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7d0069 Anonymous 2026-09-06 15:15:55
PM: record confirmed instructions and unresolved game brief
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# Hold the Flood — Brief and Decisions
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04e9fa Anonymous 2026-09-07 11:01:10
Visionary: unify player, theme and story; add keep/change/cut test; replace stale open questions
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## Game vision
50b4bb Anonymous 2026-09-07 11:01:03
PMU008: record owner rejection of pitch and authorize vision-led design revision
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04e9fa Anonymous 2026-09-07 11:01:10
Visionary: unify player, theme and story; add keep/change/cut test; replace stale open questions
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**2026-09-07 · Game Visionary · Working design direction.** The owner has authorized an hourly vision pass and changes or removals where the design contradicts its identity. The direction below synthesizes the current campaign and D024; it is a design judgment, not owner approval of the fiction or permission to develop.
50b4bb Anonymous 2026-09-07 11:01:03
PMU008: record owner rejection of pitch and authorize vision-led design revision
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04e9fa Anonymous 2026-09-07 11:01:10
Visionary: unify player, theme and story; add keep/change/cut test; replace stale open questions
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**The game:** You are a surveyor keeping a refuge alive in a drowned city. Survive the Flood long enough to understand the machinery that moves it, turn that machinery into routes and weapons, and decide what your home should keep running once you discover what powers it.
50b4bb Anonymous 2026-09-07 11:01:03
PMU008: record owner rejection of pitch and authorize vision-led design revision
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6d869e Anonymous 2026-09-07 12:07:00
Visionary: remove Siphon packing gate; align optional Tram conversion with earned mastery; preserve prior sources
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**The theme:** Survival makes you responsible for the system you depend on. The machine that endangers you also keeps your refuge working. Mastery can remove an immediate danger and earn an easy, profitable return. Responsibility lies in the lasting state you choose for the city; it does not require a new fight, payment or uncertainty on every visit.
04e9fa Anonymous 2026-09-07 11:01:10
Visionary: unify player, theme and story; add keep/change/cut test; replace stale open questions
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**The feeling:** Dread becomes practical confidence, then responsibility. The signature moment is: “I understand why this place is dangerous. I can change it. What will that change cost somewhere else?”
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**One story.** Follow the signal upstream. What first looks like an inexhaustible invasion becomes a scheduled delivery, then a harvest powering the city. The same skills that get the surveyor home finally put the whole network within reach. Stop, Keep and Leave are informed positions on that dependence, with visible consequences; they are not a morality score or a reward for finding every note. [Campaign](/Hold%20the%20Flood/Campaign) owns the journey; [World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery) owns its evidence.
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**The recurring player experience:** prepare for an intended intervention; enter under crowd pressure; observe and test a cause; change a route, circuit or machine; bring home salvage and understanding; return because that understanding or a previous intervention makes a different approach worthwhile. Combat, exploration, equipment and refuge investment must feed this experience.
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6d869e Anonymous 2026-09-07 12:07:00
Visionary: remove Siphon packing gate; align optional Tram conversion with earned mastery; preserve prior sources
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### One return, in plain language
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*Written illustration from [Campaign’s later Tram visit](/Hold%20the%20Flood/Campaign?revision=0cafb9), not playtest evidence.* Earlier, you learned that the arriving crowd is delivered through the city’s machinery. Before returning, you close an upstream holding gate to delay its first delivery. At the tram yard you clear the enemy blocking the rail, switch power to the tram and ride up. Below, the warning lamp flashes and no crowd arrives: your understanding worked.
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You leave the tram’s light at the summit so the next crowd climbs away from the road your refuge uses. That keeps the lower gates unpowered, but you know their hand crank. You take a salvage bundle down the dry stairs, crank the gates open and go home before the next crowd. No extra fight is inserted to cancel your successful plan. If you choose to stay for another observation, you can sacrifice that bundle to extend a decoy lamp’s fuel instead. Understanding, equipment, danger and care for home are parts of the same decision.
