Blame
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1 | # Hold The Flood — Rooms |
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| 3 | **Owner decision, 2026-09-19.** After reading the inventory of the rooms as they were built, the owner found a pattern of things to interact with that gave the player no reason to care (the ward window photograph, the fault lamp, the bridge rack, and more), and said: "it seems like the best solution is for me to design each room manually." Asked how to begin, he answered: "let's start with an empty station and add the rooms as I design them", and "I will write them here. you will transfer them both to code and the wiki." |
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| 5 | So this page is the home of the station's rooms from now on. **Every room below is the owner's own card.** The implementer builds exactly what a card says, and asks where a card is silent instead of filling the gap. The older room pages of this wiki ([Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory), [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory), [First Expedition Options](/Hold%20The%20Flood/First%20Expedition%20Options)) describe an earlier design. They are not what the game contains. |
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| 6 | ||||||||
| 7 | ## Why |
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| 8 | ||||||||
| 9 | The first slice built the set-ups of the old design and not the pay-offs that made them matter. The fault lamp was the sign of a power leak that cost the player nothing. The isolation bridge was the fix, and fitting it was meant to let the ship find the ward behind the window, which was meant to start the rescue; in the game it changed one line of text. The window photograph had no use even in the design. A thing the player can use, with no reason to use it and nothing visibly different afterwards, reads as a broken game. The record of the old rooms, in plain words, is here: https://claude.ai/artifact/YE2xxDvC7nCt2eNqCqboC5 |
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| 10 | ||||||||
| 11 | ## The room card |
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| 12 | ||||||||
| 13 | One card per room, in the manner of the owner's item card on [The Pack](/Hold%20The%20Flood/The%20Pack). |
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| 14 | ||||||||
| 15 | - **Name and size.** |
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| 16 | - **Why the player goes there.** One sentence. |
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| 17 | - **Doors.** Which rooms it joins. |
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| 18 | - **Things in it.** For each: what it is; the key; how many seconds; what is needed first; what is different afterwards that the player can see; once, or every time. |
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| 19 | - **Items to find.** |
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| 20 | - **Enemies.** Kind; how many stand in the room; how many hide, and behind what; what lets them out; how fast they come; how to stop them. |
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| 21 | - **What is different when the player leaves.** |
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| 22 | ||||||||
| 23 | ## What already exists to build a room from |
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| 24 | ||||||||
| 25 | Anything outside this list is new code, which is fine; its size is stated before it is built. |
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| 26 | ||||||||
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27 | - **Rooms:** any size; doors on any wall; a raised floor with stairs; a window with a scene behind it; a doorway with no room behind it shows as a sealed doorway, unless the room card describes it as a door; a side that is a row of large decorated windows onto open space; a side that is a force field onto open space instead of a wall; a sign on a wall that is only there to be seen (it can blink). |
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28 | - **Actions:** press E for something instant; hold E for a job of any number of steps, each with its seconds; a step can be loud. A job can need: an item in the pack, power from a control board, another job done first, free pack squares. A job can: lock an opening for ever, give or take an item, put a photograph in the journal, pass or leave an oxygen tank for a survivor, make a trigger harmless. |
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29 | - **Doors:** a room card can describe any doorway as a door with a name: open, or locked. A locked door answers E with words of the card's choosing, shown for a moment at the door itself. A locked door stays locked until something in the game opens it, and then stays open for good, through trips, deaths and saves. Doors slide open and shut. |
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30 | - **Control panels:** one panel, kept as one prefab, for every wall panel in the game. E on it brings up its screen and the game waits. Logging in types out a welcome text; under it is a menu of things to ask, each with its answer; one line of the menu can ask for a password, and the right password opens one door. A wrong password gets the panel's own answer and can be tried again. Any text can carry the mark \*REDACTED\*, which the screen draws as a bar of light with the word cut out of it. A menu line can answer differently once the door is open. A password may be up to 24 characters, and capitals never matter. What a panel says, its menu, its password and its door are content; its look is the prefab. |
