Hold The Horde — Progress

10 September 2026, 13:16. The room and information correction batch is integrated. The next work develops large-horde build payoffs and satisfying successive expeditions. 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.
  • 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 / 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 Draft submitted 13:12; author stopped for review Three finite crowd-scale build proposals
54 — Three worthwhile expeditions Design Lead Draft submitted 13:06; author stopped for review Transport and cargo proposal, not yet accepted
55 — Build and expedition review Reviewer Reviewing; both authors submitted and stopped Review 14:15, range 13:57–14:27
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

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.

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 next work puts the player experience first. The lightning, ricochet and gravity drafts now propose special attacks reaching up to 42–48 distinct bodies, supported by finite geometry, real stored charge, heat and recovery rules. These are proposed coverage ceilings, not measured kills or validated fun. The expedition draft now recommends restoring a transport line to a visited room, with cargo delivery home. It shortens repeat travel but leaves the third outing without a fresh rise in temporary power under the provisional reward rule. That weakness is under review. Its new travel rules 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.

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 Today 14:15 13:57–14:27, following both drafts
Reviewed next proposal packet Today 14:45 14:00–15:45
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 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.

Forecast updated at 13:16: both next drafts arrived by 13:12, ahead of the 13:45/14:00 targets. The combined review now targets 14:15, followed by one author response and integration. The next reviewed packet advances from 15:30 to 14:45, with a 14:00–15:45 range. 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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