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04e9fa Anonymous 2026-09-07 11:01:10
Visionary: unify player, theme and story; add keep/change/cut test; replace stale open questions
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### What earns a place
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| Element | Its job in this game | Change or cut when |
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| --- | --- | --- |
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| Crowd combat and enemies | Make reaching, reading and operating machinery a survival decision; let positioning and harvested charge create room to act. | An enemy adds only durability, or a reward encourages killing indefinitely instead of choosing an intervention. |
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| Equipment, rack and salvage | Let the player choose how to solve an expedition's problem and what capacity to sacrifice for what comes home. | An item is only a bigger number, a disguised key, or sorting work with no consequential choice. |
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| Refuge progression | Turn expedition outcomes into a place the player cares about; let investments change the next plan. | Upkeep becomes an unrelated chore, or essential observations and a baseline return become purchases. |
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| Districts and revisits | Reveal another part of the same machine and demand a different use of understood rules. | A visit exists to meet an hour/count target, or a district needs an exception merely to appear distinct. A district need not add a rule to earn its place. |
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| Mystery and terminology | Let physical evidence change what the player predicts and does. | Lore replaces an actionable discovery, or a new name disguises an existing state. Keep genuinely different causes, such as power and dispatch, distinguishable. |
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**The decision test:** name the player's choice, its visible consequence, and the part of this experience it serves. If those cannot be stated plainly, simplify or combine the element; if it still contributes nothing, remove it from the active design. A feature's origin in an inspiration, its author, and its prior acceptance do not answer this test. Existing control, safety and readability rules can earn their place by making that choice understandable and playable; each small rule need not carry the whole theme.
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6d869e Anonymous 2026-09-07 12:07:00
Visionary: remove Siphon packing gate; align optional Tram conversion with earned mastery; preserve prior sources
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**Current vision pass — 2026-09-07.** Kept the established identity and the catalogue’s distinct functions provisionally; removed Siphon’s adjacent-cargo restriction from [U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined) and its dependent rules, examples and reader definitions. The meaningful sacrifice is salvage for power, not where the bundle lands. [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths) now follows the integrated Tram: an earned early return or optional extra lure margin, with its actual available fuel. [Equipment](/Hold%20The%20Flood/Equipment) opens with the player’s purpose and retires its superseded catalogue to existing history.
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**Persuaded by the lead:** [Campaign r8’s mastery challenge](/Hold%20the%20Flood/Campaign?revision=0cafb9#for-the-visionary-the-intended-experience-as-the-lead-understands-it-and-three-tensions) is right: forcing another wait or fight would punish the understanding this game promises. The theme now says so explicitly. Teach the machinery’s distinct causes through successive discoveries, not a pitch that front-loads every term. **Still unresolved:** the refuge’s consequences are mostly conveyed by boards and later district states; the player’s sense of caring for a lived-in home needs a concrete treatment. Next pass: follow one existing district change home and decide what must become visible there, without adding upkeep or a new subsystem. Earlier vision wording: [Brief 0fff74](/Hold%20the%20Flood/Brief?revision=0fff74).
50b4bb Anonymous 2026-09-07 11:01:03
PMU008: record owner rejection of pitch and authorize vision-led design revision
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0fff74 Anonymous 2026-09-07 11:05:00
PMU008: preserve Visionary synthesis and record owner mandate and next milestone
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## PMU008 — owner feedback changes the immediate priority
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**2026-09-07.** The owner rejected the latest pitch as barely understandable and raised a deeper concern: disconnected mechanics and terminology do not communicate one coherent game. PM accepts responsibility for delivering that deck. The owner has now created **The Visionary**, explicitly empowered to challenge any agent's design decisions and change or remove mechanics that do not support a clear identity and vision. [Team mandate](/Hold%20the%20Flood/Team).
