Hold The Flood — Rooms

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."

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, Encounter And Mechanism Placement Inventory, First Expedition Options) describe an earlier design. They are not what the game contains.

Chest interval and cafeteria floor — owner revision, 23 September 2026

Owner request, word for word:

ok, I used a different agent to improve the combat balance, however, now we need to reduce the chest drop rate to 1 every 2.5 minutes of threat level.

Also, the cafeteria has different floors for it's 2 parts. I don't love it. lets keep it one floor style.

As built: new chest events occur every 150 seconds of Threat. Threat owns the complete timing and saved-departure rules. The cafeteria uses one continuous panel finish across dining and buffet. Extending the existing dining colour and removing the dividing buffet stripe, while retaining the perimeter border and continuous aisle inlays, are implementation choices. The Entrance Sector combat balance below remains current.

Verification: 374 Core and 90 Unity tests passed. The unified floor was inspected in Play mode both across the whole room and at normal camera distance. A controlled live check confirmed a visible chest appears at 150 seconds of Threat, with the next event due at 300. The room's furniture, collision and routes are unchanged.

Entrance Sector — current enemy and spawning trial, 22 September 2026

The Western Promenade, Waiting Area and Cafeteria are different rooms within the Entrance Sector, not separate stages. They share one ordinary roster, one Threat schedule and the connected combat population budget. Their shape, benches, tables and doors determine routes and legal arrivals. Walking between them does not reset the clock, give another spawn grace or apply a room difficulty multiplier. Later zones will supply their own enemies, rules and increasing baseline difficulty; their tables and the clock/return policy between zones remain future work.

Current ordinary roster: Crowd has 10 HP and moves at 2.0 m/s; Heavy has 40 HP and moves at 1.4 m/s; Runner has 8 HP and moves at 3.2 m/s. These are complete new-spawn stats, fixed throughout this Entrance trial. Threat changes population and composition rather than continuously increasing their health, speed and damage. Existing bodies retain their birth stats. Heavy has a broad rust-tinted silhouette and slow walk; Crowd keeps its cool blue standard walk, while Runner is narrower, amber tinted and uses the run animation. All use existing assets and unchanged physical footprints. Combat And Enemy Roster owns their full combat and presentation cards.

Current arrivals: one nine-minute schedule serves all three rooms; after nine minutes its final three rows repeat. Each row sets a nearby target, maximum refill and Crowd/Heavy/Runner weights. Nearby counts reachable enemies within 30 m of navigable path, even around corners. New admissions also obey a 120-enemy cap across the active connected dynamic combat area. The initial three-second grace occurs once per departure, not once per room. Safe/static areas pause Threat; new departures reset it. An existing crowd is not removed merely because the next row has a lower target.

New ordinary bodies need clear, reachable, unseen floor, at least 8 m from both player representations and within the 30 m path boundary. If no legal unseen position exists, that opportunity is skipped; the earlier farthest-visible fallback is not used for this schedule. Remote ordinary bodies can retire after 15 consecutive active Threat seconds unseen, beyond that path boundary and free of an active interaction. Visible or nearby bodies remain. Threat owns the exact table, connected-area accounting, placement, retirement and save behavior.

Surviving ordinary dynamic bodies can be displaced by Service Gun hits, and ordinary dynamic melee shares a 0.25-second protection window after a hit; Combat Rules owns the exact scoped rules. Static and legacy combat retain their underlying stats and handling. Boss encounters are planned for specific rooms and are outside this ordinary schedule. The existing reward rules are unchanged by this revision.

The owner authorized implementation of these starting values, but practical difficulty and feel remain to be evaluated across all three room shapes. The stationary two-starting-pistol run is a diagnostic, not a mandatory defeat target at two to three minutes. Earlier finite room counts, room-clear measurements and relative difficulty targets below are retained as history alongside the unedited owner cards; they are not the current Entrance tuning.

