0ba5341f0e
The why-document and production spec now live and version alongside the code they govern, instead of loose in the Unity POC folder — which is how the original design docs got lost. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
590 lines
28 KiB
Markdown
590 lines
28 KiB
Markdown
# Soul Game — Design Document (Reconstructed)
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> Reconstructed July 2026 from the code, code comments, and git history of the
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> February 2026 proof of concept, plus the world design re-stated from memory
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> in July 2026 (marked as such). The original planning documents were lost.
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>
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> **Companion document**: `SPEC.md` in this folder (July 21, 2026) — the production spec:
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> engine choice, constrained-emergence NPC philosophy, materials/building/
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> transport systems, MVP scope (South town world-sim), and phased roadmap.
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> This file is the *why*; SPEC.md is the *what to build first*.
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---
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## Premise
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A game about the impact of souls on the world — and the world's impact back on them.
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The player is a soul that lives, dies, and reincarnates in a small mountain town.
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The soul itself never changes and is never harmed. What changes is what layers
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over it: **debris**, accumulated through how the soul regards itself, how it
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regards others, and how others perceive it. The thicker the layers, the less of
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the soul's light reaches the world.
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There is no HUD, no morality meter, no labels. The player discovers every rule
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by living with its consequences across multiple lives.
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---
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## The Soul
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The soul is **a radiating source with gravitational mass**. It is invariant:
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a stable `SoulId` persists across every reincarnation, along with a count of
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lives completed.
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Debris accumulates from three sources:
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| Source | Direction | What it is |
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|---|---|---|
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| **Self-regard** | internal | contempt, fear, shame, inflation — how the soul sees itself |
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| **Others-regard** | internal | treating people as resources, extractive attention, blindness to others' personhood |
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| **External perception** | external (partly outside the soul's control) | distorted perception from heavily-layered souls landing on this soul's atmosphere |
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Key decisions:
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- **Debris does not corrupt the soul. It layers over it.** At total encasement
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the soul beneath is unchanged — its light is just unreachable from outside.
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- Total debris is the average of the three sources; **radiation strength** is
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its inverse, and determines how strongly the soul imprints on the world.
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- Debris exists as discrete **pieces**, each with a weight (0–1) recording how
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structurally embedded it is. Weight comes from how long it was held, how
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load-bearing it became, and how deliberately it was built — repeated harm
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weighs more than thoughtless harm.
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## Death and Reincarnation
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Death is the hinge of the whole game. The soul does not die — only the body does.
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- **Light debris (weight < 0.5) clears at death. Heavy debris carries forward.**
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The player discovers this by watching what survives reincarnation.
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- The body resets to fresh living tissue; the player respawns; `LivesCompleted`
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increments. The soul is unchanged at either extreme.
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- The soul saves to disk after death processing (not before), so reincarnation
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has cross-session weight. The next life starts with exactly what survived.
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- Death comes from old age, driven by world time (~30 in-game days for the
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player in the POC). R key is an editor-only test trigger.
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- **Life length is deliberately not nailed down** — the POC's 30 days /
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2-minute days are prototype values only, not a design decision.
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## The Feedback Circuit
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The central mechanic — the "impact of souls" — is a closed loop run by the
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`SoulFieldSystem`:
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```
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Souls imprint on objects → objects carry the field forward →
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objects press on nearby souls → those souls imprint differently.
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```
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- **Passive imprinting**: souls constantly imprint on objects within their field
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radius (~3 units), low intensity, requiring minimum sustained proximity.
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Strength falls off with distance. Clear souls leave positive contributions;
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debried souls leave negative ones.
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- **Deliberate imprinting**: intentional engagement (the E key, or NPC
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interactions) imprints much more strongly. **Intentionality is the
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multiplier** — the weight is in the act, not in which button was pressed.
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Moral weight lives in the soul's debris state at the moment of contact.
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- **Objects press back**: an object's accumulated net field nudges nearby souls'
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external-perception debris — positive fields ease it down, negative fields
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press it up. Being surrounded by clear-soul objects makes it slightly easier
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to radiate.
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- **Souls press on each other**: two souls in proximity exert atmospheric
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pressure both directions simultaneously; the net effect depends on their
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relative debris states. Being near someone who radiates clearly makes it
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easier for others to radiate too.
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- **The civilizational field is emergent, not zoned.** A place's character is
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the sum of what its objects carry. There is no separate regional field value.