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31 | - **Rooms that fill with enemies:** a room can start sending enemies some seconds after the astronaut walks in. They appear where the camera does not look, just past the edge of the screen, and when the camera sees the whole room, as far from the astronaut as the room allows. The rate they come at climbs from one number to another over a set time; spawning waits while a set number are alive in the room; it ends for good once a set number have been killed; and when the last one falls, a chest can appear at a set place, which E opens for a set item. Every such room starts over on every new trip. |
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32 | - **Safe rooms:** a room can be marked safe: no enemies may be set in it, none can enter it, and nobody in it can be hit. |
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33 | - **Enemies:** four kinds (Presser: slow and strong; Flanker: fast and weak; Caller: stands and calls a hidden crowd; and a weak, slow kind with no name yet). Bodies standing in the room, bodies hidden behind an opening, what lets them out (walking in, a loud job, a Caller's call, holding a job for some seconds), how many come per second, which job locks them in for ever. A crowd that is not locked is back at full strength on every new trip. |
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34 | - **Also:** a survivor who waits in a room and walks to the ship when the way is safe; items lying in a room; which rooms join which, in one layout or several. |
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| 35 | - **Rules that hold everywhere:** every press of E answers; the only text in a room is the prompt on the thing the astronaut is locked on, and the box on the left that says in plain words what it is and what can be done with it; every job shows a bright bar while E is held; every word the player reads is plain. |
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| 36 | ||||||||
| 37 | ## The station today |
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| 38 | ||||||||
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39 | Two rooms. **The Dock** (the owner's first card, below): its west door stands open and leads into the Western Promenade, its east door is locked and nothing opens it, and its north door is locked until the password is typed into the panel beside it; no room has been designed behind the north door yet, so once open it shows a short dark passage and the astronaut cannot go past the door frame. **The Western Promenade** (the owner's second card): a long hallway west of the Dock that fills with weak, slow enemies, and gives a chest with a second pistol when they are all dead. Its other four doorways are sealed, because no room has been designed behind them yet. |
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40 | |||||||
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41 | The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty. |
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42 | |||||||
| 43 | ## Room cards |
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| 44 | ||||||||
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45 | ### Dock |
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| 46 | ||||||||
| 47 | **The owner's card, 2026-09-19, in his words:** |
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| 48 | ||||||||
| 49 | > - we are going to make it very large square room, with doorways on the center of the north, east, and west walls. |
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| 50 | > - it's south wall should look like a force field blocking the way to empty space. this is where your spaceship came from. |
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| 51 | > - the dock contains your spaceship. it should generally look like a space shuttle (we'll probably change it's look later). it should be large enough to make sense to be a spaceship for the character, but small enough to allow free exploration of the room. pressing E while locked on the ship is the same effect as currently using the so called "ship airlock". |
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| 52 | > - On the north wall, to the right of the doorway, we are going to have a large neon sign with the text "Emergency Lockdown" blinking in red. This cannot be locked / interacted with. |
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53 | > |
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| 54 | > Added the same day: "the dock is always safe. Enemies cannot spawn here, nor can they enter here from other rooms." |
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55 | > |
