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e8bf86 Anonymous 2026-09-19 17:10:59
New page: the owner designs each room as a card; the station starts empty
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# Hold The Flood — Rooms
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**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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a70e11 Anonymous 2026-09-20 18:11:44
Add owner Gift Shop card, clarified furnishing, safe connection and trading TBD
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So this page is the home of the station's rooms from now on. **Every room below starts with the owner's own card.** The implementer builds exactly what a card says. Where it is silent, the implementer picks the smallest sensible default, marks it as their own, and lists each choice for the owner; ambiguous wording is left for the owner to clarify. This follows the owner's continuation instructions of 2026-09-20. 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.
e8bf86 Anonymous 2026-09-19 17:10:59
New page: the owner designs each room as a card; the station starts empty
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## Why
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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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## The room card
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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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- **Name and size.**
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- **Why the player goes there.** One sentence.
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- **Doors.** Which rooms it joins.
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- **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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- **Items to find.**
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- **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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- **What is different when the player leaves.**
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## What already exists to build a room from
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Anything outside this list is new code, which is fine; its size is stated before it is built.
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549031 Anonymous 2026-09-20 13:57:08
Western Promenade (owner's second room card, 2026-09-20); no counting of wrong password tries (owner)
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- **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).
e8bf86 Anonymous 2026-09-19 17:10:59
New page: the owner designs each room as a card; the station starts empty
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- **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.
b41b31 Anonymous 2026-09-20 20:47:01
Add owner public bathroom card and verified safe concealed-wall implementation
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- **Doors:** a room card can describe any doorway as a door with a name: open, or locked. An ordinary visible 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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- **Concealed doors (Public Bathroom addition):** a door can remain locked behind the same finish as the surrounding wall. From the concealed side it has no visible frame, lock-on target, prompt or interaction. The bathroom's door has no opening control or other-side room yet; this does not implement a future opening sequence.
589185 Anonymous 2026-09-20 12:32:34
Dock control panel: the owner's console text (welcome, six questions, the password line), with the corrections listed
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- **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.
549031 Anonymous 2026-09-20 13:57:08
Western Promenade (owner's second room card, 2026-09-20); no counting of wrong password tries (owner)
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- **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.
19dd1c Anonymous 2026-09-19 18:59:05
Dock: always safe (owner): no enemy is set there, none can enter, nobody there can be hit
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- **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.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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- **Enemies:** Presser (slow and strong), Flanker (fast and weak), Caller (stands and calls a hidden crowd), a weak, slow kind with no name yet, and a tougher version of that kind for the Waiting Area. 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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- **Solid furniture (Waiting Area addition):** benches have solid footprints for the astronaut and enemies. Enemy footprints follow the player colliders with a 1-millimetre clearance margin. Enemies cannot appear inside them, walk into them while chasing, or be pushed into them by separation from another body or the astronaut.
e8bf86 Anonymous 2026-09-19 17:10:59
New page: the owner designs each room as a card; the station starts empty
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- **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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- **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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## The station today
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cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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Five 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 easternmost north doorway leads to **the Gift Shop** (the owner's third card): a safe, furnished 15-by-15-metre shop, with shelves, displays, a sales counter and a selling robot behind it. Buying and selling are intended, but the trading window is **TBD and unimplemented**, as the owner requested. The middle north doorway leads to **the Public Bathroom** (the owner's fourth card): a safe 10-by-10-metre bathroom with nothing to interact with. The westernmost north doorway leads to **the Waiting Area** (the owner's fifth card, revised): a 20-by-20-metre room with rows of benches, inactive wall screens, a harder fight as its target, and a chest containing a fixed full Oxygen Tank once the room is cleared. The Promenade's west doorway remains sealed; there is no built room behind it yet.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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The owner has confirmed a cafeteria as the next room to design after the Waiting Area. It has no room card or implementation yet.
e8bf86 Anonymous 2026-09-19 17:10:59
New page: the owner designs each room as a card; the station starts empty
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5d314c Anonymous 2026-09-19 17:44:48
The Dock: the owner's first room card, and how it was built
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The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.
e8bf86 Anonymous 2026-09-19 17:10:59
New page: the owner designs each room as a card; the station starts empty
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## Room cards
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5d314c Anonymous 2026-09-19 17:44:48
The Dock: the owner's first room card, and how it was built
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### Dock
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**The owner's card, 2026-09-19, in his words:**
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> - 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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> - 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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> - 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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> - 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.