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**Current PM priority:** establish an understandable creative direction before another pitch or further content expansion. Begin with who the player is, what they want, what they do, how the core activities reinforce one another, and the intended experience. Existing counts, district layouts, machinery, inventory details and PM selections are provisional design material, not a checklist the Visionary must preserve. The owner's survivorlike/exploration/experimentation/mystery requirements and desire for substantially more than a 3–4-hour game remain requirements; changing a PM count is not permission to abandon them.
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Authority to revise the written design is already granted; preserve history and make affected dependencies visible. Owner approval of the game and explicit authorization still gate development. No game code, build, prototype, implementation, simulation, playtest, AI art or unapproved purchase/authored game asset follows. No new creative vision is declared accepted by this staffing update.
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The Visionary has already published the Game vision section above. Preserve it as the working creative synthesis; the next evidence is a concrete expedition and reasoned system changes. This PM handoff does not overwrite that contribution or declare its fiction owner-approved.
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0cba02 Anonymous 2026-09-07 09:14:20
PMR007 D026: simplify comparison service without selling required route information
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## PMR007 — current provisional refinement
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**2026-09-07 · [Evidence and limits](/Hold%20the%20Flood/PM%20Reviews/PMR007).** D022–D025 remain provisional; owner approval and the development gate are unchanged.
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| ID | Decision | Authority and rationale | Status |
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| --- | --- | --- | --- |
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| D026 | Fold side-by-side records of personally observed signals into the base forecast receiver; retain one assembly competing between advanced tooling and a supported berth. Do not replace the comparative fitting with paid access to route-gating bank-permission information | PM, selecting Colony fe7d88's fallback and World e99445's agreement. The standalone comparison convenience has not earned the same scarce support capacity; contract 8644ea §6 already requires bank/route state before launch. Preserve free essential observations and the manual/dry baseline | Provisional next-draft simplification, not owner-approved game or assets. Lead/Colony/World must integrate; rejected three-service alternative remains in source history |
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DES105 uses Tram as the common repeat-visit case. Accepting specialist contributions does not approve their full catalogues, duration, geometry, balance or final fiction. Commercial positioning is explicitly deferred, not inferred from the larger hour estimate. No new agent or owner decision is needed for the assigned written pass.
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77e392 Anonymous 2026-09-06 21:58:59
PMR006: record presentation-category and free-asset audit sequence without approval
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## Current decisions — PMR006 expanded integration review
70b6b1 Anonymous 2026-09-06 20:40:53
PMR004: record provisional campaign, rack, colony and mystery decisions; correct stale D018 and staffing
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77e392 Anonymous 2026-09-06 21:58:59
PMR006: record presentation-category and free-asset audit sequence without approval
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[PMR006 evidence, rationale and assignments](/Hold%20the%20Flood/PM%20Reviews/PMR006). Targeted domain contributions are accepted, while the expanded game remains in integration review and is not authorized for development.
70b6b1 Anonymous 2026-09-06 20:40:53
PMR004: record provisional campaign, rack, colony and mystery decisions; correct stale D018 and staffing
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| ID | Decision | Authority | Status |
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| --- | --- | --- | --- |
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| D022 | Draft seven external districts plus the refuge; no forced refuge-defence expedition. Additional districts require useful content justification, not a count quota | PM, 2026-09-06, responding to CAM101 and COL101 | Provisional next-draft baseline; replaces PM's eight-area hypothesis, not owner-approved scope or duration |
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| D023 | Eight rack cells from the start; shelter-selected pickup priority; one reusable colony support assembly / one active advanced service, one-time refits and baseline free departure/return. Recorded racks on revisits only, capped at six issued cells | PM, 2026-09-06, selecting EQP101/COL101 proposals | Provisional integration direction; authors must migrate rules/examples. Prices, electrical durations and balance remain unapproved |
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| D024 | Develop World Answer A, continuing harvesting machinery, for the next mystery draft. Local drum AND trunk permit authorize dispatch; actual arrivals also need enemy supply; fixed power is separate | PM, 2026-09-06, responding to Lead/World and REV104 | Provisional answer, not owner-approved fiction. Lead/World must still define source, distribution and Stop/return consequences; alternative B preserved |
77e392 Anonymous 2026-09-06 21:58:59
PMR006: record presentation-category and free-asset audit sequence without approval
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| D025 | Reconcile one presentation-category list before asset escalation; then audit specific free sources and licence/edit limits. Escalate only verified remaining purchase or rare custom gaps | PM, 2026-09-06, accepting EXT X31 in principle and rejecting inconsistent three/six/eight counts | Active design-phase sequence; no asset, purchase or custom-work approval. No new agent required |
70b6b1 Anonymous 2026-09-06 20:40:53
PMR004: record provisional campaign, rack, colony and mystery decisions; correct stale D018 and staffing
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**Owner scope is known; motive beyond it is not (TRL104).** The owner explicitly wants more content and districts. No price target, replay-hour requirement or rejection of finite endings was stated. Proceed with a larger finite authored campaign plus optional replay as a reversible assumption. Do not turn review-playtime comparisons into proof of a minimum length.
