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1 | # Hold The Horde — Progress |
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3 | **10 September 2026, 12:06. Combat and build corrections are accepted as written proposals. Station layouts and player information are the active workstreams. 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 | - **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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14 | 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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16 | ## Open and closed work |
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18 | | Task | Responsible | Current state | Next delivery | |
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20 | | 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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| 21 | | 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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| 22 | | 49 — Combat/build review | Reviewer | Closed at 11:27; one author-response cycle completed | No repeat review | |
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| 23 | | 50 — Rooms and return routes | Design Lead | Working: 11 room types, 21 affected uses, two living-return routes | Draft 13:15, range 13:00–13:30 | |
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| 24 | | 51 — Room and information review | Reviewer | Criteria saved and read by PM; waiting for drafts, then one combined review | 14:15, range 13:45–14:45 | |
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| 25 | | 52 — Player information and supporting rules | Systems | Working: readable information article; scoped equipment and save-state alignment | Draft 13:00, range 12:30–13:30 | |
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| 26 | | 38 — Full design readiness | PM | Reopened after owner feedback | First-pass wiki 15 September | |
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27 | | 39–40 — Earlier detailed samples | Systems / Design Lead | Parked and unaccepted | Reassess after correction | |
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29 | **52 tracked outcomes: 46 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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31 | The combat proposal now describes massed ordinary encounters and larger climaxes. The room work must give those crowds actual arrival paths and fighting space without consuming walking exits or turning rescues into escorts. It also checks what a player meets after returning home with temporary power reset: cleared travel remains cleared, so the next occupied frontier must be identified honestly. |
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33 | The information work focuses on what the player needs to see while moving, firing and using specials. Detailed diagnostics should support experimentation without becoming required reading during ordinary combat. Its equipment and save-state repairs keep the visible rules consistent with what the game retains. |
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| 35 | The existing three agents are sufficient for this batch. Both original Claude handoffs and receiving work are verified; Systems has started its next assignment. The owner does not need to forward routine messages. |
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37 | ## Current choice for the owner |
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39 | 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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41 | 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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43 | ## Estimated deliveries |
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45 | | Milestone | Target | Plausible range | |
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47 | | Combat/build initial drafts | Actual today 11:17 | Lead submitted 11:07 | |
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| 48 | | Single combat/build author responses | Actual today 11:49 | Lead 11:41; Systems 11:49 | |
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| 49 | | Room and information drafts | Today 13:15 | 12:30–13:30, with rooms expected 13:00–13:30 | |
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| 50 | | Combined room/information review | Today 14:15 | 13:45–14:45 | |
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| 51 | | Reviewed, integrated correction batch | Today 15:00 | 14:30–16:00 | |
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52 | | Whole readable first-pass wiki | 15 September | 13–17 September | |
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| 53 | | Detailed campaign design | 17 November | 27 October–15 December | |
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55 | The initial combat/build drafts and responses arrived ahead of their estimates. Their remaining integration is complete. The next batch inspects eleven room types: ten need crowd-source variants, while the core clamp room needs preservation checks. These are authored design obligations; capacity and traversal timing remain untested. |
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| 57 | **Forecast revised at 12:06:** the integrated target moved from 14:00 to 15:00. The Lead expects the room draft at 13:00–13:30; the Reviewer estimates 45–75 minutes after both drafts arrive. The new target allows time for the single author response and PM integration. Overall wiki and campaign dates are unchanged. |
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59 | 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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