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| 56 | > **The doors, 2026-09-20:** "before we move to the next room, we need to handle the doors. The west door is always open. The east door is currently always locked. trying to press E when locked on it will give the message "this door seem to be blocked from the other side" The north door is currently locked. Next to it (on its left) there is a control panel. make sure to keep this control panel as a prefab as we are going to use those panels a lot during the game. When pressing E while locked on the door it will simply say "LOCKED". When doing the same thing with the control panel, we will open a control panel mini-game. we can call this specific one "control panel mini game security door 1". In this panel we will be able to get our very brief and simple exposition, but at the end, we will be required to enter a lockdown override password. This cannot be found in this room, and will require the player to first explore the west wing of the station. once the correct password is inserted, the north door will open." |
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57 | > |
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| 58 | > **The console's words, 2026-09-20, exactly as the owner typed them:** "when you log in to the console, you are going to get the text "Welcome to \*REDACTED\*. We are happy to see you. Here we will take of all of your medical needs, so relax, talk to our crew, and they will help you get adjusted. WARNING: THE STATION IS CURRENTLY UNDER \*REDACTED\*. PLEASE LEAVE AND COME BACK LATER\* |
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| 59 | > |
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| 60 | > The the user will have a menu: |
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| 61 | > |
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| 62 | > - "Where am I?": "Welcome to the \*REDACTED\* station. An experimental hospital testing the edge of known technology to heal even the worst injuries. Weather you are a patient, a medical staff or \*REDACTED\*, we are sure you will find this as comfortable as possible. For further assistance, please talk with the local \*REDACTED\* |
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| 63 | > - "Where are the crew?": "The crew are currently \*REDACTED\*. As the situation change, we will let you know." |
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| 64 | > - "Who are the crew?": "This data is beyond your clearance level." |
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| 65 | > - "Why is the emergency lockdown?" : "\*REDACTED\*" |
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| 66 | > - "Please open the door": "Opening the door to the main station require lifting the emergency lockdown. This can only be done via \*REDACTED\* and according to regulations" |
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| 67 | > - "Lift the emergency lockdown": "Please enter a valid password for lockdown override" |
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| 68 | > - if the password is correct: "Welcome \*REDACTED\*, we will transmit a message to your family of your imminent death as soon as the communication relay will go back online" |
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| 69 | > - if the password is wrong: "Wrong password. Pretending to be a \*REDACTED\* in illegal in accordance with regulation number \*REDACTED\* and might lead to an arrest or execution. This attempt was recorded and will be delivered once the communication relay will go back online" |
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70 | |||||||
| 71 | **As built.** Where the card gives no number, the number is the implementer's choice and is marked so; change any of them by saying so. |
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| 72 | ||||||||
| 73 | - **Size:** 30 by 30 metres *(my choice for "very large")*. It is still the room every trip starts in, and the only room that never moves. |
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74 | - **Doorways:** one in the middle of the north wall, one in the middle of the east wall, one in the middle of the west wall, each 2 metres wide, each a real sliding door in a frame. Each can be locked on, by its name. |
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75 | - **West door:** always open. Locked on, it says "West door · open". It leads into the Western Promenade. |
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76 | - **East door:** locked, and nothing in the game opens it. **Press E:** the door answers, in red, at the door: "This door seems to be blocked from the other side." *(The card's words, with "seem" corrected to "seems" and a capital and a full stop added; say so if you want them exactly as typed.)* Nothing is shown behind it. |
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| 77 | - **North door:** locked. **Press E:** it answers "LOCKED", in red, at the door. When the right password is typed into the panel beside it, the two leaves slide apart into the wall and the door stays open for good: through going home, dying, saving and loading *(staying open for good is my choice; the card says only that it opens)*. The game saves at that moment. |
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| 78 | - **The control panel:** on the north wall, to the left of the north door as seen from inside the room, 2.3 metres from the middle of the doorway. A wall terminal about one metre wide and a metre and a half tall, hung 0.8 metres above the floor: a dark metal body, a glowing screen with lines of writing and a blinking cursor, a lamp bar above the screen, a keypad with a red and a green key, a yellow and black strip along the bottom, and a cable running up the wall towards the door. Screen, lamp and the light it throws are **red while its door is locked and green once it is open**. It is **one prefab**, `Resources/Prefabs/ControlPanel`, with its own small script; every panel in the game will be this prefab, and what a given panel does comes from the content, not from the prefab. *(The look is mine; the prefab can be edited by hand in Unity, or rebuilt from the menu Flood > Rebuild Control Panel Prefab.)* |