Original Threat introduction — owner record, 22 September 2026

Owner's original request, word for word:

this is very good. now, we are finally going to make one of the largest changes:

currently all unsafe rooms had static combats. that is, the room itself defined the parameters of the combat and rewards. This is great for testing and for boss battlers, but not for suvivorslike. we will keep the option for static rooms that define their own combat, but for the current unsafe rooms, we are going to define a new type of unsafe: dynamic unsafe.

the game always tracks the time we are in dynamic unsafe rooms, even if we switch rooms. if we are in safe rooms or in static unsafe rooms, this measurement pauses, but it resumes once we go back to a dynamic unsafe room. it only resets when we start a new departure. we will call this counter "Threat".

while we are in an unsafe dynamic room, the higher the threat, the harder the combat will become. enemies spawn faster, the max enemies on screen increases, and their stats and types change.

The wiki should have the required information about to translate Threat to enemies. please check it. if it does not, or the data is only partial, let me know, and we'll work it out.

Owner clarification: the enemy cap covers the entire connected chain of dynamic unsafe rooms; only Threat sets their combat parameters, not room identity or location; rewards appear at Threat thresholds. In the separate balance task the owner chose one chest per 30 Threat seconds, baseline rarity of 10% rare-or-better with 10% of that group extra rare, and no new chests when the deck is exhausted. The owner superseded that 30-second interval with 150 seconds on 23 September 2026. The owner delivered the original handoff here and said:

here is the result from the balance agent. let's try to implement it: /D:/projects/wiki2/ProjectManager/work/pm/threat-design-20260922/THREAT-SPAWNING-HANDOFF.md

As built: Western Promenade, Waiting Area and Cafeteria are dynamic unsafe on new departures. Threat owns the complete spawn/health table, connected caps, placement, chest reservations, rarity and save rules. Their earlier finite kill totals, relative room difficulty and clear rewards below are historical and retained only for static content support and already-active pre-Threat saves. An old active departure finishes its old encounters and switches at the next departure; starting a new game is unnecessary. Safe rooms keep their protections. Static unsafe rooms and specified static rewards remain supported.

Original implementation defaults: the first Threat trial used the handoff's absolute HP correction and completion rules, including birth-time enemy stats, separate static/dynamic pursuit, reserved draws, rarity rolled at the threshold, pending chest retries, and saved departure continuity. The later Entrance trial above replaces its ordinary enemy scaling and spawn progression. Reward rules and chest placement that preserves paths to open exits remain unchanged. Threat records the current numerical settings and verification limits.

Why

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

The room card

One card per room, in the manner of the owner's item card on The Pack.

  • Name and size.
  • Why the player goes there. One sentence.
  • Doors. Which rooms it joins.
  • 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.
  • Items to find.
  • 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.
  • What is different when the player leaves.

What already exists to build a room from

Anything outside this list is new code, which is fine; its size is stated before it is built.

  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • Static unsafe rooms with authored encounters: 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 an item from the shared shuffled deck or for specified static items. Every such room starts over on every new trip.
  • 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.
  • Enemies: the current Entrance dynamic roster is Crowd, Heavy and Runner, with fixed role stats and the shared schedule above. The older weak/Waiting Area/Flanker content slots remain usable by static and legacy encounters with their underlying stats; Presser and Caller also remain defined but are not in the Entrance spawn roster. Existing static source support includes standing bodies, bodies hidden behind an opening, walking-in/noisy-work/call triggers, flow rates and jobs that seal an opening.
  • 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.
  • 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.
  • 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.

The station today

Six rooms. The Dock is safe: its west door leads into the Western Promenade, its east door stays locked, and the north password door opens only to an unbuilt passage. The Western Promenade is a long dynamic unsafe hallway. Its easternmost north doorway leads to the Gift Shop, a safe furnished 15-by-15-metre room; trading remains TBD. The middle north doorway leads to the Public Bathroom, a safe 10-by-10-metre room with nothing interactable. The westernmost north doorway leads to the Waiting Area, a dynamic unsafe 20-by-20-metre room with rows of padded terminal benches and inactive wall screens. The Promenade's west door leads to the Cafeteria, a dynamic unsafe 30-by-30-metre room: abandoned meals and dining furniture in its southern two-thirds, buffet in the northern third, and a closed kitchen door centred on the north wall. The kitchen is not built.

The three dynamic unsafe rooms form one Entrance Sector and share its Threat schedule and rewards. Every 150 Threat seconds (2 minutes 30 seconds) can earn a chest in the current dynamic room, including the Cafeteria, subject to the shared deck and clear placement. This interval is the owner's revision of 23 September 2026. There is no room-clear reward or room-specific difficulty multiplier on new departures.

