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1 | # Hold The Horde — Progress |
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3 | **10 September 2026, 12:53. The room and information correction batch is integrated. The next work develops large-horde build payoffs and satisfying successive expeditions. All times are Jerusalem.** |
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5 | We are addressing three owner concerns: a convincing survivorslike with hordes and spectacular builds, a readable wiki, and a clear account of the player's fun, excitement, challenge and emotions. |
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7 | ## Completed today |
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9 | - **Discovery and home:** two rewritten articles, a combined critique and author response, accepted at 10:48. Read [Discovery in a changing station](/Hold%20The%20Flood/Connecting%20The%20Station) and [Home and the people you bring back](/Hold%20The%20Flood/Home%20And%20Colony%20Loop). |
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| 10 | - **Combat and encounters:** a rewritten [Fighting the Horde](/Hold%20The%20Flood/Combat%20Rules), crowd roles and ten encounter placements. The single review and author response are complete. PM corrected the remaining source, rescue and mechanism inconsistencies and accepted this written outcome at 11:57. |
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| 11 | - **Builds:** [Build Rules](/Hold%20The%20Flood/Build%20Rules) and two supporting references accepted at 12:05. The stored-energy climax now uses one manual command and automatically resumes charging; repeated menu rewiring is removed from that example. |
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12 | - **Rooms and player information:** the corrected room inventory, player-information article, equipment catalogue and save-state reference were accepted at 12:51, following one review and author response. Shared encounter and reward rules are aligned. |
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13 | - **Pitch and build examples:** [The Game](/Hold%20The%20Flood/The%20Game) and [Hordes and Builds](/Hold%20The%20Flood/Hordes%20and%20Builds) now use the actual equipment and return rules. Large-horde payoffs remain explicit targets; their missing reach, branching and crowd coverage rules are identified for further design. |
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14 | - **Reading links:** a [four-page starting route](/Hold%20The%20Flood) and scoped repairs to eight reference pages. This is not a claim that every reference is now readable or coherent. |
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16 | Temporary combat upgrades reset on **every return home**, alive or revived. Physical carried equipment, components and loot are retained. This owner decision is recorded and no longer needs an answer. |
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18 | ## Open and closed work |
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20 | | Task | Responsible | Current state | Next delivery | |
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21 | |---|---|---|---| |
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22 | | 47 — Builds and expedition growth | Systems / PM | Closed at 12:05; final connected-build rules and examples published | Written proposal accepted; growth preference still open | |
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| 23 | | 48 — Hordes and encounter pressure | Design Lead / PM | Closed at 11:57; actual room layout work follows below | Written proposal accepted | |
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| 24 | | 49 — Combat/build review | Reviewer | Closed at 11:27; one author-response cycle completed | No repeat review | |
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25 | | 50 — Rooms and return routes | Design Lead / PM | Closed at 12:51 after author response and verification | Complete as a written proposal | |
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26 | | 51 — Room and information review | Reviewer | Submitted 12:31; closed after PM checked its findings | Complete; no repeat review | |
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27 | | 52 — Player information and supporting rules | Systems / PM | Closed at 12:51 after author response and verification | Complete as a written proposal | |
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28 | | 53 — Three builds at horde scale | Systems | Working; initial judgment saved before the optional candidate | Draft 14:00, range 13:30–14:30 | |
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| 29 | | 54 — Three worthwhile expeditions | Design Lead | Working; initial judgment saved and assignment acknowledged | Draft 13:45, range 13:15–14:15 | |
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| 30 | | 55 — Build and expedition review | Reviewer | Criteria saved and read by PM; stopped until a draft is ready | Review 14:45, range 14:00–15:15 | |
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31 | | 38 — Full design readiness | PM | Reopened after owner feedback | First-pass wiki 15 September | |
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32 | | 39–40 — Earlier detailed samples | Systems / Design Lead | Parked and unaccepted | Reassess after correction | |
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34 | **55 tracked outcomes: 49 preparation outcomes closed, 3 current outcomes, 1 reopened readiness review and 2 parked drafts.** These are writing/review counts, not a percentage of a finished game. |