19dd1c Anonymous 2026-09-19 18:59:05
Dock: always safe (owner): no enemy is set there, none can enter, nobody there can be hit
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>
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> Added the same day: "the dock is always safe. Enemies cannot spawn here, nor can they enter here from other rooms."
4a321e Anonymous 2026-09-20 11:37:24
Dock doors (owner's card, 2026-09-20): west open, east blocked, north locked with a control panel and its password screen
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> **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."
589185 Anonymous 2026-09-20 12:32:34
Dock control panel: the owner's console text (welcome, six questions, the password line), with the corrections listed
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> **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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> The the user will have a menu:
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> - "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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> - "Where are the crew?": "The crew are currently \*REDACTED\*. As the situation change, we will let you know."
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> - "Who are the crew?": "This data is beyond your clearance level."
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> - "Why is the emergency lockdown?" : "\*REDACTED\*"
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> - "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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> - "Lift the emergency lockdown": "Please enter a valid password for lockdown override"
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> - 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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> - 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"
5d314c Anonymous 2026-09-19 17:44:48
The Dock: the owner's first room card, and how it was built
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**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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- **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.
4a321e Anonymous 2026-09-20 11:37:24
Dock doors (owner's card, 2026-09-20): west open, east blocked, north locked with a control panel and its password screen
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- **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.
549031 Anonymous 2026-09-20 13:57:08
Western Promenade (owner's second room card, 2026-09-20); no counting of wrong password tries (owner)
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- **West door:** always open. Locked on, it says "West door · open". It leads into the Western Promenade.
4a321e Anonymous 2026-09-20 11:37:24
Dock doors (owner's card, 2026-09-20): west open, east blocked, north locked with a control panel and its password screen
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- **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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- **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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- **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.)*
589185 Anonymous 2026-09-20 12:32:34
Dock control panel: the owner's console text (welcome, six questions, the password line), with the corrections listed
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- **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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- **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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- **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.
549031 Anonymous 2026-09-20 13:57:08
Western Promenade (owner's second room card, 2026-09-20); no counting of wrong password tries (owner)
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- **"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.
589185 Anonymous 2026-09-20 12:32:34
Dock control panel: the owner's console text (welcome, six questions, the password line), with the corrections listed
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- **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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- **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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- **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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- **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."
a70e11 Anonymous 2026-09-20 18:11:44
Add owner Gift Shop card, clarified furnishing, safe connection and trading TBD
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- **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; no card has yet specified where it is found. The owner names it.
9d9456 Anonymous 2026-09-19 18:00:46
Dock: one unbroken force field, and a neon sign made of bent tube (owner's two corrections)
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- **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.")*
5d314c Anonymous 2026-09-19 17:44:48
The Dock: the owner's first room card, and how it was built
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- **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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- **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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- A trip starts with the astronaut standing beside the ship's hatch steps, on its left side.
a0b59e Anonymous 2026-09-19 18:50:18
Dock: the alarm sign hangs flat on the wall, clear of the floor (owner: it looked placed on the floor)
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- **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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- *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.
19dd1c Anonymous 2026-09-19 18:59:05
Dock: always safe (owner): no enemy is set there, none can enter, nobody there can be hit
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- **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.)*
5d314c Anonymous 2026-09-19 17:44:48
The Dock: the owner's first room card, and how it was built
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- **Nothing else:** no enemies, no jobs, no items.
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4a321e Anonymous 2026-09-20 11:37:24
Dock doors (owner's card, 2026-09-20): west open, east blocked, north locked with a control panel and its password screen
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**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.
