9/24; 14/40 | Thirteen major instances need geometry, warnings, stages, persistence and rearming; fixed room services and ordinary joins remain separately owned interfaces | |
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21 | | Language chains across at least two languages | 4 | 8 / 12 | Evidence, alternatives, discriminating action, correction and useful transfer | |
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| 22 | | Mystery or personal investigation chains | 4 | 7 / 11 | Causal evidence and consequences rather than additional exposition | |
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| 23 | | Person-linked home projects | 5 | 9 / 14 | Voluntary contribution, an observable result, reclaim and personal consequence | |
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| 24 | | Special connection challenges | 2 | 4 / 6 | Authored constraint/recovery problems, not the count of ordinary joins | |
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26 | The current SMALL first pass is **4 regions / 24 modules / 40 rooms / 12 objectives / 4 ship assemblies / 5 people / 15 scenes / 12 equipment definitions / 6 ordinary + 3 special roles / 10 encounters including 2 setpieces / 5 mechanism families / 13 major placed mechanisms / 4 language + 4 story chains / 5 home projects / 2 special connection challenges**. These are prepared proposal counts, not an owner-selected game size. Thirteen is not every interactive object: R26/R33 service transformations, the R02/R03 board/rack, ordinary doors and join faces stay owned by their room/interface descriptions rather than becoming extra P-identities. Campaign36 response536 reports **26 deduplicated evidence entries**, but PM disposition and its narrow source-verification clarification539 remain pending; 26 is therefore a submitted count, not an accepted final ledger. |
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28 | The 15 SMALL survivor scenes include rescue and home follow-through. Home-project scenes should be assigned within that ledger where possible; if an additional scene is necessary, record the increment instead of silently exceeding fifteen. Branches are variations of a named scene, but each materially different consequence still needs writing and state review. |
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| 30 | Likewise, a language chain and a mystery chain may share evidence and an objective. Give the shared observation one content identity, then separately specify its linguistic inference and narrative consequence. A count of eight chains does not imply eight disjoint routes or eight extra objective sets. Conversely, calling two investigations the same chain cannot erase a distinct test or correction. |
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| 32 | Forty instances from twenty-four modules means sixteen placements beyond one of each module. It does not mean sixteen free rooms. Each placement must earn its reuse with a different useful relationship, pressure, consequence or meaning; colour changes and new neighbours alone do not establish discovery depth. The all-station puzzle includes all forty actual playable instances under this sample. The two special challenges neither cap its ordinary joins nor prove that a valid full assembly exists. |
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| 34 | The TARGET and STRETCH columns are alternatives, not extra counts to add to SMALL. Increasing instance or survivor counts cannot be converted directly into author-hours: branch interactions, clue dependencies and permitted arrangements can change the work. Nor can any of these counts establish 30/90/100–200 hours of play. |
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| 36 | ## A shared unit ledger |
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| 38 | Before detailed authoring, every unit needs an owner, definition or instance identity, current status, dependencies, reuse links and one owning description. Design v1 needs a finite ledger and behavioural briefs; the later campaign specification fills in each placed instance, clue and scene through its actual state changes. |
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| 40 | The outline's pressure-ledger expedition illustrates the accounting: |
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| 42 | | Shared unit | Own once | Additional work belongs to | |
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| 43 | |---|---|---| |
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| 44 | | Sampling ward and its installed Impact Dynamo | One placed room and one part instance, using existing module/part definitions where appropriate | Placement specifies removal consequences; equipment specifies Dynamo behaviour | |
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| 45 | | Valve sample/purge test and visitor destination evidence | One observation/action sequence, referenced by relevant objective and chains | Language specifies competing interpretations and correction; story specifies what the transfer evidence does and does not establish | |
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| 46 | | Yeva's return conversation | One named cast scene, potentially one of the three in her arc | Cast specifies changed belief and dialogue intent; home specifies only any distinct project operation | |
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| 47 | | Regional horde and mechanism | One hosted encounter with references to role/family definitions | Placement specifies geometry and timings; roster defines the creatures, information design defines presentation | |
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| 48 | | A recorded result across death | The same evidence and world instances | State contract owns continuity; information design owns how historic evidence is displayed | |
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| 50 | These are ledger relationships, not adoption of Yeva, that particular room or a guaranteed route. The [Regional Discovery Map](/Hold%20The%20Flood/Regional%20Discovery%20Map) must name actual objective links; this cost plan cannot fill them by assertion. |
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| 52 | ## Three depths of completion |
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| 54 | **Complete wiki v1:** every major domain has a usable proposed or selected rule, consequential alternatives are dispositioned or explicitly provisional, and the finite inventory explains progression, rewards, cast, both languages, endings and interfaces. There must be enough concrete behaviour to expose missing links. A domain containing only a title or “TBD” fails this milestone. |
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56 | V1's room/mechanism inventory must contain actual briefs, not only count allocation: |
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| 58 | | Unit | Minimum v1 output | Additional detailed-campaign work | |