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36 | The room draft gives crowds physical arrival paths while preserving walking exits, quiet discovery spaces and short rescue routes. It proposes 16 enemy source volumes behind apertures; these add authoring work but are not extra traversable rooms. Two return routes now show what happens when temporary power resets while cleared ground stays clear. Repeated returns can push fresh combat farther away; that design problem remains open. |
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38 | The electrical weapon’s basic chain attack is restored, missing player cues are back and the revised routes now define their doorways. The five save examples, ten options and twelve physical equipment parts were preserved. These checks close that writing task; they do not establish readable combat in play. |
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40 | The next work puts the player experience first. The lightning, ricochet and gravity builds need rules that support their promised effect on a large visible horde. A separate expedition proposal will compare ways to keep the next trip attractive as cleared ground grows and temporary power resets. Its recommended new travel rules will remain proposals for reaction. The existing three agents are sufficient; assignments go automatically to their existing tasks. The owner does not need to forward routine messages. |
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42 | ## Current choice for the owner |
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44 | Should temporary power grow **regularly during fighting**, with bigger upgrades at major horde milestones, or **only after clearing or sealing a horde**? PM recommends regular growth: for example, two upgrades during a ward fight, then a transformation after its main surge. This provides a more continuous rise in power, at the cost of more frequent choices. The current stage-only draft remains provisional. Both options reset temporary upgrades whenever you return home. |
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46 | An answer is pending. Room geometry, controls, accessibility, equipment and readability work continue. Only the dependent final growth rules wait for this preference. |
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48 | ## Estimated deliveries |
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50 | | Milestone | Target | Plausible range | |
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52 | | Combat/build initial drafts | Actual today 11:17 | Lead submitted 11:07 | |
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| 53 | | Single combat/build author responses | Actual today 11:49 | Lead 11:41; Systems 11:49 | |
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54 | | Room and information drafts | Actual today 12:23 | Systems 12:18; Lead 12:23 | |
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| 55 | | Combined room/information review | Actual today 12:31 | Earlier than the 14:15 estimate | |
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56 | | Single room/information author corrections | Actual today 12:43 | Lead 12:42; Systems 12:43 | |
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| 57 | | Integrated room/information correction batch | Actual today 12:51 | Earlier than the 14:00 target | |
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| 58 | | Three-expedition proposal | Today 13:45 | 13:15–14:15 | |
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| 59 | | Three-build mechanical proposal | Today 14:00 | 13:30–14:30 | |
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| 60 | | Combined build/expedition review | Today 14:45 | 14:00–15:15, after both drafts | |
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| 61 | | Reviewed next proposal packet | Today 15:30 | 14:30–16:30 | |
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62 | | Whole readable first-pass wiki | 15 September | 13–17 September | |
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| 63 | | Detailed campaign design | 17 November | 27 October–15 December | |
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65 | The completed batch retains 24 module identities and 40 rooms. The next proposal may reopen provisional effect limits or propose new travel behavior where the present rules undermine the intended experience. Crowd capacity, traversal timing, readable combat and fun remain untested. |
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67 | **Forecast updated at 12:53:** the room/information batch finished at 12:51, ahead of its revised 14:00 target. The new 15:30 estimate is for the next build/expedition proposal packet, allowing one review, author response and integration. Overall wiki and campaign dates are unchanged. |
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69 | Confidence is moderate for the next batch, low for the first-pass wiki and very low for detailed campaign work pending fresh scope estimation. Dates assume the existing three roles and PM are available approximately 6–8 active hours per working day. A first-pass wiki means a coherent, readable proposed design with open choices clearly identified. It does not establish fun, balance or campaign duration. Implementation, simulation, playtesting and assets require separate authorization. |
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