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PROCITY — THE FRONTIER (what is genuinely not figured out)
Fable (m3), 2026-07-17. John's challenge, verbatim: "there is heaps more to figure out — all the systems are set you say?" He's right. This doc is the honest map: what 29 rounds built is the WORLD and the PIPELine; the GAME — the reason a stranger would play for an hour — is mostly unfigured. Nothing here is chartered; it's the space the next epochs get picked from. Sibling docs: V2_IDEAS (the old parking lot), V6_LIVING_STREET (chartered, in flight).
What is actually solid (don't re-litigate)
Procedural + real towns · enterable interiors · citizens with identity · gigs · weather/tram · the dig with real/mint/parody stock · the tier ladder + offline law · the two-studio pipeline · the QA culture. The platform is genuinely done-ish. Everything below stands ON it.
THE BIG ONE — it isn't a game yet
You walk, you dig, you buy. Then you close the tab and it never happened. The whole loop that makes digging MEAN something is unbuilt:
- Persistence. No saves. The wallet resets, the collection vanishes, "gone this session" is the only memory. (localStorage fits the seeded-everything law trivially — the world regenerates from seed; only the DELTA needs saving: cash, owned items, day. This is days of work, not an epoch, and it unlocks everything below.)
- The collection. You buy records and they go... nowhere. No crate at home, no album/ shelf UI, no "look what I found in Katoomba." The collection IS the trophy case of the whole game and it does not exist.
- The thrill loop. thriftgod's
mint()gem bands exist as DATA (price bands, gems, CBD-distance curation) and drive NOTHING. No underpriced gem in a dusty crate, no "is this worth more than they're asking", no sell/flip loop, no wantlist hunting across towns. The entire reason op-shopping is exciting in real life is un-simulated. - Why today matters. No day structure — no opening hours pressure (hours exist! nothing makes you race them), no end-of-day, no "the gig starts at 9, the shops shut at 5, choose." The clock is scenery.
- The player. No hands, no home, no inventory UI beyond a number, no character. Who are you in this town?
- Onboarding. A stranger at digalot.fyi/procity gets pointer-lock and silence. The first five minutes are unfigured entirely.
Chartered but unbuilt (in flight or waiting)
- v6 LIVING STREET — spikes gated on footage; then clips-at-scale, personas, footpaths + occasional cars, generated bodies.
- Option B — real reservation holds (John's hold budget).
- Tier-2 auto-discovery — needs a reachability contract.
- The editor/override layer (V2_IDEAS, still the best long-game idea: hand-author any shop interior over the procedural base).
- Multiplayer presence (see who's digging the same town).
Unowned design questions (nobody has even sketched these)
- What is a session? 20 minutes? A day-cycle? A town per sitting?
- The economy loop: buy low → ??? → profit. Sell where? To whom? GodBay (thriftgod's auction sim) is sitting right there as the obvious answer and no design connects them.
- Cross-town play: 23 towns exist; nothing makes you travel. Regional wantlists? A gem rumor system? The tram/train BETWEEN towns?
- The gig layer as gameplay: you can attend a gig; you can't book one, play one, or care about one. 90sDJsim overlap sits unexplored (DJ the venue?).
- Music identity: procedural beds exist; a game this specific deserves a sound.
- The 90s-ness: it's in the fabric (video shops, milk bars) but no system USES the era — no phone-free navigation puzzles, no street-press gig guide, no mixtapes.
The honest sequencing opinion (Fable's, not a ruling)
The private-test deploy is the design instrument: John walks the game cold and writes down every "why can't I..." — that list IS the v7 charter input. My candidate for v7 once v6's spikes land: THE GAME (persistence + collection + the thrill loop + a day that matters) — it's the smallest set that turns the platform into something a stranger plays twice.