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### Moral consequence rules
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- **Darkening another person generates others-regard debris** in the initiator,
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proportional to the harm — "the act of darkening someone deepens the
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blindness that caused it." This is the only debris that can become heavy
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through a single deliberate act.
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- **Self-regard debris fires on knowing engagement with harm**: engaging with a
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negative field while already significantly compromised (total debris > 0.3 —
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below that, the soul may genuinely not know) marks the soul internally.
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Same rules for player and NPCs.
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- **Harm is easier than healing — by design.** A positive object field can
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displace the lightest external-perception piece from a soul's history, but
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clearing force is deliberately weaker than accumulation. And only
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external-perception debris clears this way: *what the external world put
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there, the external world can take back*. Self-regard and others-regard
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debris require different, deeper forces of matching specificity — removal
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demands an equal and opposite force of the same type.
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- Receiving contact presses back at **half strength** — receiving is less
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forceful than initiating.
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---
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## The World Schema
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Every entity in the world — objects, organic matter, spaces, people — carries
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the same schema. **No entity is exempt.**
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1. **Composition** — material layers (a knife: iron core → wooden handle →
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leather wrap), state (intact/worn/broken/alive/decomposing/…), and structure
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(hollow, open, capacity, portable) — the perceptually obvious facts any
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observer can read without knowing what the object "is for."
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2. **Time** — age in days plus a history of significant events (created,
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broken, repaired, changed hands, sustained use).
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3. **Soul field** — the layered record of every soul that had sustained contact
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with it, oldest imprint deepest, summed into a net field strength.
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### Capability is computed, not stored
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What a thing can do follows from what it is made of, its state, and its
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surroundings — dry wood is combustible, a hollow open low-porosity vessel holds
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liquid, the same object in different environments has different capabilities.
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### Perception is gated by knowledge
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Capability being physically present is not enough — **the observer must have
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encountered enough of the world to perceive it as available.** Knowledge has
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two layers:
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- *Known capabilities* — which possibilities the observer can perceive at all.
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- *Capability→need meaning* — which of those the observer has personally
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connected to their own needs ("I know hollow things hold liquid, and I know
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that helps with water"). **The object never tells the observer what it is.
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The observer assigns meaning through experience.** Two observers can assign
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different meanings. Meaning is learned — through community knowledge at
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birth, direct discovery, or watching others.
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---
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## NPCs — People, Not Systems
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An NPC is a person: a soul in a body moving through the world, running the
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**same soul rules as the player** — same imprinting, same debris accumulation,
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same interaction logic as the player's E key.
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### Needs drive everything
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Three needs — rest, water, nourishment — deplete over time. An urgent need
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overrides everything and pulls the NPC to the nearest source.
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**Soul debris makes life physically harder**: depletion scales up with total
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debris (a burdened soul wears faster) and restoration scales down (the same
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well gives less to a burdened soul).
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### Roles emerge; they are not assigned
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An early design had waypoint routes and named roles. This was deliberately
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removed: when no need is urgent, NPCs simply seek the nearest soul or entity
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and engage with it. *Where they end up, what they return to, who they
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consistently encounter — that is who they become. A person who ends up near
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the well becomes someone who tends the well. The role follows from the life,
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not the other way around.* Only intrinsic qualities distinguish NPCs: soul
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state, pace, and how long they linger.
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### Discovery and social learning
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Finding a need source is three-phase: (1) community-known sources everyone
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grew up with (the well, the stalls, the houses); (2) if those fail,
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alternatives scored from personal knowledge; (3) genuine experiment — try the
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hollow open thing, record the failure or learn from the success. Successful
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discoveries are broadcast to nearby observers; NPCs also pick up **social
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cues** ("someone was here for a reason") by watching each other, and failed
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experiments aren't repeated for a while.
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### Memory — echoes, not recognition
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NPCs carry **emotional echoes** of past interactions, keyed to the player's
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SoulId — so they survive the player's reincarnations even though the body
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changes. *The NPC does not know who the player is or was. What persists is a
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felt warmth or coldness they cannot explain.* Echoes fade very slowly; a
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single interaction doesn't define a relationship, but consistent behavior
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across encounters does. The expression is behavioral only: a warm echo makes
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an NPC linger up to twice as long with the player; a cold one makes them
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leave up to twice as soon. No label, no announcement — **the dwell time is
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the whole expression.**
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### Mortality
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NPCs age and die on their own schedules. When one dies, a flat stone grave
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marker is left where they fell — a physical trace that persists.