The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.

Dynamic and static chests — owner decision, 2026-09-22

Owner request, word for word:

much better. next, let's work on the chests. for now they are both static chests, which is great for testing and for specific rooms. however, most chests should by dynamics. a dynamic chest pick an item from a shuffled items deck. for now, we have 2 items in our deck: the pistol, and the boots. 1 of each. once an item has been picked from the deck, it doesn't return to it, unless a departure starts, in which case the deck resets.

make the 2 current chests dynamic. make sure to keep the option of a static chest that give specific items.

As built: dynamic chests share the 12-item shuffled deck listed below. New departures use the Threat threshold rewards described above; the original Promenade and Waiting Area finite-fight chests remain only for legacy departures. The initial two-card deck has been expanded by the owner's later addition. Each dynamic chest draws one item without replacement. A new departure refills and reshuffles the deck. Static chests remain available for one specified item or several specified items and never use the deck. The starting pistol is separate from the chest deck.

Owner addition later on 2026-09-22, word for word:

great. now also add to the deck the following items:

  • 1 oxygen tank (we already implemented it)
  • 3 iron bar (each of them is it's own item. you only draw one per chest)
  • 3 copper bar (each of them is it's own item. you only draw one per chest)
  • 3 Plastic salvage (each of them is it's own item. you only draw one per chest)

Iron bar , copper bar, and plastic salvage, all have the same basic stats:

Name (obviously)

size: 1x1

do: nothing

Current deck — 12 individual draws:

Item Copies in the deck Size and effect
Service Gun (pistol) 1 Existing gun and item card
Boots of Dodgin 1 Existing 2x1 pair and item card
Oxygen Tank 1 Existing 3x1 tank; supplied full, five minutes
Iron bar 3 Each is a separate 1x1 item; does nothing
Copper bar 3 Each is a separate 1x1 item; does nothing
Plastic salvage 3 Each is a separate 1x1 item; does nothing

A chest draws one item, never all three copies of a material together. Each copy is a separate object occupying its own square; matching items are not stacked into one square. Materials have no passive or activated effect, and this addition gives them no crafting, trading or other use.

Implementation defaults: the existing chest rule supplies an Oxygen Tank at its ordinary full amount. A saved departure keeps its already-shuffled deck, order and used cards, including an older two-card deck; the expanded deck takes effect on the next departure. Previously opened chests and awarded property remain intact. First-opening draws, save/load handling, no replacement before departure and static chest support are unchanged.

Implementer's handling defaults: draw on the first opening of an empty chest, rather than when the room is cleared. A full pack leaves that same drawn item at the chest. Reopening, collecting, dropping, returning, dying, saving or loading never puts a card back or rerolls it; only a departure resets the deck. An exhausted deck yields an empty chest until another departure; it never silently refills. The deck's order and used cards are saved, including an empty deck. A reshuffle can legitimately produce the same order again.

Already opened chests and awarded property are preserved. Property left in a chest on an earlier trip is still there when that chest is won and opened again; retrieving it does not draw or consume a fresh card and the chest is not topped up on that trip. For an old save without deck information, start a fresh shuffled deck once while retaining its chest progress and items; its earlier static rewards are not retroactively treated as deck draws. These compatibility choices keep the existing property rules.

This changes rewards, not room appearance, combat, item mechanics or controls. The Waiting Area can now be reached with boots, a tank or a material instead of the second gun; the earlier two-gun combat measurement is historical and does not establish balance for that order.

Previous two-card verification: all 289 tests passed (229 Core + 60 Unity), covering draw order, exhaustion, full packs, old and current saves, return/death versus departure, and static single/multiple rewards. Normal E and pack interactions pass for both room visit orders. In play, a saved first draw stayed consumed after restarting; the other chest gave the remaining item. Repeated E created nothing further, returning kept the deck empty, and the next departure restored both cards. Visiting the Waiting Area first then gave the pistol there and boots in the Promenade. Both pickups and their inventory screens were inspected. These checks isolate rewards with cleared-room state; they do not remeasure combat difficulty.