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79 | - **Press E** while locked on the panel: its screen comes up over the game, and **the game waits** while it is up, as it does for the pack and the journal *(my choice; the card does not say)*. |
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| 80 | - **The console, "control panel mini game security door 1":** a terminal screen headed SECURITY DOOR 1 *(the heading is mine)* with a blinking LOCKED lamp. Logging in types out the welcome text; **Enter** shows the rest of a text at once. Under it is the menu, six lines in the owner's order. **Up / Down** (or W / S), a number key, or the mouse chooses a line; **Enter** asks it. The answer is typed out under the question; Enter goes back to the questions. Lines already asked turn dim. **Esc** goes one step back, and from the menu it steps away from the panel. Only Enter and Esc ever close the screen, because Space is also the key that presses the pack's button item. |
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| 81 | - **Struck-out words:** wherever the text says \*REDACTED\*, the screen shows a bar of light with the word REDACTED cut out of it *(the look is mine)*. The answer to the fourth question is one such bar and nothing else. |
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82 | - **"Lift the emergency lockdown"** asks: "Please enter a valid password for lockdown override." The player types and presses Enter. Capitals do not matter. **A wrong password:** the screen shakes and flashes and types out the owner's refusal ("Wrong password. Pretending to be a ... is illegal ..."); Enter tries again, Esc goes back to the questions; there is no limit on tries and no cost *(my choice)*, and tries are not counted anywhere *(owner, 2026-09-20: "no need to counting")*. **The right password:** the screen turns green and types out "Welcome ..., we will transmit a message to your family of your imminent death ...", the north door slides open and the game saves; Enter steps away. |
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83 | - **After the door is open** the panel is green and the questions still answer as before, except two that would now be untrue: "Please open the door" answers "The door to the main station is open." and "Lift the emergency lockdown" answers "The emergency lockdown has been lifted. The door to the main station is open." **Both sentences are mine**; the card does not say what the console shows afterwards. |
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| 84 | - **Small slips corrected in the shipped text; everything else is word for word. Say so to have any of them back as typed:** "take of all of your medical needs" became "take care of all of your medical needs"; "COME BACK LATER\*" became "COME BACK LATER."; "Weather" became "Whether"; "a medical staff" became "medical staff"; "As the situation change" became "As the situation changes"; "require lifting" became "requires lifting"; "in illegal" became "is illegal"; "as soon as / once the communication relay will go back online" became "... goes back online"; a full stop was added where a sentence ended without one. The WARNING stands as its own paragraph. |
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| 85 | - **Two things left for the owner to settle.** (1) The fourth question is shipped exactly as typed, "Why is the emergency lockdown?", because mending it would be a guess: "Why is there an emergency lockdown?", "Why the emergency lockdown?" and "Why is the emergency lockdown on?" are all possible. (2) The welcome text was typed ending "COME BACK LATER\*", with a lone star and no closing quote. It is shipped as "LATER." on the reading that the star was a slip for the closing quote; if a struck-out word or anything else was meant to follow, it is missing. |
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| 86 | - **Words on the screen that are not the owner's (all mine, all changeable):** the heading SECURITY DOOR 1; the lamp word LOCKED / OPEN; the numbers 1 to 6 before the questions; the chosen question repeated above its answer after a ">"; the line of key hints at the bottom ("Up / Down choose", "Enter ask", "Esc step away", "Enter show it all", "Enter back to the questions", "Type the password, then press Enter", "Enter try again", "Esc back to the questions"); and, in the game's message line after the right password, "The north door is open." |
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| 87 | - **The password is still a placeholder: 1234.** It was TEST, but the new text contains the word "testing", and the check that nothing in the Dock shows the password caught it. The card says the real one is found in the west wing, which has no card yet; the owner names it. |