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---
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## Time and Daily Rhythm
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A world clock drives everything: configurable real-seconds-per-day, days →
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seasons → years, and entity/body aging on each day tick. The day has three
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phases that shape town life:
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- **Morning (0–7)** — everyone pulls toward home; brief stops.
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- **Day (7–18)** — full need-driven behavior.
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- **Evening (18–24)** — everyone drifts to the communal gathering point by the
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market.
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---
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## The Player Experience
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- **One interaction key (E), no UI, no labels.** Pressing E near an entity
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imprints the soul on it and lets the entity's field press back. Near an NPC,
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E prioritizes the person — soul-to-soul deliberate contact.
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- **The camera is the only "meter."** Alignment distance drifts very slowly
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with total debris — a clear soul's camera closes in; an encased soul's
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camera pulls back. *The change is felt across lives, not within a frame.*
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- **F toggles first-person task focus.** Originally automatic (camera pulled
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in after interactions), changed to player-controlled because *the game
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cannot reliably know when the player wants first-person detail.*
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- WASD + mouse look, third-person follow camera, R (editor) = test death.
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---
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## The World — Four Towns
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> This section is the world design as re-stated from memory in July 2026.
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> It extends beyond what the POC implements.
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### The reincarnation loop, at world scale
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Every time the player dies they come back, and **no ordinary NPC remembers
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them** — recognition dies with the body. But **their actions carry beyond
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their life**:
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- **Structures the player helps build persist in the world** across lives.
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The world is the player's real save file.
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- **NPCs hold memories of past versions of the player based on their
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impact** — not who they were, but what they did. (In the POC this exists
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as warmth echoes keyed to the SoulId: a felt warmth or coldness the NPC
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cannot explain.)
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Rules of rebirth:
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- **Rebirth location is a random point in the world.** The player does not
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choose it, and it is not steered by their soul state. Over many lives,
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randomness alone guarantees the player encounters all four towns and the
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blended spaces between them.
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- **The player chooses nothing at rebirth.**
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- **Residual soul carries over** — something left of the soul that
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transcends the past life, beyond the heavy-debris carryover.
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- The player is not reborn as a baby (that would eat up too much play
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time), but the world still perceives their age — see Reincarnators below.
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### Reincarnators — the old world
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The player is a **reincarnator**: a soul that **remembers its lives**. This
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is what makes them different — not power, but continuity of memory.
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- **The player is not the only one.** Other reincarnators exist in the
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world.
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- Reincarnators are viewed as **the old world** — beings from a time when
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consciousness was tied to energy rather than physical form.
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- The player skips childhood on rebirth, but **NPCs view and respect their
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age** — the world perceives the age of the soul, not the body. An old
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soul is treated as old, whatever it looks like.
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- Ordinary NPCs still never recognize the player across lives; only impact
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echoes persist for them.
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### Soul recognition — "who you were, not who you are"
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Some ordinary people — unaware the player is a reincarnator, unable to
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explain what they're sensing — **recognize the player's soul**. They do
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not know who the player was in a past life. But **they can tell who the
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player *was*** — the character of the person, not the identity. A felt
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familiarity with the shape of a soul.
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- This sensitivity **stems mostly from the northern town** — a culture
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that keeps shrines to generational soul objects has spent generations
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practicing the reading of imprints. Attunement to souls is their
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inherited craft, even if they'd never name it that.
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- Distinct from reincarnator recognition (which is knowing) and from
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impact echoes (which are feeling): this is *perceiving* — a north-trained
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person meeting a returned soul senses "you were someone gentle" or "you
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were someone to be careful of," with no idea why.
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- Design rule for dialogue and behavior: these people respond to the
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player's *past* nature, never their past identity. No names, no events,
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no "you're the one who…" — only character.
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### Residual soul — impact dictates rebirth
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> Working direction (July 2026): neither carried clarity nor accumulating
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> essence — **the impact your soul had on the world dictates the amount of
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> soul you are reborn with.**
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The world is the arbiter of the soul itself. A life's impact is measured by
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the world's own ledger — imprints left, structures raised, lives touched —
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and the next life begins with soul in proportion.
