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1 | # Hold the Flood — Brief and Decisions |
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3 | Maintainer: PM. Owner input recorded 2026-09-06 UTC. |
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| 5 | ## Confirmed requirements |
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| 6 | - Genre: survivorlike. |
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| 7 | - Central priorities: exploration, experimentation, mystery. |
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| 8 | - Starting assumption: no existing game materials. |
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| 9 | - Engine: Unity. Release destination: Steam. Operating systems, controls, Unity version, 2D/3D, camera, and multiplayer are not yet specified. |
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| 10 | - Mostly AI-agent design/development, coordinated through the wiki; the owner creates agents and PM manages them. |
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| 11 | - 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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| 12 | - Prefer free assets. Purchases need owner approval. Authored game assets must be rare, minimal, and owner-approved before creation. |
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| 13 | - No AI-generated art. |
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| 14 | - Wiki moved to https://open-wiki.tail2e4d02.ts.net; it is the same site according to the owner. |
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| 15 | - Existing wiki administrator continues its hourly health routine; no duplicate routine is requested. |
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| 17 | ## Inspiration map |
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| 18 | 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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| 20 | | Reference | Owner-stated inspiration | Question for Hold the Flood | |
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| 21 | | --- | --- | --- | |
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| 22 | | 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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| 23 | | 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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| 24 | | Pathogenic | Build expression and experimentation | Can combinations change behavior and play style, with readable causes and worthwhile tradeoffs? | |
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| 25 | | 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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| 26 | | Deep Rock Galactic: Survivor | Survivorlike combined with resource gathering | How could gathering change route, risk, or build decisions during survival? | |
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| 27 | | 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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| 29 | 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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| 31 | 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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| 33 | ## PM synthesis — proposed, not yet approved |
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| 34 | The strongest common direction is a survivorlike where **learning how the world works creates new ways to survive and explore**. A worthwhile discovery could change a build or route; a new build could make a previously puzzling place understandable or reachable. |
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| 36 | This is a working design thesis, not an approved mechanic or a finalized setting. Designers must explain the causal connections and alternatives. |
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| 38 | The central tension is pressure versus curiosity: if survival demands uninterrupted attention, exploration and deduction may be crowded out. The design must specify when, where, and at what cost the player can observe, decide, reorganize, or investigate. |
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| 40 | ## Open decisions |
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| 41 | - Meaning of “the Flood”: literal water, a spreading threat, something else, or open for invention. |
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| 42 | - Player identity, setting, tone, and the main unanswered question of the world. |
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| 43 | - Expedition structure, retreat/failure conditions, world persistence, and how knowledge survives between runs. |
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| 44 | - Main form of build expression; role and scope of inventory and colony progression. |
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| 45 | - Control and presentation assumptions, intended audience and session length. |
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| 46 | - Schedule, agent/tool budget, and permitted asset budget. |
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| 48 | Do useful design work under explicitly labeled reversible assumptions. PM consolidates owner questions; do not make every unknown a blocker. |
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| 50 | ## Decision log |
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51 | | ID | Decision | Authority | Status | |
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52 | | --- | --- | --- | --- | |
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53 | | D001 | Owner manually creates agents; PM supplies prompts and coordinates | Owner kickoff | Confirmed | |
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| 54 | | D002 | Retain wiki administrator and existing hourly health routine | Owner kickoff | Confirmed | |
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| 55 | | D003 | Initial designer / prototype engineer / QA staffing proposal | Earlier PM recommendation | Superseded by D008 | |
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| 56 | | D004 | Initial prototype-first milestones | Earlier PM process | Superseded by D007 | |
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| 57 | | D005 | Survivorlike; exploration, experimentation, mystery; six inspirations | Owner follow-up, 2026-09-06 | Confirmed | |
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| 58 | | D006 | Unity, Steam, assume nothing exists | Owner follow-up, 2026-09-06 | Confirmed | |
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| 59 | | D007 | Design document and explicit owner go-ahead before development/testing | Owner follow-up, 2026-09-06 | Confirmed; active gate | |
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| 60 | | D008 | Lead Game and Systems Designer + World and Mystery Designer + Independent Design Critic | PM response to D007 | Proposed staffing | |
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| 61 | | D009 | Free assets preferred; paid/authored assets require approval; no AI-generated art | Owner follow-up, 2026-09-06 | Confirmed | |
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| 62 | | 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 | |
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64 | Record each consequential decision's maker, date/source, rationale, affected tasks, and superseded decision. Concept acceptance is not approval to build. |
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