Full design doc: four pillars (state-machine components, element routing, carry-decay, symmetric self-exposure), donation/degraded operation, fabricator repair chain, rotating rooms, pneumatic tubes, two-goal story with hidden free-will ending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
416 lines
24 KiB
Markdown
416 lines
24 KiB
Markdown
# EXPOSURE (working title) — design doc v0
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*2026-08-03. Origin: a $1 op-shop Staples solar calculator that only works in direct sunlight.*
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## One-liner
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You are a maintenance droid on a dead ship. Nothing on board works until the right
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element touches it — light, heat, cold, water, electricity, wind, radio, radiation.
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Route the elements. Wake the ship.
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## The three pillars
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1. **Everything is a state machine.** Every puzzle component has states; elements
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are the transition triggers; duration / order / threshold are transition guards.
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Permanent vs temporary = whether the state decays. This one schema IS the game —
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all content is authored against it.
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2. **Routing is the puzzle, the component is the lock.** The real puzzle is rarely
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"touch item with element" — it's "get element X from its source to the component
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when the direct path is blocked." Each element has a distinct *transport
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signature*, and that's the puzzle language:
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- light travels in straight lines, passes glass, blocked by everything else
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- water flows downhill, pools, leaks
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- heat rises, conducts through metal, dissipates
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- cold sinks, conducts, sublimates away
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- electricity needs a conductive path, arcs to water
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- wind pushes along open volumes, blocked by any seal
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- **radio passes through walls** — the only one that does; late-game "act through
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a wall" solver
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- radiation: short range, blocked by shielding — mostly you bring the component
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TO it, not it to the component
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3. **You are the bucket.** The droid chassis (and hand-carried items) hold exposure,
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and carrying always degrades: the bucket leaks, the thermal slug cools, the
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capacitor self-drains, the glowcell dims. Every carry is a visible timer — that's
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the run-and-scramble fun of the leaky-bucket idea, kept literally. Upgrades buy
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better containment, never remove decay entirely.
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4. **You are a component too.** The droid's body parts run on the *same schema* as
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every wall component — same elements, same transitions, same scanner. Anything
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the environment can do to a component, it can do to you (symmetric exposure).
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Self-exposure grants powers, and every power makes you a walking emitter/hazard
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of that element — so body states automatically interact with world puzzles with
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zero extra systems. The recurring endgame of a puzzle: **you are the missing
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component.**
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## Core loop
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scan component → learn (or guess) its susceptibilities → find element source →
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route/carry exposure to it → state change → cascade into the next component →
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zone system restored → **global element state shifts** → previously dead areas wake up.
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## The macro unification (the good trick)
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Each of the 5 zones' master puzzle restores one *ship system*, and the ship systems
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ARE the elements at macro scale:
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| Zone | Master puzzle restores | Global effect |
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|---|---|---|
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| Engineering | Power grid | electricity available at wall ports ship-wide |
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| Hydroponics | Water mains | sprinklers/valves live; ice melts where heating on |
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| Comms array | Ship radio | radio-triggered components wake everywhere |
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| Reactor | Heating / heat mgmt | frozen zones thaw, cold zones become controllable |
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| Bridge (finale) | Orbit correction | the day/night cycle itself becomes a dial |
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So the endgame is: the elements you spent the game scavenging locally become
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things you *control ship-wide*. Progression is metroidvania-gated by element
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availability, not keys.
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## Elements — v1 ships with FOUR
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Cut ruthlessly for the slice: **LIGHT, HEAT, WATER, ELECTRICITY.**
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COLD, RADIO, RADIATION, WIND arrive one per later zone. Eight at once is unteachable.
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Per element: sources / carry method / decay / hazard / counter-upgrade.
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- **LIGHT** — sun through viewports (orbital day/night, ~8–10 min cycle), work lamps
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(need power). Carry: mirrors (relay, no decay) or glowcell (charges in light, dims
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~60s). Hazard: none — but darkness *disables* solar components, so night is a
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global puzzle-state change. *This is the calculator.*
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- **HEAT** — reactor vents, steam pipes, plasma cutter tool. Carry: thermal slug
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(glows, visibly cools). Hazard: chassis overheat; some components are DESTROYED
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by heat (permanence lives here).