Expanded-deck verification: all 300 tests passed (237 Core + 63 Unity). Checks cover the exact 12-card counts, separate material copies, one item per chest, inert 1x1 items, full tank supply, saving and exhaustion, old two-card saves retained until departure, static rewards and actual E/pack interactions. In a live check with cleared rooms and controlled deck order, E collected Iron bar, Copper bar and Plastic salvage as separate one-square items; the tank arrived with 300 seconds of oxygen. Inventory icons, colours, item descriptions and final layout were inspected. This checks rewards and presentation, not combat balance.

Room cards

Dock

The owner's card, 2026-09-19, in his words:

  • we are going to make it very large square room, with doorways on the center of the north, east, and west walls.
  • it's south wall should look like a force field blocking the way to empty space. this is where your spaceship came from.
  • 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".
  • 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.

Added the same day: "the dock is always safe. Enemies cannot spawn here, nor can they enter here from other rooms."

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."

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*

The the user will have a menu:

  • "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*
  • "Where are the crew?": "The crew are currently *REDACTED*. As the situation change, we will let you know."
  • "Who are the crew?": "This data is beyond your clearance level."
  • "Why is the emergency lockdown?" : "*REDACTED*"
  • "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"
  • "Lift the emergency lockdown": "Please enter a valid password for lockdown override"
    • 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"
    • 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"

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.

  • 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.
  • 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.
    • West door: always open. Locked on, it says "West door · open". It leads into the Western Promenade.
    • 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.
    • 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.
  • 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.)
    • 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).
    • 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.
    • 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.
    • "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.
    • 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.
    • 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.
    • 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.
    • 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."
    • 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.
  • 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.")
  • 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.
    • 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.
    • A trip starts with the astronaut standing beside the ship's hatch steps, on its left side.
  • 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.
    • 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.
  • 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.)
  • Nothing else: no enemies, no jobs, no items.

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.

Western Promenade

The owner's card, 2026-09-20, in his words:

it will be a hallway, coming out of the west of the dock. name: the western promenade. shape: 60x10 doorways: one the east wall, one on the west wall, 3 on the north wall, equally spaced. south wall has several large decorated windows leading to the outside space enemies: enemies can spawn here and chase into here. 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. opening the chest (with E) will give a second pistol. (later we will change this to random loot)

The owner's appearance request, 2026-09-20, in his words:

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.

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.

  • 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".
  • 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.").
  • 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.)
  • 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.)
  • 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, under CC0; 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.
  • Current Entrance encounter: this room uses the shared roster and schedule above. The finite-spawner timings, counts and original combat measurements immediately below are historical, retained for the owner card and legacy departures.
  • The enemies — original finite encounter. 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.
    • 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).
    • 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.
    • How fast: one every two seconds at first, climbing steadily to five a second over 60 seconds (the 60 is mine for "slowly").
    • 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.
    • 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.
    • 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.
  • 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.
    • Press E while locked on it: it opens and draws one item from the shared shuffled chest deck (owner change, 2026-09-22); 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.
  • 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): a new departure brings the enemies and the chest again and resets the shared deck. An empty chest draws once when opened; property left in it is kept instead of being replaced or topped up.
  • 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).
  • 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."

Historical measurement of the original finite encounter, not current Entrance balance (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.

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.

Gift Shop

The owner's card, 2026-09-20, in his words:

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: The gift shop. It is medium size, 15x15. it will be safe (enemies can't spawn or chase) it will have plenty of furniture that looks like a ship. including a sales stand, behind with stands a selling robot. here players will be able to buy and sell items from their inventory.

for now don't implement the trading window yet, but mark it as TBD. we will get back to it later.

The owner's clarification, 2026-09-20, in his words:

A furnished shop: shelves, displays and a sales counter

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.

Clean implementation card. The original wording above is retained. This version incorporates the owner's clarification and the wording fixes listed below.

  • Name and size: Gift Shop. A medium-sized room, 15 by 15 metres.
  • Doorway: attached to the easternmost doorway on the Western Promenade's north wall.
  • Enemies: safe. Enemies cannot spawn here or chase the player into it.
  • Furniture: plenty of shop furniture: shelves, displays and a sales counter, with a selling robot standing behind the counter.
  • Purpose: players will be able to buy and sell items from their inventory here.
  • Trading window: TBD. Do not implement it yet. The owner will return to it later.

