Hold The Horde — Progress

10 September 2026, 12:40. Both room and information drafts are submitted and their combined review is complete. The authors are making one consolidated correction each. 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.
  • Pitch and build examples: The Game and Hordes and Builds 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.
  • 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 Draft submitted 12:23; one author correction assigned Corrected draft 13:15, range 13:00–13:30
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 Draft submitted 12:18; one author correction assigned Corrected draft 13:15, range 13:00–13:30
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

52 tracked outcomes: 47 preparation outcomes closed, 2 current outcomes, 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 review found an accidental restriction of the electrical weapon’s basic chain attack, missing player cues and incomplete doorway definitions in the revised routes. The author corrections address those findings and improve the information article’s opening. The five save examples and twelve physical equipment parts were preserved. PM is aligning the shared encounter rules and checking actual changes before acceptance.

The existing three agents are sufficient for this batch. Both author corrections have been sent automatically to their existing tasks. The Reviewer has finished and is stopped while the authors respond. The owner does not need to forward routine messages.

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 Today 13:15 13:00–13:30
Reviewed, integrated correction batch Today 14:00 13:30–14:30
Whole readable first-pass wiki 15 September 13–17 September
Detailed campaign design 17 November 27 October–15 December

Both new drafts and their review arrived earlier than forecast. PM checked the review against the actual sources and assigned one consolidated response to each author. The room proposal retains 24 module identities and 40 rooms. Crowd capacity, traversal timing, readable combat and fun remain untested.

Forecast revised at 12:40: the integrated target moves from 15:00 to 14:00, with a 13:30–14:30 range, because both drafts and the review arrived early. This still allows for the authors’ corrections and PM verification. The earlier 12:06 estimate had moved the target from 14:00 to 15:00 while those submissions were pending. Overall wiki and campaign dates are unchanged.

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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