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88 | - **South side:** no wall. A force field instead: **one unbroken sheet** of faint blue light from end to end, as tall as a wall, between a glowing rail at the floor and a thin one overhead, with a post at each end. The light is brightest at the rails and a faint grain drifts up it, so it reads as energy and not as glass. It is solid: nobody walks through it. Beyond it there is nothing but stars. It is never lowered for the camera, because it is see-through. *(Owner, same day, on the first version, which had upright lines every three metres: "the force field should not be separated to panels. it should be one long force field.")* |
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89 | - **Your ship:** a small space shuttle, about 12 metres long and 8.4 metres across the wings, standing in the south middle of the room with its nose to the north and its tail 3 metres from the force field it came in through *(size and position are my choices)*. It is made of plain shapes for now. It is solid, and there is room to walk all the way round it. |
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| 90 | - **Press E** while locked on the ship, from any side of it: go home. The trip ends, you keep all you carry, your health and air are refilled, the game saves. Exactly what the old "ship airlock" did. |
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| 91 | - A trip starts with the astronaut standing beside the ship's hatch steps, on its left side. |
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92 | - **The sign:** on the north wall, to the right of the doorway as seen from inside the room, in the middle of that stretch of wall. It is an alarm sign, not a shop sign. The words are set one to a line, **EMERGENCY** over **LOCKDOWN**, in heavy block capitals with cut corners, about 0.7 metres high, made of thick bars of red light. They sit on a black face inside a metal housing, about 5.9 by 2.4 metres, bolted **flat against the wall with its lower edge 0.8 metres above the floor**, so wall shows beneath it; its top stands a hand above the wall's top, where the beacons sit. Yellow and black hazard stripes run along its top and bottom. The whole message flashes hard, full on and full off, about once a second, and throws red light on the floor in front. A rotating red beacon stands on each end of the housing, half a turn apart, and sweeps the room the whole time. It cannot be locked on or used. It hangs on the wall, so it drops out of sight with that wall when the view is turned to look from the north. |
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| 93 | - *How it got here (owner, all 2026-09-19).* First version, flat lettering in a plain frame: "I am sure you can make the neon sign look better. Give it a proper font, place it better on the wall, that kind of thing. right now it looks almost like a 16 bit game." Second version, letters of bent glass tube on a dark board leaning out on brackets, with a soft glow and a stutter like a struck tube: "they both looks much better, but the neon sign now looks a little bit too much like a commercial sign. Like it's from Las Vegas brothel or Broadway Street. I want it to look more like a panic sign." Third version, the alarm sign, in a deep housing that stood 8 centimetres off the floor and leaned out at the top: "it now looks much better, but last small problem: the sign looks like it's placed on the floor, not on the wall." Two faults of position: its foot was so low and its box so deep that, seen from above at a slant, its lower edge was drawn in front of the line where wall meets floor; and it leaned the wrong way, turning its face down and away from a camera that looks from above. This is the fourth: flat on the wall, hung clear of the floor. The capitals, the two lines, the hazard stripes and the beacons are the implementer's choices. |
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94 | - **Always safe.** The Dock is marked as a safe room, and the game holds to it three ways. No crowd can be set in it: the game refuses to load content that tries. No enemy can step into it, take a way that passes through it, or be pushed into it by the crowd behind: an enemy that is after you comes to the doorway, stops a body's width outside the line, and waits there for as long as it can see you. And nobody standing in it can be hit: an enemy at the doorway does not even wind up. *(The last of the three is the implementer's reading of "always safe": without it an enemy at the doorway could still reach a player standing just inside.)* |
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95 | - **Nothing else:** no enemies, no jobs, no items. |
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97 | **New building blocks this card added:** a side of a room can be a force field instead of a wall (a side like that has no door); a wall can carry an alarm sign of any words in capitals, with its hazard stripes and rotating beacons, that is only there to be seen; a large thing can be locked on from anywhere around its body, not only near its middle; **any room can be marked safe**, with the three guarantees described under the Dock; **a doorway can be a named door, open or locked, that answers E in the card's own words; doors slide; the control panel prefab and its password screen.** **For the whole game:** light that is brighter than white now glows (neon tube, force field rails, lamps, stars) while ordinary lit surfaces stay as calm as they were, and edges are smoothed. |
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| 99 | ### Western Promenade |
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| 101 | **The owner's card, 2026-09-20, in his words:** |
