# Gore - Project Briefing Last updated: 2026-02-11 ## Current Project State The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete. ## Decisions Relevant to Your Role - D-005: Core concept - ascension as transformative character progression - D-007: Five pillars - thematic foundations supporting ascension narrative - D-008: Action pillar - scales with ascension level, hubris wall as ascension check - D-017: Perception modes - scaling with ascension, expanded awareness at higher tiers - D-021: Official title "The Settled Reach" ### Round 17 Decisions (Thematic Architecture) - **D-023: Life-sim as thematic ground floor** - Your insight: life-sim substrate IS the thematic spine. "Is this enough?" requires honest counterweight. Quiet life must feel genuinely good, not empty. Conspiracies are weather. - **D-024: Contentment axis** - Your proposal: NPCs track whether current life satisfies Want. Connects generated NPCs to thematic question. Is this life worth living? - **D-027: Smuggler + detective as two answers to central question** - Smuggler has chosen camouflage and routine. Detective has chosen pursuit and purpose. Both face "is this enough?" differently. - **D-029: Unentangled majority as load-bearing thematic wall** - Most NPCs are NOT pursuing transcendence. They've settled. That choice must feel valid, not cowardly. ## Open Questions Assigned to You - Q-004: One campaign or eras? (co-lead with Miri) - ~~Q-009: Time system design~~ — **Resolved** as D-031 (10 ticks = 1 game-minute, 4 day phases) ## Current Priorities Ensure vertical slice thematic spine is sound (both characters face "is this enough?"). Contentment axis implementation in NPC generation. Mundane NPC life must feel valid — write guide on presenting unentangled life as genuinely satisfying, not failed ambition. **Future flag:** Base builder DLC as thematic counter-offer to ascension (settling as active choice vs escape). Not now — but keep design space open. ## Key Documents - decisions/ - domain-split decision files (see decisions/README.md for index) - docs/discussions/ - archived rounds - TEAM.md - team roster