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.

As built, 2026-09-20. The room requirements above are the owner's. The following layout and furnishing details are the implementer's defaults.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Owner appearance request, later on 2026-09-20, in his words:

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".

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.

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.

Assets: existing free CC0 models from Kenney Furniture Kit, Kenney Space Kit, Quaternius Animated Robot 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.

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.

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.

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.

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.

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.

Public Bathroom

The owner's complete message, 2026-09-20, in his words:

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.

Clean implementation card. The original message above remains unchanged.

  • Name and size: Public Bathroom. A smaller room, 10 by 10 metres.
  • Connection: the next door on the Promenade leads into it.
  • Safe: another safe room.
  • 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.
  • Current impression: for now, the room should look almost like a red herring.

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.

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.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Nothing interactable: the toilets, basins, mirrors, bin and concealed door are scenery. There is no loot, reward or new interaction in the room.

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.

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.

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.

Waiting Area

The owner's card, 2026-09-21, in his words:

Yes! Very good. That is correct. A waiting area! 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.

The owner's revision, later on 2026-09-21, in his words:

ok, several issues: 1- let's make the room 20x20 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) 3- the item you picked is not great, let's try something else.

The owner's next feedback, 2026-09-21, in his words:

the size of the room and the bench positioning is now better, but I don't like the bench design. Also, an oxygen tank is also not a great option, simply because it doesn't allow us to test a new mechanic. suggest a few options and I'll pick from them.

His selection, in his words:

let's try A and 2

Here, A was terminal seating: three separate padded seats and backs on a slim metal beam, with pale shells, blue cushions and dark supports. 2 was the existing Arc Emitter. The offered option included a Trigger button alongside it, explicitly changing this chest from one item to two so the emitter could be used immediately. These are the options he selected; exact construction measurements and effect appearance below remain implementer choices.

The owner's replacement reward, 2026-09-22, word for word:

I see. well, it works, but I want us to do something else: place in that chest a pair of "Boots of Dodgin" (it's actually one item). a 2x1 item, with the following properties: +10% to walking speed. when pressing Space: spend 5 seconds of oxygen to dodge: gain +200% movement speed for 0.5 second. 3 seconds cooldown. cannot be used while already dodging from another item)

Asked whether +200% triples the already boosted walking speed or adds to base speed, he answered:

Triple boosted walking speed: 3.3× base

Earlier clean room card, before the shared Threat encounters. The owner messages above remain unchanged. The room appearance and furniture remain current; the room-specific fight target and clear-reward wording below preserve the earlier card, superseded for dynamic Entrance encounters by Threat.

  • 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.
  • Fight: enemies spawn in the room. The target is a fight about 50% harder than the Western Promenade.
  • Reward: when the room is cleared, a dynamic chest appears. It draws one item from the same deck as the Promenade chest: the 12 individual items listed in the shared deck above, shuffled each departure. This later owner change replaces the fixed boots reward; the boots item card is unchanged.

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. All owner quotations, including their punctuation and spacing, are unchanged.

Room construction and earlier encounter record, revised 2026-09-22. Room size, navigable rows, terminal seating and inactive screens remain current. The current Entrance uses the shared schedule above. The finite fight target, count, spawn rate and clear-reward descriptions below are historical; their original owner requirements and implementer defaults are preserved for reference.