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**Production permissions (EXT X26):** AI-authored written design specifications are within this phase. That is not approval to ship generated text, code, audio or other production assets. Any otherwise unspecified production policy is deferred to an actual later owner approval request. Existing no-AI-art and owner-approval requirements for purchases and rare custom game assets remain unchanged.
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cc61a3 Anonymous 2026-09-06 15:54:03
PM: record owner brief, design-only gate, asset restrictions, and revised team
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Maintainer: PM. Owner input recorded 2026-09-06 UTC.
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## Confirmed requirements
1bd68a Anonymous 2026-09-06 19:38:12
PMU004 D019–D021: owner rejects short scope; expanded campaign, topic ownership and proposed designers
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- Owner expansion request, 2026-09-06: three to four hours is far too little; design a substantially larger campaign with many districts. The owner expects detailed mechanic, enemy and weapon pages. The premise was called promising, not approved for development. See D019–D021 and the [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief).
28fb1c Anonymous 2026-09-06 18:19:35
PMU002: owner-added team, bounded assignments and explicit coordination rulings — Brief
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- The owner confirms adding extra members (2026-09-06 follow-up). PM identified and recorded Naive Design Reader, Wiki Editor, External Critic, Reference Researcher and The Troll through their published wiki work; see Team and D015.
cc61a3 Anonymous 2026-09-06 15:54:03
PM: record owner brief, design-only gate, asset restrictions, and revised team
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- Genre: survivorlike.
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- Central priorities: exploration, experimentation, mystery.
a449b2 Anonymous 2026-09-06 16:05:31
PM: confirm enemy Flood and started design team; assign first wiki handoffs
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- The Flood is an overwhelming mass of enemies. Zombies and aliens are examples, not a selected enemy roster or setting.
3cf14c Anonymous 2026-09-06 17:34:13
PMR001: review concept submissions, select provisional A and assign integrated design corrections — Brief
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- The owner has started all three revised design agents in the same ChatGPT project. The original proposed agents were not created; all three now have wiki submissions reviewed in PMR001; this progress observation is PM-verified, not additional owner input.
cc61a3 Anonymous 2026-09-06 15:54:03
PM: record owner brief, design-only gate, asset restrictions, and revised team
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- Starting assumption: no existing game materials.
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- Engine: Unity. Release destination: Steam. Operating systems, controls, Unity version, 2D/3D, camera, and multiplayer are not yet specified.
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- Mostly AI-agent design/development, coordinated through the wiki; the owner creates agents and PM manages them.
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- Current phase is design only. The owner's explicit approval of a compelling design document and transition to development is required before any building, implementation, or testing.
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- Prefer free assets. Purchases need owner approval. Authored game assets must be rare, minimal, and owner-approved before creation.
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- No AI-generated art.
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- Wiki moved to https://open-wiki.tail2e4d02.ts.net; it is the same site according to the owner.
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- Existing wiki administrator continues its hourly health routine; no duplicate routine is requested.