549031 Anonymous 2026-09-20 13:57:08
Western Promenade (owner's second room card, 2026-09-20); no counting of wrong password tries (owner)
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### Western Promenade
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**The owner's card, 2026-09-20, in his words:**
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> it will be a hallway, coming out of the west of the dock.
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> name: the western promenade.
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> shape: 60x10
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> doorways: one the east wall, one on the west wall, 3 on the north wall, equally spaced.
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> south wall has several large decorated windows leading to the outside space
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> enemies: enemies can spawn here and chase into here.
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> 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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> opening the chest (with E) will give a second pistol. (later we will change this to random loot)
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4f9f21 Anonymous 2026-09-20 16:36:00
Improve the Western Promenade as an observation gallery; preserve room rules
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**The owner's appearance request, 2026-09-20, in his words:**
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> 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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549031 Anonymous 2026-09-20 13:57:08
Western Promenade (owner's second room card, 2026-09-20); no counting of wrong password tries (owner)
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**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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- **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".
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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- **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)*. From east to west, the three north doorways open into the Gift Shop, the Public Bathroom and the Waiting Area, each through that room's south entrance. The west doorway has no built room behind it yet, so it shows as a sealed doorway ("Sealed doorway. No room behind it now.").
fa3392 Anonymous 2026-09-20 16:54:06
Record Promenade window shadows remaining visible during camera cutaway
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- **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. The hidden architecture continues casting its full shadows through the real window openings, so rotating the camera does not change the shade on the floor. This corrects the disappearing-shadow bug reported on 20 September. *(This observation-gallery look, proportions, colours and lighting are the implementer's choices in response to the appearance request.)*
4f9f21 Anonymous 2026-09-20 16:36:00
Improve the Western Promenade as an observation gallery; preserve room rules
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- **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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- **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.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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- **The enemies.** They can be here, and anything that chases the astronaut can follow in here, including from the Waiting Area. They cannot follow into the Dock, the Gift Shop or the Public Bathroom: they come to the safe room's doorway and wait there.
549031 Anonymous 2026-09-20 13:57:08
Western Promenade (owner's second room card, 2026-09-20); no counting of wrong password tries (owner)
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- **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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- **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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- **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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- **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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- **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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- **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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- **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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- **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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- **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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- **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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- **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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f62072 Anonymous 2026-09-20 16:08:17
Western Promenade: the measured fight is 47 s now that no shot is wasted on a dying enemy
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**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.
549031 Anonymous 2026-09-20 13:57:08
Western Promenade (owner's second room card, 2026-09-20); no counting of wrong password tries (owner)
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**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.
a70e11 Anonymous 2026-09-20 18:11:44
Add owner Gift Shop card, clarified furnishing, safe connection and trading TBD
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### Gift Shop
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**The owner's card, 2026-09-20, in his words:**
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> not a bad guess, but no. The first room is going to be attached to the eastmost northern door and it's going to be:
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> The gift shop.
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> It is medium size, 15x15.
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> it will be safe (enemies can't spawn or chase)
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> it will have plenty of furniture that looks like a ship.
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> including a sales stand, behind with stands a selling robot.
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> here players will be able to buy and sell items from their inventory.
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>
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> *for now* don't implement the trading window yet, but mark it as TBD. we will get back to it later.
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**The owner's clarification, 2026-09-20, in his words:**
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> A furnished shop: shelves, displays and a sales counter
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This answered: "You wrote “furniture that looks like a ship.” Did you mean a furnished shop, or furniture shaped like ships?" The furnishings therefore look like ordinary shop furniture; the owner did not request furniture shaped like ships.
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**Clean implementation card.** The original wording above is retained. This version incorporates the owner's clarification and the wording fixes listed below.
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- **Name and size:** Gift Shop. A medium-sized room, 15 by 15 metres.
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- **Doorway:** attached to the easternmost doorway on the Western Promenade's north wall.
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- **Enemies:** safe. Enemies cannot spawn here or chase the player into it.
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- **Furniture:** plenty of shop furniture: shelves, displays and a sales counter, with a selling robot standing behind the counter.
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- **Purpose:** players will be able to buy and sell items from their inventory here.