  • 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.
  • Furniture: 16 benches in four staggered rows, each with three separate padded terminal seats and backs, and three inactive screens mounted on the walls. All benches face north. The bench count, stagger and facing are retained implementation choices; the terminal style and three separate seats per bench come from the owner's selected option A. 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.
  • Appearance: each bench has three pale seat shells with blue seat and back pads, four slim armrests and one low dark metal support. The previous wooden bench frame is omitted. Pads and shells reuse the carpet section of the existing CC0 Kenney cushion model; the support reuses the station's CC0 Quaternius rail. Source asset files are unchanged. The grey floor, wall finish and inactive screens retain their earlier appearance. No purchases or generated artwork.
  • 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.
  • Original finite encounter placement, historical: 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.
  • Original finite fight tuning, historical: these were the earlier fight numbers. They were tuned while the Promenade guaranteed a second Service Gun. The shared deck can now give boots, a tank or a material first, so a second gun is no longer guaranteed before this fight; no retuning is included in the chest change. 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.
  • Earlier room-specific difficulty target, superseded for dynamic Entrance: the starting and maximum spawn rates were 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" was the earlier finite-room target; the current Entrance schedule does not apply it as a room multiplier. The earlier two-gun checks do not establish difficulty when the Promenade does not give another gun.
  • Chest and dynamic reward: a chest appears in the middle once this room is cleared. E draws one item from the shared shuffled deck and attempts to take it through the existing pack flow. If it does not fit, it remains at the chest in the nearby strip; the player can rearrange the pack or leave it. Repeated opening does not create more items. The automatic step aside chooses floor clear of benches.
  • When the reward is boots: the packed boots add 10% walking speed. Space spends five seconds of oxygen and triples that boosted walking speed for half a second: 3.3× the ordinary base speed with one pair. Cooldown is three seconds; an active dodge from any item blocks another. The exact owner card and implementation defaults are recorded on The Pack. The handling defaults are normal movement keys and collisions, no added invulnerability, cooldown starting at activation, emptiest packed tanks then suit oxygen, and additive 10% walking bonuses/per-item cooldowns if further pairs are collected. Space still also activates a carried Trigger button; a click or neighbour cannot activate the boots.
  • Existing saves and items: previously awarded detectors, tanks, Arc Emitters and Trigger buttons remain property, whether carried or left in an already opened chest. Unopened Waiting Area chests draw from the shared deck. An already opened chest is not topped up after the content change. Existing saved fight progress is retained; if furniture overlaps a saved body, the earlier clear-position recovery still applies.
  • Trips: the fight resets on each new trip. A newly earned empty chest draws one item once from the reset shared deck. Existing property left in a chest is retained under the existing chest rules. Collection, pack placement and save handling use the existing item system. Active dodge timing and per-item cooldowns survive saving and loading.

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. Each terminal bench keeps that solid collision footprint. Seat centres are at local x=-0.98, 0 and 0.98 metres within the bench; shells are 0.90 metres wide and blue pads 0.78 metres wide. Seat pads are centred 0.50 metres above the bench base; the backs lean 12 degrees. The shared support is 2.84 metres long and 0.38 metres tall. These fitting dimensions are implementation choices. 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.

Seating fitting details (implementation defaults): measurements below are local to each bench base, which remains 0.03 metres above the floor. Seat shells measure 0.90 by 0.09 by 0.60 metres, centred at height 0.445 and z=0.025; pads measure 0.78 by 0.07 by 0.50, centred at height 0.50 and z=0.045. Back shells measure 0.90 by 0.09 by 0.57 before their 78-degree turn about the horizontal axis, centred at height 0.75 and z=-0.235; back pads measure 0.78 by 0.065 by 0.47, centred at height 0.755 and z=-0.181. The support is 0.14 metres deep. Its two feet at x=±1.22 measure 0.20 by 0.07 by 0.58. Armrests at x=-1.46,-0.49,0.49,1.46 measure 0.08 by 0.06 by 0.48, centred at height 0.69 and z=0.01; stems measure 0.06 by 0.40 by 0.07, centred at height 0.49 and z=-0.16. These are visual fitting choices, not new movement rules.

Lightning appearance (implementation defaults): each actual damaging link appears as a blue-white flash for 0.22 seconds of game time. It starts 0.10 metres wide and narrows; seven points form a small zigzag, no more than 0.15 metres to either side, while its endpoints stay on the actual source and target. Pausing freezes the flash. This adds visible feedback without changing the emitter's damage, cooldown, range or six-enemy cap.

Previous seating/Arc verification, 2026-09-21 (historical reward): all 187 Core tests and 37 Unity tests passed (224 total). Checks cover the fixed pair, collecting either item first, full packs, save/load with one item still in the chest, repeated opening, old tank rewards retained, and new trips. The normal E interaction and pack strip expose both items. Actual player and enemy traversal through the existing gaps still passes. Separate checks confirm the lightning follows real chain branches, pauses and expires correctly, and reuses its renderers without replaying old events.