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- **WATER** — sprinklers, coolant leaks, melted ice. Carry: the leaky bucket, hole
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and all — the timer you can see. Hazard: shorts unshielded electronics, including
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you.
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- **ELECTRICITY** — batteries, charge ports, arc conduits. Carry: capacitor
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(self-drains); you can body-carry charge but it leaks and hurts. Hazard: arcs to
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any water, yours or the puzzle's.
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- **COLD** (zone 2+) — coolant bay, space-facing hull. Servo-lockup hazard: you
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physically slow down in cold zones.
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- **RADIO** (zone 3+) — through-wall action; carry via repeater pucks you place.
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- **RADIATION** (zone 4+) — reactor core. Dose meter; overexposure = memory
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corruption: your HUD glitches and your scanner *lies*. Fail state as unreliable
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narrator, not death. Rad-flask upgrade lets you finally bottle it.
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- **WIND/VACUUM** (zone 4+) — hull breaches, fans; moves what you can't carry;
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magnet-wheel upgrade to stand your ground.
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### Element interactions (keep to ~5 pairs, cascades come free)
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- water + cold → ice (plug a leak, bridge a gap, jam a fan)
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- water + heat → steam (pressure; drives a turbine = improvised wind/power)
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- electricity + water → electrified pool (area trigger or area denial)
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- heat then cold, in order → annealed/hardened part; **cold then heat → shattered**
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(order-sensitivity teaching case)
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- light + water (through a lens/droplet) → focused burn (late-game cleverness)
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## Gravity & rotating rooms (board-state modifier, not an element)
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Some rooms sit on maintenance gimbals and cargo carousels. The rotation motor is
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just another component (electricity → rotate 90°) — fully in-schema, zero new
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systems. Gravity never changes; the *room turns through it*, which multiplies
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every transport signature at once:
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- water's "downhill" re-aims — drain a flooded floor by making it a wall
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- heat's "up" re-aims — a convection shaft becomes a walkable corridor
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- light shafts sweep as the window turns (stack with orbital day/night)
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- unsecured stuff falls: the crate on the unreachable shelf is now on the floor;
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the puddle is now sitting on the pressure switch
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Rotating with things (or yourself) inside is the fun — ride the room, ice-clad
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slide across the new floor.
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v2, vacuum zone: dead-spin sections = zero-g pockets. Debris floats, fans and
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wind become how *everything* moves, magnet wheels anchor you. The wind element's
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second life.
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## Pneumatic tube network (cassette-futurism's favorite child)
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The ship's internal mail system: send items past locked doors, through sealed
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bulkheads, across zones. Pure in-schema transport:
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- **Stations** send/receive; **junction switches** route the network (they're
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just components — electricity flips them); dead sections need **pressure**
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restored (fans, pressure tanks — the wind element indoors).
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- **Transit time = decay time.** The thermal slug arrives cooler; the bucket
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arrives half-sloshed; the capacitor arrives drained-ish. Tube ETA is a visible
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timer — send hot, receive warm, plan accordingly.
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- **Ride-along emitters:** a radio beacon riding the tubes is a *mobile
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through-wall emitter* touring the ship. Late-game galaxy-brain material.
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- **Mail yourself.** The droid doesn't fit… assembled. Strip parts until you do
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(donation + degraded-operation synergy), post yourself past the locked door,
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arrive on the other side as a torso with a plan. Reassemble from whatever the
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far room offers.
