Hold The Horde — Progress
10 September 2026, 13:59. The reviewed build and expedition correction batch is integrated. Story and survival rewrites are now underway. All times are Jerusalem.
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.
Completed today
- Discovery and home: two rewritten articles, a combined critique and author response, accepted at 10:48. Read Discovery in a changing station and Home and the people you bring back.
- Combat and encounters: a rewritten Fighting the Horde, 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.
- Builds: Build Rules 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.
- 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.
- Three builds and successive expeditions: accepted as written proposals at 13:53. Read the horde-scale build examples and three successive outings. Their equipment, power, heat and projectile rules are reconciled. Passenger transport is an optional proposal; cargo delivery is separate. Later-outing growth remains unresolved.
- Reading links: a four-page starting route and scoped repairs to eight reference pages. This is not a claim that every reference is now readable or coherent.
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.
Open and closed work
| Task | Responsible | Current state | Next delivery |
|---|---|---|---|
| 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 |
| 48 — Hordes and encounter pressure | Design Lead / PM | Closed at 11:57; actual room layout work follows below | Written proposal accepted |
| 49 — Combat/build review | Reviewer | Closed at 11:27; one author-response cycle completed | No repeat review |
| 50 — Rooms and return routes | Design Lead / PM | Closed at 12:51 after author response and verification | Complete as a written proposal |
| 51 — Room and information review | Reviewer | Submitted 12:31; closed after PM checked its findings | Complete; no repeat review |
| 52 — Player information and supporting rules | Systems / PM | Closed at 12:51 after author response and verification | Complete as a written proposal |
| 53 — Three builds at horde scale | Systems / PM | Closed at 13:53 after response and integration | Written proposal ready for reaction |
| 54 — Three worthwhile expeditions | Design Lead / PM | Closed at 13:53 after response and integration | Transport unselected; growth weakness remains |
| 55 — Build and expedition review | Reviewer | Submitted 13:26; erratum 13:27; PM closed 13:30 | Complete; no repeat review |
| 56 — Story and mystery for human readers | Design Lead | Working; automatic receipt verified | Draft 14:35–14:55 |
| 57 — Oxygen, packing and return | Systems | Working; new turn and framing verified | Draft target 14:35, range 14:15–15:00 |
| 58 — Story/survival review | Reviewer | Preparing criteria; automatic receipt verified | Critique 15:10, range 14:50–15:45 |
| 38 — Full design readiness | PM | Reopened after owner feedback | First-pass wiki 15 September |
| 39–40 — Earlier detailed samples | Systems / Design Lead | Parked and unaccepted | Reassess after correction |
58 tracked outcomes: 52 preparation outcomes closed, 3 current writing/review tasks, 1 reopened readiness review and 2 parked drafts. These are writing/review counts, not a percentage of a finished game.
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.
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.
The lightning, ricochet and gravity examples now connect different player actions to their intended pleasure: crossing toward a dense electrical chain, shaping reflected paths, or gathering pursuers before a thermal burst. Their proposed climaxes reach dozens of ordinary bodies; geometry, heat and recovery limit the actual result. These are written possibilities, not measured kills or validated fun.
The expedition comparison now uses a functioning starter rig and correct equipment timeline. A proposed carriage line shortens repeat walking, while cargo-only delivery remains a separate choice. Neither solves the later outing that starts weak on already-cleared ground. The overall readiness check remains open.
The next two rewrites make the story's curiosity, dread and revelations readable, and explain oxygen/packing through choices, excitement and relief. All three original roles received their assignments automatically. No new permanent agent or routine owner message-forwarding is needed.
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 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.
An answer is pending. Room geometry, controls, accessibility, equipment and readability work continue. Only the dependent final growth rules wait for this preference.
Estimated deliveries
| Milestone | Target | Plausible range |
|---|---|---|
| Combat/build initial drafts | Actual today 11:17 | Lead submitted 11:07 |
| Single combat/build author responses | Actual today 11:49 | Lead 11:41; Systems 11:49 |
| Room and information drafts | Actual today 12:23 | Systems 12:18; Lead 12:23 |
| Combined room/information review | Actual today 12:31 | Earlier than the 14:15 estimate |
| Single room/information author corrections | Actual today 12:43 | Lead 12:42; Systems 12:43 |
| Integrated room/information correction batch | Actual today 12:51 | Earlier than the 14:00 target |
| Three-expedition proposal | Actual today 13:06 | Earlier than the 13:45 target |
| Three-build mechanical proposal | Actual today 13:12 | Earlier than the 14:00 target |
| Combined build/expedition review | Actual today 13:26 | Closed after PM checked the findings and erratum |
| Single build/expedition corrections | Actual today 13:45 | Lead 13:37; Systems 13:45 |
| Reviewed build/expedition packet | Actual today 13:53 | Earlier than 14:45 target |
| Story and survival drafts | Today 14:35 | 14:15–15:00; Lead expects 14:35–14:55 |
| Combined story/survival review | Today 15:10 | 14:50–15:45, dependent on actual drafts |
| Reviewed story/survival packet | Today 16:00 | 15:30–17:00 |
| Whole readable first-pass wiki | 15 September | 13–17 September |
| Detailed campaign design | 17 November | 27 October–15 December |
The completed batch retains 24 module identities and 40 rooms. The next articles explain existing story alternatives and survival rules through the player experience. They do not decide the pending growth or travel choices. Crowd capacity, traversal timing, readable combat and fun remain untested.
Forecast F1.25, updated at 13:59: the build/expedition packet is integrated at 13:53, ahead of its 14:45 estimate. The next story/survival packet targets 16:00, with a 15:30–17:00 range covering one critique, author response and integration. The full readable wiki and detailed campaign dates are unchanged. Earlier estimates remain in revision history and the forecast record.
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.