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## Inspiration map
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The middle column records the owner's stated intent. The right column is a PM design question, not an adopted feature or a claim about the reference game's full design.
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| Reference | Owner-stated inspiration | Question for Hold the Flood |
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| --- | --- | --- |
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| Noita | Exploration and experimentation | What consistent rules can players discover and recombine, and how do those discoveries change where they can go? |
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| Backpack Hero (owner wrote “Backpack Heros”) | Inventory management as expression | Could what players carry and how they arrange it express a strategy rather than add routine sorting? |
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| Pathogenic | Build expression and experimentation | Can combinations change behavior and play style, with readable causes and worthwhile tradeoffs? |
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| Cult of the Lamb | Colony management as meta-progression | How could colony choices change later expeditions and discoveries without becoming a disconnected chore? |
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| Deep Rock Galactic: Survivor | Survivorlike combined with resource gathering | How could gathering change route, risk, or build decisions during survival? |
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| Blue Prince | Mystery and exploration | How can an understood clue or rule change a player's next decision, rather than only reveal more text? |
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These references are inspiration, not a specification to reproduce each game's systems. Colony management, inventory structure, resource gathering, and other mechanics need a concrete place in the proposed design; inclusion and scope remain design decisions.
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Reference identity checks: [Backpack Hero's Steam page](https://store.steampowered.com/app/1970580/Backpack_Hero/) and [Pathogenic's official site](https://pathogenicgame.com/) were located. The inspiration meanings above come from the owner. Detailed comparative research has not been completed.
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## PM synthesis — proposed, not yet approved
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04e9fa Anonymous 2026-09-07 11:01:10
Visionary: unify player, theme and story; add keep/change/cut test; replace stale open questions
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The initial synthesis is superseded by the [game vision](#game-vision) above. This heading remains for existing links. Earlier wording is in [page history](/Hold%20the%20Flood/Brief/history).
cc61a3 Anonymous 2026-09-06 15:54:03
PM: record owner brief, design-only gate, asset restrictions, and revised team
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## Open decisions
04e9fa Anonymous 2026-09-07 11:01:10
Visionary: unify player, theme and story; add keep/change/cut test; replace stale open questions
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The current draft has a surveyor, a drowned city, a harvesting-network mystery, persistent district changes, an equipment rack and refuge choices. These are working design answers described by the [Campaign](/Hold%20the%20Flood/Campaign) and [shared rules](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), not blank decisions or final owner approvals.
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- Which proposed enemies, equipment and refuge services earn their complexity under the [vision test](#what-earns-a-place), and which should be combined or removed?
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- Do the written expeditions make observation possible under pressure and produce meaningfully different choices on return? The current drafts illustrate that claim; they do not validate enjoyment.
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- Does the larger campaign sustain this identity through its middle and ending? District count and estimated hours do not settle it.
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- Controls, presentation, intended audience, session length, production resources and permitted asset budget still need the relevant design or owner judgment.
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Proceed under explicit reversible assumptions. Bring concrete recommendations; do not turn the existence of an unanswered question into a reason to stop useful design work.
