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10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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# Hold The Horde — Whole Game Outline
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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“Apparent,” “deeper” and “secret” below name layers of discovery rather than endings.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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## The whole-game spine
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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The recurring rhythm is: leave the ship with a deliberate rig and finite carried oxygen; enter a station whose useful connections may differ after death; observe a local system while surviving its horde; spend shared carrying capacity on tools, oxygen and findings; then return with parts, people or knowledge that changes what can be attempted next. Death returns all still-carried property to the ship and changes the station. Consumed resources remain spent; station/ship-fixture installations, dropped or handed-over things remain outside the carried return set without duplication. Rig-installed parts remain carried property. Home is a place to prepare with survivors.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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| Layer | Expedition goal and pressure | New player action | New interpretation earned |
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|---|---|---|---|
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| **Opening: one part, two machines** | Find the loose Fork Relay (the splitter) at Cargo Turn, then remove the isolation bridge at Collar Control and bring the bridge aboard. The Fork may be deployed so the service rack and patient-bay shutter remain powered, costing time and leaving the part installed; keeping it instead preserves the part but consumes carrying space. | Read trigger-to-payload causality, decide whether to deploy the loose part or keep it, survive the resulting shutter state, and learn which property returns after death. | Station infrastructure and combat equipment obey related rules; a “key” can also be a build component. This is the Option A opening. |
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| **Early expeditions** | Reach R-3, complete one short cooperative survivor rescue, recover an initial part set under the found-parts default, and test builder service marks against doors, air and power. | Reconfigure the four-space opening rig, decide what occupies pack capacity, complete one prepared crossing with the survivor, and record observations rather than receive a translation. | The hospital still has operational logic; people remember it incompletely; the journal preserves evidence, not truth. |
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| **Middle expeditions** | Pursue several regional objectives: stabilize a useful route, recover ship-repair assemblies, investigate patient transfers, and bring a small cast home. Hordes make stopping to observe costly. | Choose between competing viable builds, lend and reclaim parts aboard, use local language predictions, exploit persistent room-group connections, and—only under the voluntary-treatment default—decide whether to try treatment. | “Corruption” may be a deliberate change to the astronaut rather than a death tax. This is a question the player can investigate. |
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| **Apparent ending layer** | Under the departure assumptions (see Open questions), assemble enough recovered ship function to leave and explicitly preview that departure is irreversible and ends revival. | Depart and receive a coherent apparent close, or postpone departure and keep investigating. No secret counter or hidden death threshold removes either choice. | Escape solves the astronaut’s immediate problem but does not explain the hospital, its disappearances, or the source of revival. |
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| **Deeper layer** | Reach the hospital’s sealed central system through accumulated operational knowledge, survivor evidence and station connections. | Make an explicit, previewed choice about the central mechanism—for example, isolate a template process, restore a safer one, or leave it untouched—then accept a visible consequence for revival and the colony. | The player can distinguish some mechanisms and consequences without the game declaring the station’s ultimate metaphysics. |
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| **Optional secret layers** | Complete personal investigations, rare utterance interactions and the late whole-station connection puzzle. | Connect every placed playable room or bound group while preserving every selected local binding, test cross-language hypotheses, and revisit places for consequences. | The station itself becomes a manipulable historical object. The deepest discoveries may complicate every prior account without supplying a single omniscient answer. |
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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Discovery must change play at every layer: a route sign predicts an operation; an operation opens or safely alters a path; the path yields a component, person or fact; and that result changes a later preparation or interpretation. Lore that supplies none of those consequences is optional texture, not spine content.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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Late expedition goals are represented by the deeper and optional-secret rows rather than a separate act: they turn accumulated regional work into central access, consequential action and the entire-station objective.