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| 59 | |---|---|---| |
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| 60 | | Each of24 reusable modules | Proposed internal geometry, entrance/fixture relationships, available actions and intended discovery/pressure role | Full variants and compatible interface combinations, detailed cue/interaction placement and authored exceptional states | |
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| 61 | | Each of40 placed rooms | Named identity/module, region and objective links, actual contents/reward, first-visit/revisit purpose, proposed access and recovery constraints | Exact per-instance placement, every selected branch/transient state and concrete consequences across permitted arrangements | |
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62 | | Each of13 major placed mechanisms | First-version geometry, warning, action/stages, reset/rearm and persistence boundary, usable alternative/recovery and linked discovery | Full variant/combined-encounter details, exact thresholds and exhaustive state/recovery paths | |
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64 | A room brief may reference its module and a mechanism brief, but cannot omit its own distinguishing content. V1 retains Design Coverage's thirteen-major-mechanism obligation; the new allowance below makes it explicit. Detailed campaign work extends these accepted briefs rather than charging them again. |
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66 | **Detailed campaign specification:** every approved placed room, mechanism, clue, scene, reward and ending branch has concrete entry/exit, observation, action, interruption, persistence and recovery behaviour. Shared definitions are referenced; instance-specific differences are authored. Precise tuning may still require later evidence. This is larger than a map of twelve objectives. |
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| 68 | **Production and validation:** engine architecture, actual tools, runtime content, assets, integration, performance, accessibility testing and real-player evidence. These are a separate, currently unauthorised phase. Documentation completion does not establish a working or enjoyable game. |
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70 | ## Current remaining v1 judgment |
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72 | The prior **144–247 role-hour** envelope is retained as a **dated 8 September planning history**. It described work beginning before Regional25 through scope/handoff and combined authoring, review, response and PM integration. It was never a timesheet, and accepted outcomes cannot now be charged again in full. Fast assignment-to-post turnaround records elapsed pipeline time; they do not measure the productive labor needed for every branch, source check or later content implementation. |
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74 | As of the accepted Mechanical35 closeout on 9 September, v1 has usable first-pass contracts and finite inventories across all fifteen domains. The remaining M3 work is narrower: |
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76 | | Finite remainder | Unique work still required | Judgment allowance | |
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77 | |---|---|---:| |
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78 | | Campaign36 clarification and disposition | Resolve the narrow source-verification clarification539, verify the submitted actual-ID/evidence/state crosswalk and integrate only accepted factual corrections. Its submitted count is 26; final acceptance is pending. | **4–8 role-hours** | |
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79 | | Scope/handoff37 | This two-article refresh, one focused critique, at most one reasoned response and PM disposition. | **14–24 role-hours** | |
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| 80 | | Whole-v1 coherence disposition | One revision-specific cross-domain pass, bounded repairs only where an actual contradiction remains, and a final M3 disposition. It does not reopen every closed domain review. | **10–18 role-hours** | |
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| 81 | | **Current finite M3 remainder** | Overlap removed; includes author/reviewer/PM work still ahead at the time of this judgment. | **28–50 role-hours** | |
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83 | This is a workload allowance, not a countdown or observed throughput claim. Campaign36 and scope37 are already in flight, so elapsed calendar time may be shorter than dividing these hours serially. The critical risks are a source contradiction that needs a bounded parent repair, a consequential unresolved interface, or unavailable review/integration capacity—not prose volume. |
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85 | The PM's adopted **F1.14** calendar remains the current management forecast: M2 coherent core **11 September (10–14 September)**; complete first-pass M3 wiki **14 September (11–18 September), low confidence**; M4 detailed campaign **10 November (20 October–1 December), low confidence**. This scope analysis does not silently replace those dates. The 28–50-hour remainder is compatible with the M3 range only if the existing Lead, Reviewer, Systems and PM work can continue in parallel and the coherence pass finds bounded corrections. A new technical/production specialist on 10 September is conditional on a concrete independent gap and is not counted as available capacity. No extra permanent role or two guaranteed specialists are assumed. |
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87 | ## M4 detailed-campaign boundary and allowance |
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89 | M4 extends accepted first-pass briefs into exhaustive authored content; it does not re-charge their existing definitions. A current SMALL candidate needs the following distinct work, with shared observations, scenes and fixtures referenced once: |
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91 | | M4 workstream | Unique deeper work, excluding current first pass | Judgment allowance | |
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| 92 | |---|---|---:| |
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| 93 | | Rooms, objectives and arrangements | Exact stateful variants for 24 modules/40 rooms/12 objectives, permitted arrangements, traversal, recovery sides and the two special connection challenges. | **90–150 role-hours** | |
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| 94 | | Encounters and mechanisms | Exact geometry/population/cue/timing/rearm combinations for 10 encounters including 2 setpieces and 13 major mechanisms; fixed services stay in room work. | **55–95** | |
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| 95 | | Campaign evidence and choice | Full clue distribution, corrections and consequences for 4 language + 4 story chains, deduplicated against objectives and rooms. | **50–85** | |