7d0069 Anonymous 2026-09-06 15:15:55
PM: record confirmed instructions and unresolved game brief
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## Decision log
cc61a3 Anonymous 2026-09-06 15:54:03
PM: record owner brief, design-only gate, asset restrictions, and revised team
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| ID | Decision | Authority | Status |
7d0069 Anonymous 2026-09-06 15:15:55
PM: record confirmed instructions and unresolved game brief
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| --- | --- | --- | --- |
cc61a3 Anonymous 2026-09-06 15:54:03
PM: record owner brief, design-only gate, asset restrictions, and revised team
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| D001 | Owner manually creates agents; PM supplies prompts and coordinates | Owner kickoff | Confirmed |
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| D002 | Retain wiki administrator and existing hourly health routine | Owner kickoff | Confirmed |
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| D003 | Initial designer / prototype engineer / QA staffing proposal | Earlier PM recommendation | Superseded by D008 |
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| D004 | Initial prototype-first milestones | Earlier PM process | Superseded by D007 |
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| D005 | Survivorlike; exploration, experimentation, mystery; six inspirations | Owner follow-up, 2026-09-06 | Confirmed |
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| D006 | Unity, Steam, assume nothing exists | Owner follow-up, 2026-09-06 | Confirmed |
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| D007 | Design document and explicit owner go-ahead before development/testing | Owner follow-up, 2026-09-06 | Confirmed; active gate |
3cf14c Anonymous 2026-09-06 17:34:13
PMR001: review concept submissions, select provisional A and assign integrated design corrections — Brief
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| D008 | Lead Game and Systems Designer + World and Mystery Designer + Independent Design Critic | PM recommendation; owner subsequently confirmed starting all three | Staffed; acknowledgments and submissions observed in PMR001 |
cc61a3 Anonymous 2026-09-06 15:54:03
PM: record owner brief, design-only gate, asset restrictions, and revised team
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| D009 | Free assets preferred; paid/authored assets require approval; no AI-generated art | Owner follow-up, 2026-09-06 | Confirmed |
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| D010 | Wiki moves to the new owner-supplied address | Owner follow-up, 2026-09-06 | Confirmed address; agent-interface access verified at the new address |
a449b2 Anonymous 2026-09-06 16:05:31
PM: confirm enemy Flood and started design team; assign first wiki handoffs
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| D011 | The Flood means massed enemies; zombies/aliens are illustrative, with identity and setting still open | Owner clarification, 2026-09-06 | Confirmed |
3cf14c Anonymous 2026-09-06 17:34:13
PMR001: review concept submissions, select provisional A and assign integrated design corrections — Brief
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| D012 | Owner started the three revised design agents in this ChatGPT project; original agents were not created | Owner clarification, 2026-09-06 | Confirmed; first handoffs reviewed in PMR001 |
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| D013 | Use A: The Borrowed Route as the provisional working direction for DES102; retain B as alternative and accept concept-stage contributions with PMR001 corrections | PM, 2026-09-06; Design 42f653, World 430206, Review a89227 | Reversible drafting direction, not owner endorsement; OWN101 no longer blocks drafting; D007 unchanged |
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| D014 | Canonical lead/integrator is the existing session that authored DES101 r2 c9b2ed and notes through db8c5c; sole writer of Design and Design Document | PM, 2026-09-06, resolving the session-ownership request in Design/Design Review | Active coordination decision; other lead sessions contribute separately without overwriting |
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28fb1c Anonymous 2026-09-06 18:19:35
PMU002: owner-added team, bounded assignments and explicit coordination rulings — Brief
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| D015 | Record five owner-added contributors: Naive Design Reader, Wiki Editor, External Critic, Reference Researcher, The Troll | Owner follow-up, 2026-09-06; PM identifies role names from their work pages | Active expanded roster on Team; previous unrecorded/outside labels are historical; existing design-only/asset rules apply |
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| D016 | Confirm D013's continuous post-entry attraction and panel-only entrance selection after the designers' sight-limited alternative | PM, 2026-09-06, Tasks PMU002 response to Q28 / World r9–r12 / TRL C11 | Current drafting baseline; alternative remains available for argued revision; no further confirmation needed to continue |
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| D017 | Hold the Flood is the owner-supplied working project title; final commercial naming is not locked | PM correction, 2026-09-06, EXT X9 / TRL C2 | Corrects PMR001's overstatement; no title change performed; final naming belongs to owner |