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Decided: **it is both — the nature of your soul and the impact it had on
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the world** together dictate what you are reborn with. Significance and
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clarity are still two readable axes, but neither alone is the verdict:
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- **Impact on the world** = how much you mattered (significance).
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- **The nature of the soul** = how you mattered (clarity/debris). A tyrant
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is reborn vast and heavy; a kind soul who touched nothing is reborn
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clear but faint — and the fullest rebirth belongs to a soul that was
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both clear and consequential.
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This is what the graves already say — tended (positive impact), run down
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(negative impact), *overgrown* (none). The overgrown grave is the saddest:
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the world's punishment for an unlived life is that there is less of you
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next time.
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Implications to design deliberately:
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- **Stakes and endings**: if soul can shrink toward zero, a soul that stops
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mattering may eventually fade into the world rather than return to it —
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and a soul of immense accumulated impact may transcend the loop. Whether
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fading is a fail state or a bittersweet ending, and whether transcendence
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is the game's end, is the largest open question in the design.
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- **Flywheel risk**: if amount of soul scales presence (field radius,
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imprint strength), influence compounds and faint souls may struggle to
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ever matter. Likely mitigation: judge impact *relative to soul size*, so
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a faint soul moving one person is weighed as generously as a vast soul
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moving a town.
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- **Respect is presence, not seniority**: what NPCs perceive in a
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reincarnator is amount of soul. An ancient soul who squandered ten lives
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commands little. East-town fakers are specifically faking presence.
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### Reincarnator archetypes (per SPEC.md — post-MVP)
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Fellow reincarnators **do** recognize souls across lives — resolved. Three
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archetypes:
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- **Positive reincarnators** — recognize souls, use that insight to help
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the world grow.
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- **Selfish reincarnators** — recognize souls, exploit that insight for
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personal gain.
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- **Unaware sensitives** — ordinary NPCs who feel a soul's familiarity
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without consciously recognizing what they're perceiving: *"I don't know
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where I've met you before, but I know that I have."* (This confirms the
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"cannot explain" reading of soul recognition; the north-town framing —
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a culture whose traditions preserve a folk explanation — remains a
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flavor layer on top.)
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Open questions still standing:
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- How each town's culture treats a visibly old soul (reverence, courtship,
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imitation, simple acceptance) — a natural axis of town differentiation.
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- Fading vs. transcendence as ending states (see above).
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The world begins set off with four main areas, each a civilizational field
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made concrete — the emergent sum of what its people's souls have imprinted
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on its objects, homes, and land over generations.
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### North — the generational town (positive)
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Based in a positive respect for generations. Older generations help the
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younger and pass on knowledge, strengthening the community; younger
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generations help the older out of the kindness that was shown to them —
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reciprocity running on gratitude, not obligation.
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- Homes may keep **shrines to soul objects** — objects imprinted across
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generations of clear souls (the SoulField imprint stack made sacred).
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- **Personality shows within the home rather than being displayed on the
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outside.** What matters here is interior, not performed.
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### West — the materialist town (negative)
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People are more connected to material objects than to community. A sense of
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greed and gluttony that **isn't loud when the player first steps into town**
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— it shows over time, as the player watches the townspeople's priorities.
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- Houses **show personality on the outside while being almost identical on
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the inside** — the inversion of the north town. What matters is the
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perception of material wealth, not the life inside.
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- People do things for some small margin of return, whether they are aware
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of it or not.
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### South — the nature town (positive)
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Connected with the world around them. They take only what they need from the
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land and are rewarded by nature for it. A mutual respect for all living
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things, shown equally in how they treat neighbors and wildlife.
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- **No animal is scared of people, because they have nothing to be scared
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of.** The townspeople have a strong relationship with the animals.
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- Relationships with the outside world grow organically — trade routes are
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set up only where necessary, and are never the focus.
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- **Almost no currency circulates.** An unsung pay-it-forward system helps
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the world around the town grow.
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- This is where flora and fauna are most abundant — the land itself is the
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town's positive field made visible.
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### East — the selfish town (negative)
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<!-- TODO: direction needs confirming — originally stated as "west" but the
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materialist town already holds west. -->
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Focused entirely on self-gain. At first it may appear that townspeople do
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things for others out of the kindness of their heart, but **there is always
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an ulterior motive**. People lie and deceive — and because everyone here
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does it, it is so normal that no one bats an eye.
