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Design Docs

This folder holds the initial game design, distilled from a long brainstorming conversation (October 30–31, 2026). The full transcript is in transcripts/original-conversation.md. A later conversation about architecture and the tech stack is in transcripts/architecture-conversation.md.

The game is still untitled. The working pitch is a factory-building game where you control how much conflict you get by how hard you run your industry.

Every decision is tagged with a status:

TagMeaning
DecidedThe designer said so or explicitly agreed. Treat as current design.
TentativeProposed and not rejected, or a placeholder number awaiting playtesting.
OpenDiscussed but unresolved. See open-questions.md.
SupersededAn earlier idea replaced by a later decision. Kept for context in decision-log.md.

Later statements in the conversation override earlier ones. Suggestions made by the assistant during brainstorming are only marked Decided when the designer accepted them.

FileWhat’s in it
vision.mdPitch, pillars, design thesis, inspirations, what this game is not
player-and-platform.mdNo avatar, building-owned units, no micro, mobile-first, co-op persistent worlds
narrative.mdSetting, the three advisors, story beats, dialogue rules, the ending
naming.mdGlossary of every name chosen so far, plus naming style rules
concept-index.mdWhere each concept is covered: its canonical section and every other doc that mentions it
world.mdMap generation, deposits, fog of war, vision, day/night
noise-and-aliens.mdNoise, seismic signature, alien AI, targeting, hives, bosses
resources-and-economy.mdResource categories, Evolite, construction/operating/research costs
base-network-and-inventory.mdFoundations, networks, splits, shared inventory simulation, stacks, building states
logistics.mdDepots, outposts, trucks, routes, construction crews, logistics progression
units-and-missions.mdEvery unit, slot capacity, respawn, mission types
buildings.mdBuilding roster by tier with costs and roles
combat-and-defense.mdWalls, turrets, robots, recovery after attacks
technology-and-progression.mdTiers, discovery-driven unlocks, ship restoration branch, automation as progression
opening-and-first-hour.mdMinute-by-minute intent for the opening and first two hours
prototype-scope.mdWhat the first playable prototype covers (Tiers 0–1)
first-test.mdThe first build, up to the first Depot, and its technical choices
balance-and-simulations.mdCurrent numbers, pacing targets, and the opening simulations
tier0-proposals.mdProposed values for every Tier 0 number not yet set, with reasoning and checks
runtime-and-sync.mdTicks and frames, commands, player interaction, latency, and how state is synced
simulation-architecture.mdHow the simulation’s code is organized: ECS rules, the schedule, events, build order
ecs-core.mdThe sim’s own ECS core: systems, queries, resources, commands, messages, the schedule and the access check, mapped to Bevy’s
tech-research.mdResearch behind the tech stack: options, Bevy, performance numbers
open-questions.mdEverything still unresolved
decision-log.mdChronological decisions, including reversals and rejected ideas

To find everything about one concept (Evolite, Harvesters, noise…), start from concept-index.md. Topics cut across files, so no single doc has the whole picture.

If you are about to build the prototype, read in this order: vision.md → prototype-scope.md → opening-and-first-hour.md → base-network-and-inventory.md → units-and-missions.md → balance-and-simulations.md, then the technical docs: player-and-platform.md → runtime-and-sync.md → simulation-architecture.md → ecs-core.md → first-test.md.