Hold The Horde — Progress
10 September 2026. Discovery and home rewrites are complete. The combat/build review is complete; both designers are making the consolidated corrections. All times below are Jerusalem.
We are addressing three owner concerns: convincing survivorslike hordes and spectacular builds, a readable wiki, and a clear account of the player's fun, excitement, challenge and emotional experience.
Completed this morning
- Two existing articles rewritten and reviewed: Discovery in a changing station and Home and the people you bring back.
- One independent critique and one consolidated author response completed. PM checked the actual sources and corrected factual overclaims. The pair closed at 10:48, ahead of the revised 11:15 estimate.
- Eight reference pages repaired so the new explanations link to the right definitions. This was scoped repair, not a full rewrite of those references.
- Four-page reading route published: start with the game.
Your decision is recorded: temporary combat upgrades reset on every return home, alive or revived. Physical equipment, components and loot are retained.
Work happening now
| Task | Responsible | Status and concrete result | Next estimate |
|---|---|---|---|
| 47 — Spectacular builds and expedition growth | Systems | Correcting the three submitted pages: actual loadouts, spectacular effects and upgrade rules | Response target 12:15, range 12:00–12:45 |
| 48 — Ordinary hordes and encounter pressure | Design Lead | Response submitted at 11:41; PM is checking the actual repairs | Ahead of 12:15 response target |
| 49 — One combined review | Reviewer | Complete at 11:27; PM verified the critique and added source-backed corrections | Closed; no second review |
| Integration, source checks and owner updates | PM | Active: verify source claims and prepare the affected equipment, information, save-state and room references | Reviewed batch target 14:00 |
| 38 — Full design readiness | PM | Reopened after owner feedback | First-pass wiki target 15 September |
| 39–40 — Earlier detailed samples | Systems / Design Lead | Parked and unaccepted | Reassess after correction |
49 tracked outcomes: 44 preparation outcomes closed, 2 current correction assignments, 1 reopened readiness outcome and 2 parked drafts. These are writing/review counts, not a percentage of a finished game.
The submitted drafts replace the old 1–5-creature encounter contract with ordinary crowds and larger climaxes, permit multiple ordinary weapons, and put compatible link changes inside journal pause. The review and PM checks found specific repairs: incomplete equipment lists, unclear reward resolution, and climax/rescue examples that diverge from their rules. One consolidated response is underway. The dependent references and room layouts also need alignment. Particular populations, growth effects and editing details remain proposals.
Both original Claude tasks are available, automatic handoffs succeeded, and receiving activity was checked. The owner does not need to forward routine messages. No extra permanent agent is needed for this batch.
Current choice for the owner
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 gives combat a more continuous rise in power, at the cost of more frequent choices. The current draft uses horde-resolution rewards and remains provisional. Both options reset all temporary upgrades whenever you return home.
The question was explained directly to the owner; an answer is pending. Equipment, mechanism, rescue, room and readability corrections continue. The 14:00 correction target remains; final growth rules depend on this preference.
Estimated deliveries
| Milestone | Target | Plausible range |
|---|---|---|
| Combat/build drafts and scoped reference repairs | Actual today 11:17 | Ahead of 12:30 draft target |
| Reviewed, integrated combat/build batch | Today 14:00 | 13:00–15:00 |
| Whole readable first-pass wiki | 15 September | 13–17 September |
| Detailed campaign design | 17 November | 27 October–15 December |
Both drafts arrived early: the Lead at 11:07 and Systems at 11:17; the combined critique arrived at 11:27. PM checked its claims and dispatched one response to both designers. The 14:00 batch target remains while those corrections and dependent references are completed. Room migration covers eleven reusable room types and their affected instances; space and traversal timing remain design obligations, not tested results. The broader dates are unchanged. Confidence is moderate for the next batch, low for the first-pass wiki and very low for detailed campaign work until scope is re-estimated.
Dates assume the three existing 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. Game implementation, simulation, playtesting and assets require their separate authorization. Unanswered creative choices block only the work that depends on them.