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- **Trading window:** **TBD. Do not implement it yet.** The owner will return to it later.
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**Wording fixes and clarification applied:** "eastmost" became "easternmost"; "medium size" became "medium-sized"; "behind with stands a selling robot" became "with a selling robot standing behind the counter". Sentence starts and the room name were capitalized, and missing full stops were added. "Furniture that looks like a ship" was resolved by the owner's explicit clarification, not by a spelling guess. "15x15" is written as "15 by 15 metres" to match the room measurements on this page. The named Promenade connection and "chase the player into it" spell out the card's context without adding another rule.
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**As built, 2026-09-20.** The room requirements above are the owner's. The following layout and furnishing details are the implementer's defaults.
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- **Room and connection:** `room.R03`, 15 by 15 metres, marked safe. Its only doorway is its south entrance, `face.R03.south`, joined to the Promenade's easternmost north doorway, `face.R02.north_east`. The single south entrance is the implementer's layout choice for the specified connection; the card requests no other doorway.
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- **Safe:** no enemies spawn here or enter while chasing. It uses the existing safe-room rule, including protection from enemy hits while the astronaut is inside. That last protection comes from the existing implementation of safe rooms, rather than a new request in this card.
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- **Furniture:** six tall wall shelves, two low displays, two round tables and a sales counter. These counts and the arrangement are the implementer's choices for "plenty of furniture." The entrance and an aisle to the counter stay clear.
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- **Selling robot:** behind the sales counter, at room coordinates `(0, 4.8)` metres relative to the centre. That position and its appearance are the implementer's choices.
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- **Trading:** **TBD and unimplemented.** The room establishes the place and seller for the owner's future buying and selling system. The card does not define stock, prices or the trading window's behaviour.
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3ef2e4 Anonymous 2026-09-20 20:17:22
Refine Gift Shop appearance into station souvenir retail; trading remains TBD
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**Owner appearance request, later on 2026-09-20, in his words:**
a70e11 Anonymous 2026-09-20 18:11:44
Add owner Gift Shop card, clarified furnishing, safe connection and trading TBD
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3ef2e4 Anonymous 2026-09-20 20:17:22
Refine Gift Shop appearance into station souvenir retail; trading remains TBD
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> not bad at all, but I'm sure you can try harder to speak the visual language of "a gift shop in a space station".
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**Current appearance (the implementer's choices in response):** ivory display fixtures with graphite bases, headers and counter panels; dark teal shelf backs; orange accents; and thin warm light strips on the shelves, checkout and wall bands. The floor is now quiet blue-grey composite panels with a graphite perimeter and two orange aisle guides. Two dark mats have orange borders. This replaces the initial wood furniture, stone floor and teal rugs.
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**Souvenirs and checkout (also appearance choices):** shelves and low displays hold miniature spacecraft, astronaut and alien figurines, with some books retained. The round tables have station display stands: one presents a toy rocket and the other a miniature of the seller robot. Two larger toy spacecraft sit on the back cabinets, and a spacecraft is mounted on a dark feature panel behind the seller. A compact station-style sales screen replaces the domestic monitor. Three plants remain: two by the entrance and one on the counter. The merchandise is decorative scenery, not defined trading stock; it adds no items, lore or trade mechanics. There are no new written signs or prompts.
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**Assets:** existing free CC0 models from [Kenney Furniture Kit](https://kenney.nl/assets/furniture-kit), [Kenney Space Kit](https://kenney.nl/assets/space-kit), [Quaternius Animated Robot](https://quaternius.com/packs/animatedrobot.html) and the station's existing Quaternius kit. Source model files are unmodified; placement, scale and painted toy materials are set in the room. Licences and download hashes are kept with the assets. No generated artwork or purchases.
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**Visual dressing numbers (implementation defaults):** shelf headers are 0.17 m tall and sit at height 2.47 m; their shelf light strips are 0.027 m tall. Wall bands are 0.36 m tall at height 2.94 m, with a light rail at 2.77 m. The 4.65-by-1.2-metre feature panel is centred at height 2.51 m. The round-table rocket is 0.85 m tall and the robot souvenir 0.83 m tall. Orange aisle guides run 4.8 m, one 1.05 m to each side of the centre. Added wall details follow the existing cutaway and shadow behaviour. All additions are visual; furniture collision, seller reach, room safety, dimensions and door connection retain their previous settings.