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- People **rise into power almost overnight**: they have been scheming and
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plotting so long that once the plan comes together, no one can stop them.
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- Once in power, they manipulate others for personal gain — false promises,
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going back on their word.
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- **Key nuance (from SPEC.md): this is not oppression that people resent.**
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Everyone in the east operates by the same rule, so no one feels wronged —
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the system is stable because it is mutually, openly selfish. Personal
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gain carries no guilt here.
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- Relationships are structured to trap: contracts and employment built for
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ongoing obligation and dependency.
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### How the towns work mechanically
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The four towns are the four corners of the debris model lived out at
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civilizational scale:
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- The two positive towns differ in *where* clarity points: north inward
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(community, generations) and south outward (land, living things).
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- The two negative towns differ in *how* debris presents: west accumulates
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it openly through objects (material attachment — others-regard debris
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toward things), east conceals it behind performed kindness (deception —
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others-regard debris toward people).
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- Both negative towns share the same first impression rule: **the darkness
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is never loud on arrival.** It is discovered the same way every system in
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this game is discovered — by living there and watching what people
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actually do over time.
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- Interior/exterior of homes is a readable design language: north hides its
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wealth of meaning inside; west performs wealth outside and is hollow
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inside.
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### The poles and the return flow
|
||
|
||
The four towns are the poles of the world's positive and negative energy.
|
||
The flow runs in two phases:
|
||
|
||
1. **Outflow** — energy flows from the poles first, blending across the
|
||
rest of the world (the geography-as-blend-space idea below).
|
||
2. **Return** — as the world evolves, those energies eventually flow back
|
||
to the towns that produced them. Over time each pole **organically
|
||
becomes its own shadow of the past**: the north's reverence can return
|
||
to it as calcified tradition, the south's harmony as insularity, the
|
||
west and east reaping the cultures they exported.
|
||
|
||
No town is a static backdrop — the poles are subject to the same feedback
|
||
circuit as everything else. This is the "no entity is exempt" rule at
|
||
civilizational scale: the towns' shadows are not authored, they are earned
|
||
by the simulation over time, shaped in part by what the player's lives
|
||
contributed to the flow.
|
||
|
||
### Design hypothesis — geography as a blend space
|
||
|
||
> Status: hypothesis, suggested by the mountain town's culture following
|
||
> its map position; the outflow phase above is its mechanism.
|
||
|
||
If a settlement's character follows from where it sits between the four
|
||
corner towns, then geography itself is a blend space: any place in the
|
||
world interpolates between the four fields based on its position. The
|
||
mountain town is the first data point — northwest-leaning-north, so mostly
|
||
generational with a faint material streak that shows as personality
|
||
creeping out of its homes.
|
||
|
||
This fits the existing principle that the civilizational field is emergent,
|
||
not zoned: the four towns wouldn't be four biomes with borders, but four
|
||
poles of a continuous field the player learns to read. It would also give
|
||
every future settlement, waypoint, or ruin a free first draft of its
|
||
culture — position implies disposition — with authored detail layered on
|
||
top where it matters.
|
||
|
||
---
|
||
|
||
## The Player Fantasy
|
||
|
||
> Direction, still being shaped: whatever energy the player puts into the
|
||
> world is how the world rewards them.
|
||
|
||
The player is not a special class of being — **they can do everything an
|
||
NPC can do**. Live, work, build, form relationships, satisfy needs, grow
|
||
old. The frame is a life-RPG in the spirit of Fable (touchstone: the new
|
||
Fable, slated for early 2027): a life lived in a reactive world, except
|
||
here the reaction runs on the soul simulation rather than scripted
|
||
reputation, and the ledger spans many lives instead of one.
|
||
|
||
There is no quest log standing in for motivation. The pull is the same as
|
||
the systems: a player who keeps playing realizes the results of their
|
||
actions — the world mirrors their energy back, and that mirror (graves,
|
||
animals, echoes, what their structures became) is the reward and the
|
||
consequence. What the hour-to-hour verbs are beyond the NPC verb set is
|
||
the open question to develop next.
|
||
|
||
---
|
||
|
||
## The Mountain Town — Starting Slice
|
||
|
||
### Place in the world
|
||
|
||
The mountain town sits **roughly northwest of the center of the world,
|
||
leaning more toward north** — and its culture follows its position on the
|
||
map. Its people recognize the generational values of the positive town to
|
||
the north, but their slight westward lean means they **ever so slightly
|
||
value the material world as well**.