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| 102 | ||||||||
| 103 | > it will be a hallway, coming out of the west of the dock. |
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| 104 | > name: the western promenade. |
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| 105 | > shape: 60x10 |
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| 106 | > doorways: one the east wall, one on the west wall, 3 on the north wall, equally spaced. |
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| 107 | > south wall has several large decorated windows leading to the outside space |
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| 108 | > enemies: enemies can spawn here and chase into here. |
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| 109 | > 3 seconds after you enter the room, enemies will start spawning. whenever possible, they should spawn from part of the room the camera doesn't see, otherwise, just as far as possible. Those are weak and slow enemies. they should start spawning at a rate of 1/2 enemy per sec, and that rate slowly increase until it reaches 5 enemies per sec. if there are ever 15 enemies in the room at the same time, the spawning will pause. once 50 enemies are killed, the spawning will end. once all enemies were spawned and killed, a chest will spawn in the middle of the room. |
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| 110 | > opening the chest (with E) will give a second pistol. (later we will change this to random loot) |
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| 111 | ||||||||
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112 | **The owner's appearance request, 2026-09-20, in his words:** |
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| 113 | ||||||||
| 114 | > in a previous session we created "the western promenade" room, while on a technical level it's structured and behaves like I wanted, it doesn't look so good. mostly, the west wall and it's windows looks very bad. generally, it doesn't give the atmosphere of a promenade. please try to improve that. |
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116 | **As built.** Where the card gives no number, the number is the implementer's choice and is marked so; change any of them by saying so. |
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| 117 | ||||||||
| 118 | - **Place and size:** 60 metres long (east to west) and 10 deep, joined to the Dock's west door by its own east door. The HUD names it "Western Promenade". |
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| 119 | - **Doorways:** one in the middle of the east wall (open, into the Dock), one in the middle of the west wall, and three on the north wall, 15, 30 and 45 metres along it, so the four stretches of wall between and beside them are equal *(my reading of "equally spaced"; the other reading would be 10, 30 and 50)*. The west one and the three north ones have no room behind them yet, so they show as sealed doorways ("Sealed doorway. No room behind it now."), like any doorway the cards say nothing of. |
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120 | - **South side: the windows.** Six panoramic windows between pale stone piers, with dark teal recesses, deep dark frames, bronze edges and clipped corners. Each window has just one slim central bar; the small crossed lattice and rosettes are gone. The outer frames are 8.7 metres wide and 3.45 high, above a low stone sill whose top trim reaches 0.55 metres. The top of the wall is 4.27 metres above the floor. Warm lanterns run down the piers, with soft pools of light and a thin light along the foot of the wall. Beyond the lightly tinted glass there is open space and stars. Nobody walks through it. The whole upper frame, piers and cornice disappear together when that wall faces the camera; the low sill and clear glass remain, so no unsupported metal grille hangs in front of the fight. *(This observation-gallery look, proportions, colours and lighting are the implementer's choices in response to the appearance request.)* |
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| 121 | - **The promenade around it.** A broad stone walkway with dark teal strips along its sides, narrow bronze borders and six small diamond inlays, one opposite each window. The paving is in 2.5-metre slabs, using four different parts of the stone texture and alternating their direction. The solid north, east and west walls have matching stone panels, teal lower panels, warm wall lamps, and a cornice 3.8 metres high; the existing doors have matching surrounds. The central walking space stays clear. The walls, floor, windows and doorway barriers still stop the astronaut in the same places. No new furniture, interaction, text, enemy rule or reward was added. *(The materials, paving, inlays, lamps and surrounds are the implementer's choices.)* |
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| 122 | - **Visual details chosen by the implementer.** Piers are 1.3 metres wide, with half piers at the ends; their lanterns sit 2.45 metres above the floor. Five warm point lights sit at the inner piers, ten metres apart, with a seven-metre reach and Unity intensity 3.6. The lights remain on when the wall is hidden by the camera. The glass is a subtle blue-green tint at 7% opacity. The pale surfaces use the free [Marble 01 texture by Rob Tuytel / Poly Haven](https://polyhaven.com/a/marble_01), under [CC0](https://polyhaven.com/license); two 1K maps, with credits kept beside them in the project. Texture pixels were not changed; the material samples inside the slabs, so the paving determines where the joints lie. |