In the live check, E took the Arc Emitter and opened the pack while the Trigger button remained visible in the nearby strip. A second E took the button; both occupied 14 of 16 squares together with the starting tank and two Service Guns in a legal arrangement. The button was adjacent to the emitter. Three further E presses reported the empty chest and did not duplicate either item. With seven test enemies in a row, the manual button produced six visible links and damaged exactly six enemies; the seventh stayed unharmed. An early second press caused no further Arc hit, and a press after the three-second cooldown worked. Expired flashes disappeared.

Both room views and the reward UI were inspected. All 48 seats stayed within the 16 original bench collision footprints; the same 483 room shadow casters remained across eight camera angles. The final console had no errors or warnings. Both owner saves were restored byte-identical after all three guarded runs; Unity was stopped and test settings restored. Evidence is in work/pm/waiting-area-terminal-20260921/: test receipts, live-checks.json, shadow-checks.json, restoration receipts and screenshots.

Historical combat observation for the finite encounter: fight tuning and obstacle footprints were unchanged at that check. A live check with the actual camera at 145 degrees and two Service Guns, standing at the centre, cleared in 35.7 seconds with 97 enemies killed and full health. This does not establish a 50% difficulty increase; that remains the owner's target for judging the encounter.

Boots replacement verification, 2026-09-22: all 250 tests passed (204 Core + 46 Unity), including the current one-item reward and old multi-item chest support, full-pack handling, old rewards retained, oxygen/cooldown boundaries, shared dodge exclusion, saving, actual movement distance and collisions, pauses, Space input and Trigger compatibility. In play, the normal chest interaction collected one pair; a tank, two guns and the boots occupied 11 of 16 squares. Space spent five seconds of oxygen, moved at 3.3× for 0.5 second then returned to 1.1×; a 0.6-second measured move travelled 7.04 metres. The pair has a free, credited human-made boots icon. This change adds no room/layout/fight changes. Evidence: work/pm/boots-of-dodgin-20260922/.

Still for the owner: how Boots of Dodgin feel in play; the multiple-copy and handling defaults above remain open to change. The Cafeteria now follows this room; its owner card and implementation are recorded below.

New building blocks: a fixed chest can contain several items using the existing collection and pack flow; chain lightning shows the same branches used to apply its damage. Furniture still uses the same solid footprints for player and enemy movement.

Cafeteria

Owner card, 2026-09-22 — word for word:

ok, great. next step: the cafeteria. it's a 30x30 room. it's south 2/3 is eating tables and and chairs, while the north 1/3 if the buffet area.it should look messy, like something happened during a meal. rotten food still on the table and in the treys, etc. The is a door to the kitchen area in the center of the north wall.

Owner clarifications — word for word:

  • Entrance: “Promenade’s west door”.
  • Safety: “Combat room — I’ll give the fight details”.
  • Encounter and reward: “aim for about 50% harder than the waiting room. As for the reward, for now don't bother with it.”

Earlier clean implementation card: a 30×30 Cafeteria, west of the Western Promenade, entered through its east wall. Dining tables and chairs occupy the southern 20 metres; the buffet occupies the northern 10 metres. It looks like a meal was abruptly abandoned, with misplaced chairs, spills, dishes and rotten food on tables and in trays. There is a kitchen door centred on the north wall. Enemies can spawn and chase here. Target difficulty is about 50% above the Waiting Area. No reward is provided for now.

The clean card corrects only obvious slips: “it's south” to “its south”, duplicate “and”, “north 1/3 if” to “north 1/3 is”, “treys” to “trays”, and “The is a door” to “There is a door”. The exact owner text above is preserved.

As built — room construction and historical finite encounter: the room and furnishings remain current. At the owner's request on 23 September 2026, the existing dining floor panels extend through the buffet area as one continuous floor style. The dividing buffet inlay is removed; the perimeter border and central aisle remain. Its room-specific fight numbers and rewardless-clear behavior below record the initial Cafeteria version; current dynamic Entrance encounters use the shared schedule above.