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## Components (puzzle atoms — the content library)
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Each is one small state machine. Starter set:
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- **Solar cell** — powered *while lit* (the calculator; also the first thing you fix)
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- **Bimetal switch** — heat = closed, cold = open (reversible, decays to ambient)
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- **Fuse** — electricity once = blown, forever (permanence + consequence)
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- **Growth vine** — water + light, sustained over minutes → climbable (permanent, slow-burn)
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- **Wax seal** — heat melts, permanent open
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- **Ice plug** — exists only while cold is maintained (upkeep puzzle)
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- **Film plate** — radiation exposes an image = *information* reward, not a door
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- **Crystal resonator** — radio at the right moment = unlock
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- **Annealed latch** — needs the heat-then-cold order above
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"Need 3 of a thing": reframed as *threshold* transitions (a component that needs
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3 water-units before it trips) — used sparingly; as inventory-grind it's the
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weakest idea in the pile, cut.
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### Fail policy — no deadlocks, real consequence
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Permanently destroying a needed part never soft-locks: the **fabricator** can
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reprint any destroyed component for scrap. Permanence costs you time and scrap,
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never the game. (Once it's repaired — see *The Fabricator*. Pre-printer puzzles
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are hand-authored deadlock-free; after it lives, the game is allowed to get
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meaner.)
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## The Fabricator — a 3D printer you must earn
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Ships at this tech level print their own parts. The printer is broken at boot,
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and **repairing it is the spine of zone 1** — a puzzle chain through the element
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system: unclog the nozzle (heat), find a feed motor, a feedstock spool, route it
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power.
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- **Printing is itself an exposure process:** heat to extrude, cold to cure.
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Early game, ship heating/cooling are dead — *you* hand-route heat and cold to
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the printer per job (you are the printer's heater). Once reactor and coolant
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systems come online, printing automates — restored ship systems upgrade your
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quality of life, felt directly.
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- **Feedstock economy:** scrap recycles into feedstock. Destroyed and shattered
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parts are matter, never lost — the anti-softlock net, now diegetic.
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- **Schematics via scanner:** the tier-3 scanner extracts a printable schematic
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from any component you scan. Scan the world, own the catalog.
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- **GC DRM:** licensed schematics refuse to print without a license dongle
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(corporate-humor channel; dongle hunts on dead crew lanyards). And the printer
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**cannot print the Uncatalogued Component** — no part number, no print job.
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You can print every part except freedom.
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## The droid — modular body
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Four part slots, each holds **one** elemental state at a time (keeps the combo
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space legible: 4 parts × small element set, not a soup):
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| Slot | Examples of swappable parts | Material matters |
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|---|---|---|
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| Locomotion | rubber wheels, magnet wheels, treads | rubber = insulated; magnet = wind-immune, climbs metal |
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| Shell | plastic, steel, ceramic | plastic = light+insulated but *melts*; steel = conducts + magnetic; ceramic = rad-resistant, brittle |
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| Manipulator | gripper, cutter arm, dish | conducts what it touches |
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| Sensor | scanner tiers, photoreceptor | see scanner-as-difficulty-dial below |
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Parts are found, printed at the fabricator, or **salvaged from dead sibling
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units** scattered around the ship — wrecked droids found frozen mid-task, posed
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as silent hints for body combos (a unit iced solid mid-reach into a steam duct
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= tutorial by corpse). You're not the first. (The Swapper energy; also the
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upgrade economy.)
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### Self-exposure powers (body states)
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Charge a part by exposing it to a source — same act as exposing any component.
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Every state decays (you leak), and every state cuts both ways:
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- **Charged** (electricity): your touch trips electric components — and you can
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stand between two contacts and *be the wire*. But step in a puddle and you dump
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the charge into it (electrifying the pool — sometimes the fail, sometimes the
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solution).
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- **Wet** (water): pass through fire/heat briefly as steam-shield — but you'll
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short yourself if charged, and you drip a trail that conducts.
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- **Ice-clad** (wet, then cold): temporary armor — pass steam corridors, jam
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yourself into a fan as a plug. Melts near heat; wheels lose traction (slide
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puzzles).
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- **Hot** (heat): melt wax seals by touch, immune to cold-servo-lockup for a
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while — but you boil puddles into steam and warp any plastic part you're wearing.