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123 | - **The enemies.** They can be here, and anything that chases the astronaut can follow in here. They cannot follow into the Dock: they come to its doorway and wait there. |
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| 124 | - **When:** three seconds after the astronaut first walks in on a trip, the first one appears. Walking out and in again does not start it twice, and once started it goes on whether the astronaut stays or leaves *(mine: the card says only when it starts)*. |
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| 125 | - **Where:** at a place in the room the camera does not show, picked at random from those just past the edge of the screen (no more than 6 metres beyond the nearest such place), so they walk in from every side that has an unseen part; never closer than 8 metres to the astronaut. When the camera shows the whole room, the place farthest from the astronaut. *(The 6 and the 8 are mine.)* They know where the astronaut is from the moment they appear. |
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| 126 | - **How fast:** one every two seconds at first, climbing steadily to five a second over **60 seconds** *(the 60 is mine for "slowly")*. |
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| 127 | - **The pause:** while 15 enemies are alive inside the room, nobody new appears. Any enemy in the room counts, whoever sent it *(my reading of "15 enemies in the room")*. Time spent waiting is not made up for by a burst afterwards. |
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| 128 | - **The end:** when 50 of this room's enemies have been killed, no more come. Those still alive must be killed too: between 50 and 64 come in all. When the last one falls, the chest appears. |
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| 129 | - **The kind: weak and slow.** A new, fourth kind, with no name yet. *(All its numbers are mine:)* walks 1 metre a second, as slow as the slowest thing in the station (the astronaut walks 4), dies from any one hit (health 1; the Service Gun does 5), hits for 5% of the astronaut's health after a one-second wind-up, then rests 1.8 seconds; a little smaller than the others and paler. |
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| 130 | - **The chest.** It grows out of the floor in the exact middle of the room, with a soft gold light and a thin glowing outline round it, and the message line says "A chest has appeared in the middle of the Western Promenade." *(The words and the look are mine.)* Somebody standing on that spot is moved aside first. |
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| 131 | - **Press E** while locked on it: it opens and gives a second Service Gun, the same gun the astronaut starts with; the pack opens so it can be placed. If it does not fit, it stays in the chest to be taken later; on a later trip it is still in there once the chest is won and opened again, and it cannot be got at before that. Opened and emptied, the chest says "empty" and its light goes out. |
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| 132 | - **Every trip starts the room over** *(mine: the card does not say; it follows the game's standing rule that enemies are back on every new trip)*: going home or dying and coming back brings the enemies and the chest again, with another pistol in it. |
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| 133 | - **Nothing else:** no jobs, no items lying about, no panel. Nothing on screen says that the enemies have started, how many are left, or that they have stopped coming *(not asked for; easy to add)*. |
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| 134 | - **A game saved before this room existed gets the room:** the station is laid out as the content has it now, not as the save remembered it, and the message line says "The station has changed since this game was saved. Its new rooms are there now." |
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| 135 | ||||||||
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136 | **Measured, not decided** (a scripted play, the astronaut standing still in the middle with only the starting gun): the room is won in 47 seconds (53 before guns learned to leave a dying enemy alone, 2026-09-20: see The Pack, "Two of the same gun"), 63 or 64 enemies come, never more than 15 at once, and **the astronaut is never touched**: the gun reaches 15 metres and every hit kills, so they fall long before they arrive. With the gun left aboard they do arrive and hurt: in one play check 15 of them took the astronaut from full health to 45% in about 25 seconds (at an earlier walking speed of 1.2). Whether that is how hard this room should be is the owner's call. |
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137 | |||||||
| 138 | **New building blocks this card added:** a side of a room can be a row of large decorated windows onto open space; a room can fill with enemies by the rules described under "Rooms that fill with enemies"; a fourth, weak and slow kind of enemy; a chest that appears when a room is won and gives an item; open space is no longer drawn over a neighbouring room. |
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