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10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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## One concrete later expedition: the pressure ledger
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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This is a middle-game example. After Yeva is home, she recognizes the identifier on a photographed R-3 pressure log but cannot infer where its line now runs. The player seats a relay-family part in Dorn’s collar receiver, listens, retrieves the part, then prepares the expedition. This cooperative preparation costs time aboard; it does not create scarcity, consumption, upkeep or a choice between the reading and carrying the relay. Listening yields one pressure value and a suspect channel—not a route or proof.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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Inside the station, builder service marks let the player predict which of two valves performs “sample” and which performs “purge.” A visitor-language source/destination pair then predicts that the line was redirected through a decontamination ward. The player tests the prediction while the game runs, holds a horde at the valve, and—under the found-parts default—finds an **Impact Dynamo** installed in the abandoned sampling loop. Removing it ends that shortcut. The part adds local impact-to-charge behavior: clamped to a named Barrier frame or Projector physical-output feed, it can supply a compatible configured receiver, such as a Capacitor when one is owned. The full path and active-area cost follow the [Equipment Catalogue](/Hold%20The%20Flood/Equipment%20Catalogue); motion alone belongs to Stride's separately stated rule.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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The ward ledger shows only that a named transfer occurred after the time Yeva believed transfers had stopped. It does not say why, who survived or which witness was right. Back aboard, Yeva revises one accusation and asks the player to look for the destination ward; Dorn retains a different reading. Thus one expedition connects observation, two language tests, an earned expressive build change and a human consequence without converting evidence into authorial truth.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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## Milestones that should advance together
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| Stage | Builds | Colony | Languages and journal |
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|---|---|---|---|
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| Opening | Two readable trigger/payload chains; first shared-use relay choice. | Empty ship and a visible reason to return to R-3. | First repeated service mark recorded with its observed result. |
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| Early | The early part family supports different legal arrangements under the four-space rig, including manual Barrier timing or the Sensor → Fork → Projector + Barrier reconfiguration. | First short rescue; survivor contributes a limited capability and personal lead. | Builder marks support one tested operation; visitor patterns are noticed but not translated. |
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| Middle | Several viable rigs trade safety, control, mobility and carrying capacity; a recovered part enables a new behavior. | A small cast creates preparations, disagreements and linked personal objectives. | Each language supports multiple predictions and at least one corrected hypothesis; historical routes are marked as possibly stale after shifts. |
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| Late/deep | Local build grammar may inform station-connection work without making one universal loadout. | Survivors react to central choices according to what they know and what the player shared. | Cross-language evidence opens or reframes a route; utterance interaction stays limited and never becomes an all-purpose oracle. |
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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In this outline, builder operational marks are one alien language, while visitor source/destination pairs and later utterances are two registers of a second. The [Owner Brief](/Hold%20The%20Flood/Brief) requires a minimum of two alien languages.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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## Content bands
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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A **region** is a coherent expedition territory. A reusable **room module** is a layout/encounter pattern; one module may produce multiple **placed playable room instances**, and the late whole-station objective concerns those actual instances, not the catalogue count. A **discovery chain** is a multi-step investigation with a gameplay consequence. A **major set-piece** is an exceptional encounter or sequence and may also host a chain, room or objective; cross-listed units are not additive workload.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| Content unit | SMALL | TARGET | STRETCH |
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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|---|---:|---:|---:|
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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| Regions / reusable room modules / placed playable room instances | 4 / 24 / 40 | 7 / 45 / 80 | 10 / 70 / 130 |
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| Expedition objectives across all layers | 12 | 24 | 40 |
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| Ship-repair assemblies supporting the departure layer | 4 | 7 | 10 |
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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| Survivors with rescue plus home follow-through | 5 | 9 | 14 |
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| Scenes per survivor, including rescue and home follow-through | 3 | 5 | 7 |
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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| Distinct equipment parts | 12 | 24 | 36 |
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| Ordinary enemy roles / special roles / major set-pieces | 6 / 3 / 2 | 10 / 6 / 3 | 14 / 9 / 5 |
edb272 Anonymous 2026-09-10 17:27:15
Remove review history and align superseded prose with current design rules
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| Trap or station-mechanism families / placed instances across both occupant eras | 5 / 13 | 9 / 24 | 14 / 40 |
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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| Language discovery chains, split across at least two languages | 4 | 8 | 12 |
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| Colony projects with a person-specific consequence | 5 | 9 | 14 |
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| Major mystery or personal investigation chains | 4 | 7 | 11 |
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| Special converter sites or connection challenges | 2 | 4 | 6 |
a563a7 Anonymous 2026-09-08 16:20:36
PM focused outline closeout: preserve opening locations, join units and estimate coverage
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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The SMALL band includes **13 major mechanism instances**, including the cross-listed core isolation **P13**, in [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory).