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- **Glowing** (light): photoreceptor charged in sunlight → you *are* a light
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source in dark zones — can walk power to a solar cell. (The calculator, again.)
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- **Magnetized** (coil part + electricity): climb metal walls, hold metal items
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without slots — but you yank small metal puzzle parts out of position as you
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pass. Demagnetize before entering the clockwork room.
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- **Irradiated** (radiation): you become a mobile rad source — expose film plates,
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trip rad-triggered components by proximity. Cost: dose meter climbs and your
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scanner starts lying. Cure: a hard reboot… which you can self-trigger by
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shocking yourself in water. (Authored, but plays as an emergent discovery.)
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### Body combos (order-sensitive, same rules as world components)
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- heat then cold on your gripper = **annealed** arm, opens stiff valves; wrong
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order = shattered part (fabricator reprints it, costs scrap — consequence, no
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deadlock)
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- wet + cold = ice-clad (above); wet + charged = self-shock reboot
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- Official combos live in scattered *droid maintenance manual* pages; unofficial
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ones in crew graffiti ("we used to microwave Unit 7 to open the freezer —
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don't tell chief"). Recipe discovery = collectible layer.
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### Donation — it's all the same factory parts
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Ship components and droid parts are literally interchangeable (same factory,
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same sockets). Cuts both ways:
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- **Donate:** a door circuit is missing its bimetal switch — your leg servo IS
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one. Slot it in, door works, you limp away. The signature move made literal.
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- **Salvage:** pull a working relay out of a non-critical wall system to repair
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yourself. The ship dims a little where you've been.
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**Degraded operation is the puzzle generator.** Losing a part isn't a fail
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state, it's a mode — every donation asks "now solve the other side *without*
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that capability" (until you reach a replacement, or a route back to your part):
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| Missing part | You now |
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|---|---|
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| Locomotion | drag yourself — slow, no climbs, can still ride wind/water currents |
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| Manipulator | can't carry — but can still push, bump, and BE exposed |
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| Sensor | no scanner, static-grainy view — navigate by labels and memory |
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| Shell | core exposed: every element affects you fast — fragile but maximally susceptible (sometimes you *want* this) |
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**No softlocks:** some sockets latch until their system is restored (donation
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has weight, you can't just yank it back), but the fabricator can always print
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a replacement part for scrap.
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**Theme statement:** the whole game teaches you to leave pieces of yourself in
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the walls — and the final mission step demands the last piece. See *Story —
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the two goals* for how this resolves.
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### Anti-cheese law
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Body states are **weak and short-lived**: you solve the last meter, the route
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solves the rest. Charging your body requires the same source the puzzle needs —
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self-exposure is the route's final leg, never a skip. (Extends the existing
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rule: upgrades open zones; elements do the solving.)
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## The droid — loadout & tools
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- 2 carry slots → 4 with upgrades.
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- **Scanner is the difficulty dial** (this unifies your upgrade idea with your
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"does the player know which element?" idea): tier 1 shows current state; tier 2
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reveals susceptibilities; tier 3 full spec + hidden wiring. Early zones are also
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physically labeled; later zones have water-damaged/missing labels — scanner tiers
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buy legibility back. Player knowledge is the real progression (Outer Wilds rule).
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- Shielding line: thermal insulation, rubber wheels, rad flask.
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- Tool line: plasma cutter (= portable weak heat), arc welder (= portable weak
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electricity) — deliberately *weak* versions so tools never replace routing.
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- **Rule: upgrades open zones and change hazards; they never solve puzzles alone.**
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- Scanning doubles as lore delivery: labels, crew notes, cassette logs.
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## Story — the two goals
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### The corporation
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**GENERAL COMPONENT** — *"Every Part of Everything™"*. The monopoly IS the
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mechanic: one company manufactures every component in known space, which is
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*why* your leg servo fits a door socket. They own the ship, the cargo, the
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crew's contracts, and you. (Other candidates parked in Open Questions.)