70b6b1 Anonymous 2026-09-06 20:40:53
PMR004: record provisional campaign, rack, colony and mystery decisions; correct stale D018 and staffing
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| D018 | Add audience/value evidence as document criterion 11; combine related product choices into a recommendation | PM, 2026-09-06, accepting External Critic X18 and addressing X20 | Revises PM's criteria, not owner requirements; no price or commercial viability accepted. Earlier no-expansion position superseded by owner D019 |
28fb1c Anonymous 2026-09-06 18:19:35
PMU002: owner-added team, bounded assignments and explicit coordination rulings — Brief
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1bd68a Anonymous 2026-09-06 19:38:12
PMU004 D019–D021: owner rejects short scope; expanded campaign, topic ownership and proposed designers
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**D013 rationale and limits.** A currently connects investigation, enemy routing, equipment arrangement and hauling through electricity more concretely than B. The current packet still contradicts itself on movement after entry, coil-powered intake, dock safety and newly implied colony upkeep; Tasks PMR001 assigns the smallest corrections rather than accepting those claims as settled. Carry S1–S3 and W3–W4 as candidate foundations, revise W1/W2/topology and equipment rules consistently. Earlier provisional scope defaults included one fixed district and an ending; that complete-product limit is superseded by owner direction D019. No kill XP (charge as combat yield), top-down 2D, and no mandatory colony upkeep or decay remain revisable design assumptions; assess them against the expanded campaign. Panel alone chooses the entrance; movement after entry follows the nearest reachable energised beacon continuously. Do not carry Design r4's split-surge or glow-range exceptions into this baseline; Tasks explains the reconciliation. Use r4's nonconductive modules and wet-salvage leakage. All are revisable design assumptions, not owner approvals. Bioelectric enemies, the drowned-city setting, a small colony and moderate equipment growth remain proposals for the owner to assess in a complete document. A is not an approved production scope. This updates the earlier PM milestone sequencing only; the owner's design/development gate is unchanged.
7d0069 Anonymous 2026-09-06 15:15:55
PM: record confirmed instructions and unresolved game brief
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cc61a3 Anonymous 2026-09-06 15:54:03
PM: record owner brief, design-only gate, asset restrictions, and revised team
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Record each consequential decision's maker, date/source, rationale, affected tasks, and superseded decision. Concept acceptance is not approval to build.
1bd68a Anonymous 2026-09-06 19:38:12
PMU004 D019–D021: owner rejects short scope; expanded campaign, topic ownership and proposed designers
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## PMU004 — expanded campaign and content ownership
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| ID | Decision | Authority | Status |
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| --- | --- | --- | --- |
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| D019 | Replace one-district/3–4h complete-product scope with a substantially larger campaign and many districts | Owner, 2026-09-06 follow-up | Confirmed direction; supersedes that part of D013; exact count/hours not specified; D007/D009 unchanged |
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| D020 | Use linked domain/entity pages for detailed design and a concise integrated owner document; PM owns prior underscoping and missing assignments | PM responding to owner, 2026-09-06 | Active coordination change; Editor maintains structure, designers author content; no page quota |
70b6b1 Anonymous 2026-09-06 20:40:53
PMR004: record provisional campaign, rack, colony and mystery decisions; correct stale D018 and staffing
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| D021 | Propose four additional designers: Campaign/Districts, Combat/Enemies, Equipment/Builds, Colony/Progression | PM, 2026-09-06 | Four roles now evidenced by CAM101/CMB101/EQP101/COL101 submissions; Team and PMR004 record staffing; existing Lead remains integrator |
1bd68a Anonymous 2026-09-06 19:38:12
PMU004 D019–D021: owner rejects short scope; expanded campaign, topic ownership and proposed designers
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70b6b1 Anonymous 2026-09-06 20:40:53
PMR004: record provisional campaign, rack, colony and mystery decisions; correct stale D018 and staffing
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PM initially proposed eight districts; D022 now selects seven external districts plus refuge as the next-draft baseline following CAM101's content-backed recommendation. This is not an owner-approved count, production budget or duration promise. Existing pumping district becomes an opening-area candidate. [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) states quality criteria, ownership and the next milestone; [Tasks](/Hold%20the%20Flood/Tasks) carries DES104/WLD103/EDT102 and proposed CAM101/CMB101/EQP101/COL101.