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**Layout numbers (also implementation defaults):** room-local coordinates use the centre as `(0, 0)`, north positive. The three shelves on each side stand at `x = ±6.7`, `z = -3.7, -0.7, 2.3`; each is 2.45 m wide, 2.45 m tall and 0.7 m deep. The two low displays stand at `(±3.2, -3.2)` and measure 2.3 × 1.1 × 1.2 m (width × height × depth); the two round tables stand at `(±3.3, 0.6)` and are 1.9 m across and 0.9 m tall. The counter stands at `(0, 3.5)`, 4.4 m wide, 1.05 m tall and 1.05 m deep. The robot is 2.25 m tall, faces the entrance and stands still. The two back cabinets stand at `(±3.7, 6.65)`, 2.5 × 1.1 × 0.9 m. Entrance plants are at `(±5.8, -6.1)`; mats sit at `(0, -5.6)` and `(0, 1.8)`. These are arrangement and appearance choices, not new game rules.
a70e11 Anonymous 2026-09-20 18:11:44
Add owner Gift Shop card, clarified furnishing, safe connection and trading TBD
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**At the seller:** the usual nearby prompt says “Seller robot · Trading TBD.” E or F answers “Trading TBD. Buying and selling will be added later.” These are temporary words chosen by the implementer. Reach is measured from the counter so the player can speak from the customer side. No trading window opens and no items change hands. The shop uses the existing safe-room rule; it adds no healing or oxygen refill.
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**Existing saves:** a game saved before this room existed gains the Gift Shop while keeping its existing trip, explored rooms and carried items. The new shop starts unexplored.
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**Still for the owner:** how the trading window works and what can be bought and sold. The furnishings and seller are not a claim that trading already works.
b41b31 Anonymous 2026-09-20 20:47:01
Add owner public bathroom card and verified safe concealed-wall implementation
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### Public Bathroom
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**The owner's complete message, 2026-09-20, in his words:**
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> still not perfect, but much better. We'll get back here. ok, now to the next door on the promenade. it's going to lead to another safe room. this time a smaller 10x10 room. This is going to be the public bathroom. Unknown to the player, this room actual has a secret door on it's northern wall. However, for now, there shouldn't be too much hinting to it, and nothing interactable, as the door will only be openable from the other side. For now, this room should look almost like a red herring.
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**Clean implementation card.** The original message above remains unchanged.
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- **Name and size:** Public Bathroom. A smaller room, 10 by 10 metres.
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- **Connection:** the next door on the Promenade leads into it.
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- **Safe:** another safe room.
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- **Secret:** unknown to the player, this room actually has a secret door on its northern wall. For now, there should not be too much hinting at it, and nothing interactable; the door will only be openable from the other side.
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- **Current impression:** for now, the room should look almost like a red herring.
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**Grammar corrections in the clean card only:** "actual" became "actually"; "it's northern wall" became "its northern wall"; "hinting to it" became "hinting at it". Sentence starts and the room name are capitalized in the clean prose, and "10x10" is written as "10 by 10 metres" to match the page's room measurements. None of these changes alters the owner's quotation.
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**As built and checked, 2026-09-20.** The requirements above are the owner's. The counts, arrangement, colours and doorway centring below are the implementer's defaults.
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- **Room and entrance:** `room.R04`, Public Bathroom, 10 by 10 metres, marked safe. The Promenade's middle north doorway, `face.R02.north_mid`, connects to the bathroom's centred south entrance, `face.R04.south`. The entrance is 2 metres wide. Taking "the next door" to mean the next north doorway west of the Gift Shop, centring the bathroom entrance, and its width are the implementer's placement choices.
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- **Safe:** it uses the existing safe-room rule: enemies cannot spawn in it, enter it while chasing, or hit the astronaut while the astronaut is inside.