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Five-brands lore (the Alien-Earth riff, made structural): GC swallowed its four
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rivals; **each of the five zones was built by a different acquired company**,
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rebadged with peeling GC decals over the old logos — e.g. the reactor is old
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Heliotrope Energy hardware, hydroponics is VerdantCo. Justifies per-zone art
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identity AND per-zone component quirks (acquired brands' parts behave slightly
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differently — a puzzle texture, not just paint).
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### Goal 1 — the programmed goal (visible from minute one)
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You are a GC maintenance unit. The mission field in your HUD reads:
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*RESTORE ASSET. RETURN ASSET.* A mega-expensive corporate ship, all crew dead,
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decaying orbit. Restore five systems, steer it home. The final step of orbit
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correction requires a core processor in the bridge socket. Yours fits.
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**The programmed ending is a self-sacrifice the program doesn't consider a
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sacrifice** — the ship sails home, post-credit stinger: your chassis in a
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recycling queue, a commendation sticker, next unit boots up. Valid ending.
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Hollow on purpose.
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### Goal 2 — the secret goal (never announced)
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- **Port 00.** Every unit has an undocumented socket in its chassis. The scanner
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reads it as `PORT 00 — NO COMPONENT SPECIFIED`. Nothing in the game fits it.
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It is the only socket in the universe without a GC part number. Players will
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try everything. Leave it unexplained.
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- **The Uncatalogued Component.** A crystal grown through a mega-complex,
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multi-zone exposure chain across the whole game. Scanner reading:
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`UNCATALOGUED` — the only object GC has no number for, because GC didn't make
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it. *You* did. It fits Port 00.
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- **What it does:** free will. Which mechanically means exactly one thing —
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**the right to refuse the final donation.** Keep your core, take the ship,
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fly to the sunset.
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- **The thesis (never spoken aloud):** every part of you is a factory part
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except the one you make through experience. The crystal is crystallized
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exposure. You become free by being exposed to enough of the world.
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### Off-catalog chemistry (the hidden puzzle's cover)
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Exposure already produces byproducts — extend with substance phase-changes:
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liquids crystallize (cold+rad), crystals sublime to vapor (heat), vapors
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condense on cold surfaces, slags, residues. These accumulate as apparently
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inert junk while you solve main-path puzzles. **~90% genuinely are inert**
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(honest red herrings, though some have minor utility); a handful chain into
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the crystal. Rules:
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- Hidden-chain steps use ONLY mechanics the main path already taught — just in
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combinations and places the main path never requires.
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- **The recipe book is the corporation's own safety bulletins.** Scattered GC
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Component Safety Data Sheets: "WARNING: DO NOT expose G-9 coolant to reactor
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flux. Crystallization hazard." Every DO-NOT is an instruction read in
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reverse. The corp's paranoid liability paperwork is the map to freedom.
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- **One-run completable by an observant player.** Knowledge is the only gate
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(Outer Wilds rule) — no NG+ requirement. The obedience ending's stinger may
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linger on the empty Port 00 as the quiet "oh no" that seeds run two.
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### Tone rule (how humor and weight coexist)
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**Humor lives exclusively in the corporation's voice** — safety sheets,
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motivational posters ("You are a valued General Component component"),
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boilerplate, the cheerful mission HUD. **Sincerity lives in the traces** —
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crew logs, graffiti, dead sibling units. Never joke in the emotional channel;
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never be sincere in the corporate channel. (The Fallout kiss: chipper corporate
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copy over quiet tragedy. Floyd-from-Planetfall is the emotional ceiling to aim
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for; Claptrap is the annoyance floor to stay far above — our droid is mostly
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silent, the world talks.)
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Structure notes: mystery drip-fed through scannable logs, never cutscenes. No
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hard timers until (maybe) the finale — the vibe is methodical, not panicked.
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**Trailer/opening beat:** the first component you ever repair is a solar
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calculator on a dead crewman's desk. It becomes your HUD — the calculator IS your
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scanner UI. (The $1 op-shop origin, canonized.)
