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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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1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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**Status.** First-pass planning scaffold, not owner-approved canon and not a promise of duration or production scope. The opening direction is selected; later mechanisms, story interpretations and ending actions below remain proposals. “Apparent,” “deeper” and “secret” describe layers of discovery, not confirmed endings. In particular, irreversible departure and revival being limited to the station field are optional story/gameplay assumptions, not established facts. The 30/90/100–200 hour figures are owner ambitions that this desk outline cannot validate.
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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8d9aec Anonymous 2026-09-08 18:52:36
Align equipment examples with current catalogue and carrying rules
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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 authored survivors, not a passive upgrade menu.
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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|---|---|---|---|
a563a7 Anonymous 2026-09-08 16:20:36
PM focused outline closeout: preserve opening locations, join units and estimate coverage
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| **Opening: one part, two machines** | Find the loose Fork Relay 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 selected Option A direction, while exact rooms, timing and starting rig remain proposed. |
8d9aec Anonymous 2026-09-08 18:52:36
Align equipment examples with current catalogue and carrying rules
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| **Early expeditions** | Reach R-3, complete one short cooperative survivor rescue, recover an initial part set under the replaceable found-parts default, and test builder service marks against doors, air and power. | Reconfigure the proposed 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. |
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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| **Middle expeditions** | Pursue several regional objectives: stabilize a useful route, recover proposed ship-repair assemblies, investigate patient transfers, and bring a small authored 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 replaceable 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, not a settled explanation or a rule forbidding other personal consequences. |
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| **Apparent ending layer** | Under the optional departure assumptions, 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. Departure, credits timing and field-limited revival all remain owner decisions. |
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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| **Deeper layer** | Reach the hospital’s sealed central system through accumulated operational knowledge, survivor evidence and station connections. | Make an explicit, previewed choice about an unchosen 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. The example actions are replaceable until story and corruption directions are chosen. |
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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| **Optional secret layers** | Complete personal investigations, rare utterance interactions and the late whole-station connection puzzle. | Connect every actually placed playable room or bound group while preserving every selected local binding, test cross-language hypotheses, and revisit places for consequences rather than checklist residue. The exact graph and joining mechanism remain proposals. | The station itself becomes a manipulable historical object. The deepest discoveries may complicate every prior account without supplying a single omniscient answer. Whether completion freezes the whole layout, and whether any secret is required for a “true ending,” are unresolved. |
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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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 bounded fact; and that result changes a later preparation or interpretation. Lore that supplies none of those consequences is optional texture, not spine content.
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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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1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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This is a replaceable middle-game example, not established fiction. 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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8d9aec Anonymous 2026-09-08 18:52:36
Align equipment examples with current catalogue and carrying rules
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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 in world time, holds a horde at the valve, and—under the replaceable found-parts progression default—finds an **Impact Dynamo** installed in the abandoned sampling loop. Removing it ends that shortcut under this example's existing fixture proposal. 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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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. Its room layout, character names and recovered part remain replaceable.