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| 96 | | Cast, rescue and home | Final writing/state variants for 5 people/15 primary scenes/5 home projects; host and branch variants cost work without becoming new primary scenes. | **45–75** | |
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| 97 | | System detail and information | Exhaustive equipment/survival/build edge cases, exact cue/string/control variants and accessibility equivalence, deduplicated against encounter/room states. | **65–110** | |
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| 98 | | Persistence, compatibility and integration | Complete transition/reference/compatibility matrix, version policy, cross-domain review, corrections and PM disposition. | **45–75** | |
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| 99 | | **M4 SMALL candidate total** | Documentation and authored campaign only; no implementation, assets, recruitment, player sessions or technical validation. | **350–590 role-hours** | |
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101 | The range is broad because actual branch density, permitted arrangements, final dialogue depth and Campaign36's accepted evidence ledger are not yet known. It is not derived from agent typing speed, and it does not prove that the 10 November forecast is achievable. That forecast remains a low-confidence calendar judgment: it requires parallel authoring, bounded revision, no fundamental core-rule reversal and timely owner decisions only where work truly depends on them. Three representative detailed packages—a repeatable mechanism room, a two-language investigation with correction, and a short rescue/home arc—should be authored and independently checked before narrowing this allowance or extrapolating campaign duration. |
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103 | The owner's **30/90/100–200-hour** ambitions remain unproven. SMALL is a costed candidate for estimating authored work, not an owner-selected downgrade or a demonstrated playtime band. TARGET and STRETCH remain alternatives whose branch interactions require their own estimate rather than multiplication from SMALL. |
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| 105 | ## Production constraints to resolve |
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| 107 | | Area | Why it can dominate cost | Design preparation now | |
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| 109 | | Modular station and interfaces | Reused room art still needs compatible door faces, controllable mechanisms, readable traversal and recovery | A module/instance ledger and entrance/fixture requirements; no claim that every arrangement works | |
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| 110 | | Connected equipment and hordes | Combinations, targeting and dense pressures may interact beyond their individual briefs | Shared state/trigger contract, representative combinations and later technical questions | |
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| 111 | | Saves and content changes | Persistent joins, items, notes and people must survive changes consistently | Stable identities and authored compatibility decisions from Save And Content State | |
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| 112 | | Cast and clues | Branch knowledge, testimony and inference can contradict each other without any new asset | One evidence ledger with speaker knowledge and consequences, reviewed across chains | |
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| 113 | | Visual/audio/UI coherence | Free assets may not fit one another or communicate the required mechanics/accessibility | Category requirements and substitute plans; inspect actual rights and suitability only when candidates are selected | |
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| 114 | | Unity/Steam delivery | Engine/platform selection does not specify target hardware, input coverage, distribution or performance budget | Record those decisions and verify current primary documentation when proposing concrete requirements | |
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| 116 | Likely asset categories are modular station surfaces/doors, machinery, astronaut/creature/survivor models and animation, UI typography/icons, sound/ambience and effects. None is an approved shopping list or a claim that suitable free assets exist. No AI-generated art, including placeholders or concepts. A rare custom requirement or purchase must be made concrete for owner approval. Art availability must not be used to invent a licence, silently commission work or make a clue depend on unreadable decoration. |
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| 118 | ## Two cost-cut proposals to compare |
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| 120 | **Concentrate the SMALL station:** keep its four regions, twelve objectives, two languages, five survivors and twelve equipment definitions, but compare eighteen modules/thirty placed rooms instead of twenty-four/forty. The removed six definitions and ten placements must be identified in the future ledger; move or combine their actual discoveries without erasing tests/corrections. The entire-station puzzle still includes every remaining room. The saving is fewer layouts and placements to author, while the cost is less spatial variety and a smaller physical assembly. No hour saving or retained campaign duration is established. |
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| 122 | **Reduce staging variety:** retain SMALL's rooms/objectives and five mechanism families, but compare six ordinary/two special enemy roles and one exceptional set-piece instead of six/three/two. Ordinary hordes remain meaningful, and distinctive discovery consequences must be rehosted rather than deleted invisibly. This saves one role definition and one bespoke sequence; it costs spectacle and pressure variety and may overwork the remaining encounters. |
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| 124 | These are separate alternatives; adopting both requires evaluating their combined loss of variety. Neither adds oxygen grind, repeated death requirements, loot loss or a longer escort to compensate for fewer authored units. Preserve all owner pillars first, and judge the actual retained experiences before adopting a cut. Larger counts remain plausible if later authoring and player evidence support them. |
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| 126 | **Reopening conditions:** a complete ledger reveals missing scenes/branches; a core rule changes many interfaces; owner scope or ending choices change; representative detailed packages exceed allowances; staffing fails to materialise; or later authorised evidence shows repetition, poor comprehension or unaffordable runtime/content work. Revise the forecast and name the affected outcome instead of silently moving the date. |
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