Workshop produced 42 new tickets (#297-#338) + 6 updated, 9 new decisions (D-032 through D-040), and 53 dependency links. All 18 agent briefings updated to reflect 40 confirmed decisions. Key outcomes: Sera Venn as detective's FRIEND, Kael Davan as smuggler's FRIEND, all 6 wow moments in scope, converged 6+3 tag taxonomy, wiki taxonomy with 14 categories, 8 audio files via Stable Audio Open, 4 parallel unblocked work tracks identified. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2.3 KiB
2.3 KiB
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