273419 Anonymous 2026-09-09 12:45:30
PM563 final coherence38: align accepted contracts and date completed preparation
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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The 2/4/6 connection count refers to special sites or challenges only. It is not a cap on ordinary joins or an estimate of total graph edges; all placed playable rooms remain within the eventual station-wide connection goal.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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3ba778 Anonymous 2026-09-14 19:48:16
Restore the statement that even the STRETCH band does not justify the hour targets (the 14 Sep cleanup had softened it into an open question)
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Even the STRETCH column does not justify 30, 90 or 100–200 hours.
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edb272 Anonymous 2026-09-10 17:27:15
Remove review history and align superseded prose with current design rules
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## Specification coverage
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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These are the scope and completion criteria for each design area: what each must explain.
edb272 Anonymous 2026-09-10 17:27:15
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| Design area | Scope and depth | Dependencies | Required behavior |
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| Expedition/region topology and gates | SMALL; 4 regions/12 objectives, outline not room scripts | This outline; selected opening | Every layer has entry condition, return value, alternate route and explicit dependency; no circular gate |
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| Shift, latching and final station connection | All bands; rules only | Connecting the Station; owner’s full-station behavior answer | Death transition, permanent local bindings, joining limits and whole-station completion are one contradiction-free rule set |
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| Build acquisition and part catalogue | SMALL; 12 behavioral part briefs | Progression Options; Build Rules; band choice | Each part has source, reusable behavior, counter-cost and at least two candidate combinations; no generic stat ladder |
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| Horde encounter progression | SMALL; 4 regional pressure briefs, no balance tuning | Combat Rules; Horde Creature Proposals; topology | Each region has readable pressures, build interactions, retreat case and escalation purpose |
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| Survival economy and starting loadout | SMALL; paper rules and one opening loadout only | Oxygen and Observation; Build Rules; topology | Capacity model, canister behavior, loot competition, replenishment, survival readouts and starting kit are explicit |
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| Trap and station-mechanism progression | SMALL; 5 families/13 major placed-instance briefs, in [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) | Story direction; language map; topology | Both occupant eras have distinct readable logic, counterplay, reset/persistence behavior and at least one discovery consequence per family |
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| Apparent/deeper story path | SMALL; beat/evidence map, not scripts | Hospital Story Directions; owner story choice | Map supports departure and continued investigation without declaring an unchosen truth |
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| Corruption/treatment consequences | All bands; rules only | Resurrection and Corruption; owner corruption choice | Access, consent, benefits, hazards, reversibility and ending interaction are explicit |
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| Survivor cast and rescue/home arcs | SMALL; 5 cast arcs/3 scenes each, no final dialogue | First Survivor; Rescue Rules; Coming Home | Each has a distinct short rescue, contribution, relationship change and limited knowledge |
edb272 Anonymous 2026-09-10 17:27:15
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| Two-language discovery map | SMALL; 4 chains, relationship of registers resolved | Language and Journal; Language Expedition; Utterance Discovery | Each chain records evidence, test, correction path and action unlocked; neither language becomes exposition |
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| UI and accessibility information contract | All bands; paper states/flows | Survival, combat, journal and language specifications | Immediate goal, oxygen, capacity, target, build causality, pause and journal-history states are specified with accessibility requirements and failure messaging |
edb272 Anonymous 2026-09-10 17:27:15
Remove review history and align superseded prose with current design rules
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| Save/persistence and authoring constraints | All bands; technical-design discovery/spec only | Shift/persistence rules; topology; content schemas | Save authority, death transaction, persistent-world state, content identifiers and authoring constraints are testable on paper without implementing them |
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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| Content feasibility pass | SMALL; dependency/cost roll-up | Owner chooses a band; preceding specifications | Reuse assumptions, authoring load, overlaps and duration claims are recorded for owner decision |
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| Development/validation handoff scope | All bands; plan only | Stable v1 specifications and owner phase decision | Required prototypes, technical spikes, usability/balance/performance checks, staffing and approval gates are named without performing them |
edb272 Anonymous 2026-09-10 17:27:15
Remove review history and align superseded prose with current design rules
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| Whole-game coherence review | SMALL specification set; one focused review | Readable versions of selected specifications | Finds missing pillars, hidden dependencies, unsupported duration claims and contradictory player rules, or records no material objection |
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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[Production Scope](/Hold%20The%20Flood/Production%20Scope) owns scope accounting and the detailed-campaign workload allowance. [Progress](/Hold%20The%20Flood/Progress) owns work status and forecasts.