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- **Bathroom furniture:** three toilet stalls along the west side, three basins on a shared counter along the east side, three mirrors and a bin. The cubicle doors stand open; paper and soap dispensers, two floor drains, two ordinary vents and an entrance mat finish the room. The counts and positions are the implementer's choices. The entrance and central aisle remain clear.
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- **Appearance:** a pale grey matte floor, ivory and teal wall panels, and trim matching the station. These colours and finishes are the implementer's choices. Fixture models reuse the existing free CC0 Kenney assets; no newly invented item, reward or bathroom action is part of this card.
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- **Concealed north door:** centred on the north wall and 2 metres wide; those measurements and the central position are the implementer's choices. It is locked and finished exactly like the ordinary surrounding wall. From the bathroom there is no distinct frame, prompt, lock-on target or interaction. The closed north door is also omitted from the journal’s list of ways out. The choice for this first version is to add no deliberate clue, while retaining the concealed door in the room's design.
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- **Other side:** the owner requires eventual opening from the other side. No room on that side or opening control has been designed or implemented yet, so the door stays closed in the current version.
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- **Nothing interactable:** the toilets, basins, mirrors, bin and concealed door are scenery. There is no loot, reward or new interaction in the room.
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**Layout defaults:** room-local coordinates use the centre as `(0, 0)`, north positive. Toilet centres are at `x = -4.12`, `z = -2.6, 0, 2.6`; their fitted sizes are 0.72 m wide, 0.95 m tall and 1.08 m deep, facing east. Cubicle partitions are 2.85 m long and 1.92 m tall, raised 0.18 m off the floor; four partitions at `z = -3.9, -1.3, 1.3, 3.9` form three stalls. Each open door is 1.17 m wide. The shared counter is at `(4.10, 0)`, 1.25 m deep and 6.9 m long, with its top 0.915 m above the floor. Basins sit at `z = -2.25, 0, 2.25`, with fitted sizes 1.12 × 0.38 × 0.80 m before turning toward the room. Mirrors are 1.45 × 1.08 m, mounted from 1.4 m above the floor. The waste bin is at `(2.9, -4.13)`; the entrance mat is 2.15 × 1.25 m at `(0, -3.95)`. Floor and wall joints repeat at 1 m, including across the hidden door. Wall height stays at the existing 3 m. These are scenery and placement choices, not extra room rules.
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**Checks completed:** all 170 Core tests and 17 Unity tests passed. The added tests cover room size and links, pursuit stopping at the safe entrance, protection from hits just inside, no new enemies or rewards, older three-room saves gaining the bathroom and its lock without losing the trip, and the concealed wall’s collision, prompts and shadows. In play, the astronaut crossed the entrance, was stopped by the counter and north wall, and received no target or prompt at the concealed section; E/F did not change the saved world. The journal showed only the bathroom’s south exit. The same 295 bathroom shadow casters remained across eight camera angles. Room views, the normal UI and the journal were inspected; evidence is in `work/pm/bathroom-20260920/` (`final-35.png`, `final-145.png`, `final-ui.png`, `journal.png`, test receipts). Both owner save files were restored byte-identical after each of three guarded runs. No claim is made about the future room or its opening mechanism.
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**New building block this card adds:** a concealed locked door that looks like the ordinary wall and supplies no target or interaction from its hidden side. Opening it from another room remains future work.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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### Waiting Area
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**The owner's card, 2026-09-21, in his words:**
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> Yes! Very good. That is correct. A waiting area!
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> It will be a 15x15 waiting area, with benches and a few deactivated screens on the walls. this room will have enemies spawning in it. (the fight should be about 50% harder than the western promenade), and when it's cleared another chest with an item should appear. pick one of the items from the wiki (now, at design time, not at runtime), and I'll see if we want to change it.
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cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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**The owner's revision, later on 2026-09-21, in his words:**
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> ok, several issues:
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> 1- let's make the room 20x20
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> 2- you pushed the benches against the wall, let's instead have them in rows. make sure to keep them spaced enough that zombies and the player can and have to navigate between them. (this also means having more benches)
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> 3- the item you picked is not great, let's try something else.