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## Milestones that should advance together
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| Stage | Builds | Colony | Languages and journal |
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|---|---|---|---|
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| Opening | Two legible 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. |
8d9aec Anonymous 2026-09-08 18:52:36
Align equipment examples with current catalogue and carrying rules
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| Early | The early part family supports different legal arrangements under the current four-space proposal, including manual Barrier timing or the Sensor → Fork → Projector + Barrier reconfiguration. | First short rescue; survivor contributes a bounded capability and personal lead. | Builder marks support one tested operation; visitor patterns are noticed but not translated. |
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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| Middle | Several viable rigs trade safety, control, mobility and carrying capacity; a recovered part enables a new behavior, not a numeric tier. | A small authored cast creates preparations, disagreements and linked personal objectives; no upkeep economy is assumed. | Each language supports multiple predictions and at least one corrected hypothesis; historical routes are marked as possibly stale after shifts. |
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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| Late/deep | As a candidate analogy only, 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 remains bounded and never becomes an all-purpose oracle. |
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For this example, builder operational marks are one alien language, while visitor source/destination pairs and later utterances are tentatively two registers of a second. Whether those visitor fragments are one language, two related languages or evidence of a third is unresolved; the language map must settle the relationship while preserving the Brief’s 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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## Provisional finite content bands
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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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These are comparable scoping proposals, not commitments, production forecasts or implied playtime. A **region** is a coherent expedition territory. A reusable **room module** is an authored 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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| Authored unit | SMALL | TARGET | STRETCH |
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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 |
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| Ship-repair assemblies supporting the proposed 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 |
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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| Authored 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 |
a563a7 Anonymous 2026-09-08 16:20:36
PM focused outline closeout: preserve opening locations, join units and estimate coverage
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| Special converter sites or authored connection challenges; mechanism TBD, not the total number of ordinary joins | 2 | 4 | 6 |
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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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The SMALL planning candidate 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). This is not a selected final game size or a count of every interactive object.
273419 Anonymous 2026-09-09 12:45:30
PM563 final coherence38: align accepted contracts and date completed preparation
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a563a7 Anonymous 2026-09-08 16:20:36
PM focused outline closeout: preserve opening locations, join units and estimate coverage
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The 2/4/6 connection count refers to special authored 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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1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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Even the STRETCH column does not justify 30, 90 or 100–200 hours. Counts still missing include oxygen canister and carrying-capacity variants, starting loadout alternatives, resource sinks, objective reuse, branch scenes, clue permutations and technical state combinations. Measurements still missing include 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. Only later implementation, play evidence and production costing can relate inventory to duration or feasibility.
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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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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These are the scope and completion criteria for the proposed design. They describe what each area must explain; they do not report current assignments or completion.
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| Design area | Scope and depth | Dependencies | Required behavior |
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|---|---|---|---|
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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 |
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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 without claiming balance |
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| Trap and station-mechanism progression | SMALL; 5 families/13 major placed-instance briefs, now provided by [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 proposed 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; ordinary death is not silently made a punishment |
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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 bounded knowledge |
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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 |
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| UI and accessibility information contract | All bands; paper states/flows, no usability claim | 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 |
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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 |
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| Content feasibility pass | SMALL; dependency/cost roll-up | Owner chooses a band; preceding specifications | Reuse assumptions, authoring load, overlaps and unvalidated duration claims are recorded for owner decision |
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| Development/validation handoff scope | All bands; plan only, phase remains gated | Stable v1 specifications and owner phase decision | Required prototypes, technical spikes, usability/balance/performance checks, staffing and approval gates are named without performing them |
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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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[Production Scope](/Hold%20The%20Flood/Production%20Scope) owns the current scope accounting and detailed-campaign workload allowance. [Progress](/Hold%20The%20Flood/Progress) owns work status and forecasts; milestone dates are suspended during the owner's pause. TARGET/STRETCH content authoring and all implementation and validation effort remain unestimated; per-unit work and reuse need to be established before extrapolating from SMALL.
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## Open design choices
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These choices remain unresolved; the outline's examples do not settle them.
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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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 cannot close until this is answered.
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.
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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3. Should corruption be accessed mainly through voluntary treatment, or should death itself alter the astronaut? The replaceable 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?
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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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 uses yes as one replaceable package, not as fact.
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?
1b8f74 Anonymous 2026-09-08 16:13:45
Respond to focused review: correct fidelity, scope counts, dependencies and estimates
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7. Can rescued people be lost after reaching the ship, and if so under what visible, non-arbitrary rule? The current outline assumes no answer.
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8. Is the colony only an authored 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 provisional content band should be costed first? Choosing one authorizes planning around counts, not a duration claim or implementation phase.
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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Until those decisions are made, this outline is a dependency map: it shows a complete shape of play while keeping its most consequential answers visibly open.