|
||
|
||
This shows as **personality creeping out of their homes** — not malicious,
|
||
not the west town's performed wealth, but noticeable to the trained eye. On
|
||
the interior/exterior design language, the mountain town sits between the
|
||
north (personality fully inside) and the west (personality fully outside):
|
||
a first, gentle hint of the gradient the player will later read across the
|
||
whole world. As the starting area, it teaches the player to notice these
|
||
things before either extreme is encountered.
|
||
|
||
### Layout (as built in the POC)
|
||
|
||
A small town with real spatial logic: market at the center, a residential ring
|
||
of five houses (A–E), the well by house B, farm to the south, mountains in the
|
||
distance, player spawning at the south edge facing north into town. Seven
|
||
interactable objects carry entity data; well/stalls/houses are community need
|
||
sources; houses are neutral — named A–E, no role labels.
|
||
|
||
Five people, distinguished only by soul state, pace, and dwell:
|
||
|
||
| | Archetype | Soul state | Movement | Life |
|
||
|---|---|---|---|---|
|
||
| A | **The Worker** | light debris (0.10/0.10/0.15) | working pace, lingers at each stop | 180 days |
|
||
| B | **The Keeper** | most radiant (0.05/0.05/0.08) | gentle, settles long — *the well becomes theirs through repetition, not assignment* | 210 days |
|
||
| C | **The Elder** | light-moderate | very slow, lingers longest | 220 days — **starts at day 200; they will die during the player's first life. Their death is the player's first lesson in impermanence.** |
|
||
| D | **The Young Restless One** | moderate (0.15/0.15/0.20) | fast, short stops — *covers more ground than anyone, settles at none of it* | 160 days — restlessness wears the body faster |
|
||
| E | **The Quiet One** | highest external-perception debris (0.28) — *most aware of how others see them; the ache is present* | medium pace | 190 days |
|
||
|
||
---
|
||
|
||
## Design Principles (as practiced in the POC)
|
||
|
||
1. The soul is never the thing that changes — only its covering.
|
||
2. No labels, no meters, no tutorializing. Systems are discovered by living
|
||
with them; the reveal is in what survives death. **Never labeled, always
|
||
expressed**: the world interprets the player's life in its own way and
|
||
answers through itself —
|
||
- Southern animals, unafraid by nature, grow easily scared of a player
|
||
carrying a negative score.
|
||
- The player's grave from a past life is the world's verdict on that
|
||
life: tended and cared for if they mattered, left overgrown if they
|
||
made no impact, run down if the impact was negative.
|
||
- These are readings, not read-outs — the world decides for itself how
|
||
to interpret a life.
|
||
3. Moral weight lives in the state of the soul at the moment of contact and
|
||
in the intentionality of the act — not in which button was pressed.
|
||
4. Harm is easier than healing, always and by design.
|
||
5. Everything runs the same rules. NPCs are not scripted characters; they are
|
||
souls under the same physics of regard.
|
||
6. Identity is emergent — for objects (meaning assigned by observers), for
|
||
people (roles grown from lived patterns), and for places (fields summed
|
||
from objects).
|
||
7. Feedback is embodied, not displayed: the camera's distance, an NPC's dwell
|
||
time, what a well gives you.
|
||
|
||
---
|
||
|
||
## Status (February 2026)
|
||
|
||
Unity 6 / URP proof of concept, built Feb 23–26, 2026. Verified working:
|
||
the full feedback circuit (imprints accumulate on in-range objects, distant
|
||
objects receive none), soul-to-soul pressure, reincarnation with heavy-debris
|
||
carryover and disk persistence, the alignment camera, need-driven emergent NPC
|
||
behavior with discovery/social learning, NPC memory echoes across player
|
||
lives, the daily rhythm, and the mountain town slice (`MountainTownSlice`
|
||
scene; `SoulSpreadTest` is the earlier test bench). Scenes are rebuilt by
|
||
editor tools: **Tools > Game > Build Mountain Town** / **Build Test Scene**.
|
||
|
||
Lost design docs referenced by the git history ("five NPCs whose soul debris
|
||
states and routes reflect the design documents") covered at least the NPC
|
||
archetypes and the town layout; those decisions survive in
|
||
`SceneBootstrapper.cs` and are captured above.
|