edb272 Anonymous 2026-09-10 17:27:15
Remove review history and align superseded prose with current design rules
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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## Open questions
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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1. **Whole-station behavior:** local room/group bindings already remain connected through shifts. After the *entire* station is connected, does the whole layout stabilize, or do rooms keep moving while every established connection survives? The station-wide mechanism depends on this answer.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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2. Which hospital-story direction, if any, should lead: captive ascendant, departed being/template engine, or a revision? No exact explanation or ending is canon.
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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3. Should corruption be accessed mainly through voluntary treatment, or should death itself alter the astronaut? The current default assumes voluntary access and adds no ordinary death penalty; it does not rule out other owner-chosen personal consequences.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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4. Should functioning found parts be the progression spine, with fabrication limited to repairs/adapters, or should observation-led fabrication dominate?
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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5. Is voluntary departure the apparent-credit action; is it irreversible; does leaving end revival; and may the player postpone it indefinitely? The outline assumes yes to all four. Credits timing and whether revival is limited to the station field are also undecided.
10ab65 Anonymous 2026-09-08 16:00:54
Systems first-pass whole-game outline with finite scope bands and design estimates
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6. Must the whole-station connection unlock a deeper ending, or remain an optional secret whose reward is interpretation and access?
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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7. Can rescued people be lost after reaching the ship, and if so under what visible, non-arbitrary rule? The outline assumes no answer.
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8. Is the colony only a home/preparation space, or does it also have management decisions? No resource upkeep, staffing economy or passive timer is assumed.
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9. Which content band should be costed first? Choosing one authorizes planning around counts.
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10. The opening’s exact rooms, timing and starting rig.
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11. The exact whole-station graph and joining mechanism, including the mechanism of the special converter sites or connection challenges.
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12. Whether the visitor fragments (source/destination pairs and utterances) are one language, two related languages or evidence of a third; the language map must settle the relationship while preserving the Brief’s minimum of two alien languages.
3ba778 Anonymous 2026-09-14 19:48:16
Restore the statement that even the STRETCH band does not justify the hour targets (the 14 Sep cleanup had softened it into an open question)
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13. What would support the owner’s ambition of 30, 90 or 100–200 hours. Counts still missing: oxygen canister and carrying-capacity variants, starting loadout alternatives, resource sinks, objective reuse, branch scenes, clue permutations and technical state combinations. Measurements still missing: average expedition and revisit length; how often death creates a genuinely new route rather than repetition; clue discovery and correction rates; viable-build count after dominance testing; horde encounter variety; dialogue/state volume per survivor; gating and backtracking costs; accessibility pacing; and the proportion of players who pursue secrets.
1f5c06 Anonymous 2026-09-14 19:25:22
Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
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14. TARGET/STRETCH content authoring and all implementation and validation effort are unestimated; per-unit work and reuse need to be established before extrapolating from SMALL.
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These rules are untested; numbers are proposals.