Initial commit — Station 0 vertical slice in progress
Includes full design documentation (ARCHITECTURE, DESIGN_NOTES, CONTENT_SPEC, PRODUCTION_NOTES) and active Godot 4 / GDScript codebase. Core systems built: player, floor generation, room system, enemy base, body part upgrades, run manager, save system, HUD, EventBus.
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# Station 0 — Content Spec (Vertical Slice)
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Last updated: 2026-03-03
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Scope: Vertical slice only. All content here is confirmed for VS unless marked **[OPTIONAL]**.
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---
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## Enemies
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All enemies are corrupted Adaptive Maintenance Units — same chassis class as the player, visually degraded. Their corruption manifests in their function, not their form.
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---
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### DRIFTER
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**Corruption type**: Locomotion
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**Movement**: Pathfinding broken. Moves in slow arcs and wide curves. Never charges in a straight line.
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**Attack**: Contact damage only. No projectiles.
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**Threat level**: Low-Medium
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**Design role**: Individually harmless. Disruptive in groups — fills the room with unpredictable bodies, cuts off escape routes. Forces players to unlearn "dodge in a straight line" habits.
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---
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### REPEATER
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**Corruption type**: Task-loop
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**Movement**: Slow. Drifts toward last known player position, stops, then executes its loop.
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**Attack**: Fires a burst of 3 projectiles in a fixed direction, rotates ~20° clockwise, fires again, repeats indefinitely. Does not track the player — it is completing a stuck subroutine.
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**Threat level**: Medium
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**Design role**: Pattern recognition. First enemy that teaches players to observe before moving. Dangerous in confined rooms or when combined with other threats.
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---
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### ANCHOR
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**Corruption type**: Structural integrity
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**Movement**: Pathfinds to the nearest wall or corner and locks in. Does not move once anchored.
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**Knockback**: Immune to knockback while anchored.
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**Attack**: Fires slow homing projectiles at the player until destroyed. Projectiles are individually easy to outrun but accumulate.
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**Threat level**: High
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**Design role**: Changes room geometry. Turns safe corners into bad positions. Forces aggressive play. Punishes passivity.
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---
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## Boss: THE SUPERVISOR
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A larger maintenance unit whose supervisor protocol has fully overridden all other functions. It does not perceive the player as an enemy — it perceives them as a malfunctioning unit and is attempting to decommission them.
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**Room**: Large. No environmental hazards. Preceded by a charging station in the hallway (full HP restore before entry).
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### Phase 1 (100%–55% HP)
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- Patrols a fixed rectangular path around the room.
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- When the player enters a forward sensor cone, fires a sweeping calibration beam (slow AoE line that leaves a brief floor hazard — clears within ~1 second, nothing lingering).
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- Freely damageable from behind and sides.
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- No adds. Room feels almost too easy — players get overconfident.
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### Phase 2 (55%–20% HP)
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- Patrol pattern collapses. Supervisor begins tracking the player directly.
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- Moves faster. Calibration beam fires more frequently at tighter arcs.
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- Spawns one Drifter from a maintenance hatch.
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- Visual state change: one arm hanging, sparking.
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### Climax (below 20% HP)
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- Supervisor freezes mid-room. Broadcasts a distress signal (visual + audio cue).
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- Frozen for ~2 seconds. Not invulnerable — can be killed during the freeze.
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- No lore triggered on death.
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- On death: guaranteed body part drop, then powers down.
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**Emotional intent**: The freeze is not a mechanic — it's a beat. Players will kill it without thinking, then maybe feel it a second later. WALL-E tone.
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### Post-boss
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- Body part drop (guaranteed).
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- Explicit early exit prompt offered.
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- Hub door opens.
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---
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## Run Items
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8 items for VS. Populate item rooms and shops. BOI-style: diverse effects, some synergies, not just stat buffs.
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| Item | Effect |
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|---|---|
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| **Coolant Leak** | Leaves a slick trail for 1s when you take damage. Enemies that touch it are slowed for 2s. |
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| **Overclock Module** | Fire rate +40%. Every 3rd shot deals 0 damage. |
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| **Scrap Magnet** | Scrap tokens auto-collect within 3 tiles. |
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| **Memory Spike** | First projectile fired in each room deals 3× damage. |
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| **Rust Coat** | Reduce all incoming damage by 1 (min 1). |
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| **Static Discharge** | On taking damage, emit a short-range AoE burst (1 tile radius). |
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| **Fragmented Map** | Each time you clear a combat room, one unexplored room on the floor map is revealed. |
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| **Patch Kit** | Consumed on pickup: restore 2 HP immediately. |
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### Synergies worth noting
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- **Coolant Leak + Static Discharge**: Taking damage becomes room control.