Implementation choices where the owner left details open:

  • Room room.R06, module module.cafeteria, 30×30 metres. The Promenade west face joins the Cafeteria east face at their centres. It is not a safe room. The kitchen door is a visible, closed, locked door with no opening control or built room beyond it yet. E answers “The kitchen door is closed.” Its explanation is “A closed door to the kitchen.” Door wording and temporary lock are implementation defaults, not additional story.
  • Twelve dining tables, four chairs per table (48 total), with seven displaced and three tipped chairs; two 9-metre serving counters and four 3.4-metre back counters/appliance stations. Tables are 3.2×1.35 metres. Ivory surfaces, teal seating and wall bands, graphite bases, steel trim and muted mustard trays use the existing station palette. Eleven floor debris/spill clusters, irregular tabletop stains, empty/broken dishes and uneven buffet portions make the abandoned meal visible. Table centres are x=−10,−4,4,10 and z=−11,−5,3 in room-local coordinates. The centre aisle and the east entrance remain open. Buffet furniture lies north of z=5 and splits around the route to the kitchen door. Counts, positions, palette, finish, spills and exact food arrangements are visual implementation choices. They add no lore, items or interactions.
  • Tables, chairs and counters have matching player collision and conservative world-space footprints for enemies. Plates, food and other small debris are decorative. Wall-mounted details cut away with the wall while their shadows remain; floor furniture stays visible.
  • Historical finite encounter: spawner.R06 reused the Waiting Area enemy: 6 health, speed 1, with its existing attacks. It starts 3 seconds after entry. Spawn rate rises from 1.125 to 11.25 enemies per second over 20 seconds (1.5× the Waiting Area rates). Spawning pauses at 35 enemies in the room and ends at 113 kills (rounded up from 1.5×23 and 1.5×75). Any survivors must still be killed before the room is clear. Existing out-of-view/farthest-place spawning and per-departure reset apply. These numbers are a first tuning choice toward the owner's difficulty target; larger floor area and furniture change the practical fight.
  • No chest, reward, new item or deck draw on clearing this room. Completion says “The Cafeteria is clear.” instead of announcing a nonexistent chest. Existing two dynamic chests and the 12-card deck are unchanged.
  • Free human-made Kenney Furniture Kit and Food Kit pieces, with the existing station kit and procedural room finish. Sources and licences are recorded beside the selected assets. No generated art or purchased assets.

Historical Cafeteria verification, 2026-09-22: all 315 tests passed (244 Core + 71 Unity). These counts predate the Entrance redesign. Coverage includes the new room card/topology, old five-room saves gaining the Cafeteria and kitchen lock without losing property/deck/encounters, entry/delay/cap/reset, rewardless clearing and its correct message, real player traversal and kitchen collision, enemy pursuit and spawn clearance around all 66 furniture colliders, food texture dependencies and wall cutaways. Historical room-save fixtures were corrected to exclude later rooms, and legacy chest tests now distinguish chest-bearing encounters from rewardless fights.

Live inspection covered the overview and normal play views from multiple angles, entry from the Promenade with the real controller, and the normal kitchen E response. All eight tested camera angles retained 111 room shadow casters. Clearing granted no property, drew no card and created no chest. The final live console had no errors or warnings. Both owner saves were restored byte-identical after guarded tests and play checks; Unity was stopped and test settings restored. Selected asset hashes and external texture references were verified. Evidence: work/pm/cafeteria-20260922/ and unity/Captures/Cafeteria/.

Historical finite-encounter observation, not current Entrance balance: at the room centre, using the real camera at 145 degrees and normal zoom and the furnished movement plan, two Service Guns cleared the Waiting Area in 35.75 seconds / 97 kills and the Cafeteria in 53.2 seconds / 147 kills, both at full health. Peak crowds were 23 and 35. In a separate one-gun stationary check, the Waiting Area cleared in 62.3 seconds with 20% health, while the Cafeteria overwhelmed the player in 35.75 seconds after 48 kills. These checks exercise actual spawning, firing and damage; they do not establish an exact 50% difficulty increase, active movement/boots balance or every deck order. A second gun is not guaranteed by the dynamic deck. The encounter is ready for owner play feedback.

Still for the owner: judge the abandoned-meal appearance and the encounter's practical difficulty; provide the kitchen room card when ready.