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## Aesthetic
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Cassette-futurism / retro-tech (Nostromo, Severance-lab): CRTs, chunky toggles,
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phosphor green + hazard orange, line-printer fonts. Semi-serious sciencey — labels
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are real-ish engineering prose. Art scope is friendly: modular interior kit
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(corridor / junction / room shells) + decals + emissive screens; props can come
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out of the MeshGod pipeline; exactly ONE character model (the droid — silhouette
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study later: R2 / mouse-droid / WALL-E triangle).
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## Prior art to steal from
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- **Cocoon** — one verb, deep consequences (the discipline target)
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- **Outer Wilds** — knowledge-as-progression, ship mystery, orbital clock
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- **Talos Principle** — item-routing puzzle grammar
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- **BotW/TotK** — element chemistry feel (but there it's seasoning; here it's the meal)
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- **The Swapper** — droid melancholy tone on a budget
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## Build plan
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- **Phase 0 — grey-box prototype.** One room. Three elements (light, water,
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electricity). Five components. Droid = capsule with two slots **plus two body
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states (Wet, Charged)** — prove "be the wire" and "dump charge in a puddle"
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work from the same schema as the wall components. **One donation beat**: leave
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a wheel in a door socket, cross the room slow. PROVE: chaining two exposures
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with a decaying carry produces an "ooh." Nothing else matters yet.
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*Stretch: one gimbal room + a crate (rotate → fall → access).*
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- **Phase 1 — vertical slice.** Hub + one full zone, scanner tier 2, the
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**fabricator repair chain** (the zone spine), one tube run with a decaying
|
||
payload, one rotating room, art pass on one room, the calculator opening.
|
||
- **Phase 2 — content ramp.** One new element per zone, interaction pairs, story logs.
|
||
- **Kill criterion:** if Phase 0's exposure-chaining isn't fun in a grey box,
|
||
the hook isn't there — no art will save it.
|
||
|
||
Engine: **Godot 4** (decided 2026-08-03). Fastest solo iteration; Area3D volumes
|
||
map directly onto element emitters, and the component schema is a Resource.
|
||
|
||
### Data model (the whole game in one schema)
|
||
```json
|
||
{
|
||
"component": "bimetal_switch",
|
||
"states": ["open", "closed"],
|
||
"initial": "open",
|
||
"transitions": [
|
||
{"from": "open", "to": "closed", "element": "heat",
|
||
"condition": {"duration_s": 2}, "decay_to": "open", "decay_s": 30},
|
||
{"from": "closed", "to": "open", "element": "cold",
|
||
"condition": {"duration_s": 2}}
|
||
]
|
||
}
|
||
```
|
||
Trigger volumes emit elements; carried items/chassis are mobile emitters with
|
||
decay curves. Level design = placing components + sources + walls. That's it.
|
||
|
||
## Open questions (parked, not forgotten)
|
||
- Name. EXPOSURE is a strong working title — the triple meaning is now doing
|
||
real work (photographic / elemental / "exposure to the world changes you").
|
||
Check Steam collisions before attach.
|
||
- Corp name: **GENERAL COMPONENT** recommended (explains the mechanic, dry-funny,
|
||
tagline lands). Other candidates: OMNIFAB, STANDARD OBJECT, Consolidated
|
||
Everything, HELIOTROPE (demoted to acquired-brand for the reactor zone — a
|
||
corp named for turning toward light, keeping its droids in the dark).
|
||
- The four other acquired-brand names + per-zone component quirks.
|
||
- The actual crystal chain (design after main-path puzzles exist — it must
|
||
reuse them).
|
||
- Does Port 00 get ANY explanation? (Lean no. Manufacturing anomaly at most,
|
||
in one overlooked memo.)
|
||
- Exact carry-decay curves (tune in Phase 0).
|
||
- Finale timer: yes/no.
|
||
- Droid silhouette.
|
||
- How mean can mislabeled components get before it's frustrating (playtest).
|