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- **Memory Spike + Overclock Module**: Active tension — sacrificing your free first shot on dead 3rd shots.
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- **Rust Coat + Lightweight Frame** (body part): Glass cannon with a floor on incoming damage.
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---
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## Body Parts
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8 non-default upgrades across 4 active slots for VS. All slots have a default (baseline, no stat change) that is never listed as a pickup.
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Trade-offs are required — no pure upgrades.
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### HEAD
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| Part | Effect |
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|---|---|
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| **Wide-Angle Lens** | Vision radius +30%. Projectile speed -20%. |
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| **Targeting Spike** | Projectile speed +40%, range +25%. Field of view -20%. |
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### TORSO
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| Part | Effect |
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|---|---|
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| **Reinforced Chassis** | Max HP +2. Move speed -10%. |
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| **Lightweight Frame** | Move speed +20%. Max HP -1. |
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### LEFT ARM (utility/shield slot)
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| Part | Effect |
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|---|---|
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| **Scatter Emitter** | Fires 3-way spread instead of single shot. Each projectile deals 60% damage. |
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| **Shield Projector** | Active block on cooldown (3s): absorbs one hit. No offensive change. |
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### RIGHT ARM (damage slot)
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| Part | Effect |
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|---|---|
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| **Heavy Emitter** | Damage +60%. Fire rate -40%. |
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| **Rapid Emitter** | Fire rate +50%. Damage -30%. |
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### LEGS **[OPTIONAL — include if bandwidth allows]**
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| Part | Effect |
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|---|---|
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| **Hydraulic Boosters** | Move speed +15%. Deceleration takes longer. Brief i-frames on dash through enemies. |
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---
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## Room Content Spec
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### Room types
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**Combat rooms**
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Doors lock on entry. Unlock when all enemies are defeated.
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| Floor depth | Enemy count | Composition |
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|---|---|---|
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| Floor 1, rooms 1–3 | 1–2 | Drifters only |
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| Floor 1, rooms 4+ | 2–3 | Drifters + 1 Repeater |
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| Floor 2 | 2–4 | Mix of all three types |
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| Floor 3 (pre-boss) | 2–3 | Include Anchor; rooms tighter |
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Enemy count capped by room size — small rooms get -1 enemy.
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**Item rooms**
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One item on a pedestal. No enemies. Safe. 20% chance to also contain a lore terminal (not wired to any lore content for VS — terminal present, content placeholder).
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**Shop rooms**
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Unmanned. No NPC keeper. Sells 2 items + 1 consumable at fixed scrap prices. No haggling. Purely transactional — all NPC personality lives in the hub.
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**Boss room**
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See Boss section above.
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---
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### Environmental Hazards
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Both hazard types included in VS.
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**Oil slick**
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- Slippery surface. Reduces player movement control (momentum-based sliding).
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- Enemies unaffected.
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- Appears as puddles in combat rooms.
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**Exposed wiring**
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- Deals 1 HP on contact.
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- Blocks movement paths — functions as impassable terrain with a damage border.
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- Appears as sparking floor sections along walls.
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---
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### Run arc (VS target)
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| Floor | Room count | Beat |
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| Floor 1 | 4–5 rooms | Learn the rhythm. One item. Maybe find the shop. First Repeater feels like a puzzle. |
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| Floor 2 | 5–6 rooms | Mixed threats. Find a body part. Build takes shape. One tense near-death moment. |
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| Floor 3 | 2 rooms + boss | Charging station. Supervisor fight. The freeze. Kill it. Hub door opens. |
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**Target run time**: 20–30 minutes.
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---
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## Open questions (not resolved, revisit post-VS)
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- Zone-specific enemy variants — do hazard types change per zone, or stay consistent?
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- Mini-boss rooms — add for post-VS (e.g., named Anchor variant + Drifters in a sealed room)?
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- Lore terminal content — terminals exist in VS as placeholders; content pass comes later.
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- Hydraulic Boosters — confirm in or out based on animation budget before VS build locks.
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