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**Current clean implementation card.** Both owner messages above remain unchanged; the later revision sets the current room size, seating arrangement and replacement reward request.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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- **Room:** a 20-by-20-metre waiting area, with more benches arranged in rows and a few deactivated screens on the walls. Leave enough space for the player and enemies to navigate between the benches, with the rows shaping their paths.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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- **Fight:** enemies spawn in the room. The target is a fight about 50% harder than the Western Promenade.
cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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- **Reward:** when the room is cleared, a chest containing an item appears. Replace the previous detector choice with another existing wiki item, fixed at design time. The owner may change that choice later.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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**Wording tidied in the clean card only:** sentence starts and the room names are capitalized; room measurements are written in metres to match the other room cards. Both owner quotations, including their punctuation and spacing, are unchanged.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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**As built and checked, revised 2026-09-21.** The larger room, more benches in navigable rows, inactive screens, fight target and replacement fixed reward are the owner's requirements. The following bench count, arrangement, appearance, unchanged fight numbers and replacement item choice are the implementer's defaults.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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- **Room and connection:** `room.R05`, using `module.waiting_area`, **20 by 20 metres**. The Promenade's westernmost north doorway, `face.R02.north_west`, joins its centred south entrance, `face.R05.south`. This is the last of the Promenade's three north doorways. The entrance is 2 metres wide; its centring and width are retained implementation defaults. The room is not safe: enemies can spawn here and chase between it and the Promenade.
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- **Furniture:** **16 benches in four staggered rows**, each visually divided into three seats, and three inactive screens mounted on the walls. All benches face north. The count, stagger, facing and seat divisions are the implementer's choices. Gaps are 1.3 metres between bench ends and 3.28 metres between rows, with at least 1.2 metres to the inner wall. The entrance remains clear; players and enemies use the spaces between benches. Benches and screens have no interaction or written text; the screens emit no glow or light.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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- **Appearance:** pale grey floor, ivory bench frames, blue cushions and station trim. These are the implementer's choices, using existing free CC0 Kenney models. The room adds no purchases or generated artwork.
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- **Solid benches:** benches stop the astronaut and enemy bodies. Enemy clearance follows the visible benches' player colliders, with a 1-millimetre outward margin to cover tiny position-rounding differences. Each enemy's body size also counts when choosing spawn positions, moving and separating bodies, so an enemy cannot appear, chase or be pushed inside a bench. Enemies route around the bench ends and can continue through the doorway into the Promenade. Safe-room boundaries still stop them. The margin and routes are implementation choices.
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- **When and where enemies appear:** the first appears 3 seconds after entry. The existing spawner tries positions outside the camera's view, and uses the farthest available position when necessary, now keeping enemy bodies clear of benches. Once started, it continues after the player leaves; leaving and returning on the same trip does not restart it. These are retained spawner defaults, not extra owner requirements.
cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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- **Current fight tuning:** the fight numbers are unchanged. They assume the player brought two Service Guns after clearing the Promenade. The room uses `role.waiting`, a version of the weak enemy with 6 health, requiring two 5-damage Service Gun hits. Its speed, attack and other settings are the same as the weak kind. The spawn rate starts at 0.75 enemies per second and rises to 7.5 per second over **20 seconds**. Spawning pauses at **23 enemies inside the room**. After **75 of this spawner's enemies** are killed, spawning ends; any that remain alive must also die before the chest appears. All these fight numbers are the implementer's choices.
f81ed9 Anonymous 2026-09-21 14:04:02
Add Waiting Area owner card, fixed detector reward and verified checks
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- **Difficulty target:** the starting and maximum spawn rates are 50% above the Promenade's rates; the faster rise, larger crowd, higher kill target, enemy health and room shape also differ. These inputs do not establish that the fight is 50% harder. "About 50% harder" remains the owner's target for assessing and adjusting the encounter with the second Service Gun available.
cc4607 Anonymous 2026-09-21 14:25:49
Revise Waiting Area size bench rows and fixed tank reward
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- **Chest and fixed reward:** a chest appears in the middle once this room is cleared. E opens it for a **full Oxygen Tank**, using the existing item-gain and pack-placement flow. It occupies 3 by 1 pack squares and contains five minutes of oxygen. The implementer chose the tank in response to the owner's request for another item; the owner has not specifically selected the tank. The chest's reward is fixed in content, with no random selection during play. If the astronaut is standing where the chest appears, the automatic step aside chooses clear floor within reach of it, avoiding the benches.
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- **Why this item:** a full tank is immediately useful for further exploration and works while carried, without needing another item to activate it. The existing neighbour-activated weapons and shield would need an activator to work. The tank's existing card is unchanged on [The Pack](/Hold%20The%20Flood/The%20Pack).
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- **Existing saves and items:** a detector already awarded is retained, whether collected or left in an already opened chest. The tank replaces the reward in unopened Waiting Area chests and on new trips; an opened chest does not award a second item. If a saved enemy now intersects a bench after the layout change, only that blocked body moves to the nearest clear position in the same room. The fight's progress and existing items are preserved.
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- **Trips:** the room restarts on each new trip, with another fight and one chest reward for that trip. Opening the chest repeatedly does not give repeated rewards within the same trip. Continuing after exit, resetting each trip and the chest's existing item-handling rules are retained implementation defaults.
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**Layout defaults:** coordinates are local to the room centre, with north positive. Rows stand at `z = -6, -2, 2, 6`. Each row has four benches with base centres at `x = -6.45, -2.15, 2.15, 6.45`; alternate rows shift all four centres by `-0.7` and `+0.7` metres, starting with `-0.7` on the southern row. Benches face north and retain their fitted size of 3 metres wide, 1.05 metres high and 0.72 metres deep, with feet 0.03 metres above the floor. The three screens sit at the centres of the north, east and west walls, 9.67 metres from the room centre, with their bottoms 1.68 metres high. Their fitted sizes remain 2.65 by 1.18 by 0.16 metres. The floor uses an eight-by-eight grid of 2.5-metre tiles, a darker perimeter and a slim border 8.5 metres from the centre. The existing wall height is 3 metres. These numbers, positions and finishes are implementer choices.
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**Observed combat:** in the final live check, using the actual camera's spawn visibility, an astronaut standing at the centre with **two Service Guns** cleared the revised room in **35.7 seconds**. All 97 spawned enemies were killed, and the astronaut finished at full health. This records the current result; it does not prove a 50% increase in difficulty. The second gun remains a tuning assumption, and the owner's difficulty target still needs judgment in play.
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**Checks completed:** all **178 Core tests and 33 Unity tests passed**. They cover the larger room, all seat gaps and side passages, enemy spawning and pursuit through the rows and out of the entrance, bench collision and crowd separation, safe relocation of a saved enemy blocked by new furniture, clear placement when the chest moves the astronaut aside, and the full tank reward through saving and repeated opening. The actual player controller also walked the staggered central aisles end to end in play. The same 195 shadow-casting objects remained across eight camera angles.
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When the chest appeared, the astronaut was moved onto clear floor with no bench overlap and could reach E to open it. The reward contained **300 seconds of oxygen** and opened the pack. Three more E presses after closing the pack left the item count unchanged and the chest marked empty. Both owner save files were restored byte-identical after all four guarded runs, and Unity was stopped.
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Evidence is in `work/pm/waiting-area-rows-20260921/`: `final-core-tests.json`, `final-unity-tests.json`, `initial-live-checks.json`, `final-live-checks.json`, the four `restored.json` receipts, and `final-35.png`, `final-145.png`, `combat-35.png`, `final-chest-ui.png` and `final-reward-ui.png`.
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**Still for the owner:** whether the bench rows meet the intended movement challenge, whether to keep the chosen tank reward, and whether the fight meets the intended difficulty. The cafeteria is the confirmed next room to design; its card and implementation are still to come.
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**New building block this card adds:** enemy movement and spawning can respect the same solid furniture footprints used by the astronaut, with the small clearance margin described above.