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Station 0 — Content Spec (Vertical Slice)

Last updated: 2026-03-05 Scope: Vertical slice only. All content here is confirmed for VS unless marked [OPTIONAL].


Enemies

All enemies are corrupted Adaptive Maintenance Units — same chassis class as the player, visually degraded. Their corruption manifests in their function, not their form.


DRIFTER

Corruption type: Locomotion Movement: Pathfinding broken. Moves in slow arcs and wide curves. Never charges in a straight line. Attack: Contact damage only. No projectiles. Threat level: Low-Medium 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.


REPEATER

Corruption type: Task-loop Movement: Slow. Drifts toward last known player position, stops, then executes its loop. 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. Threat level: Medium Design role: Pattern recognition. First enemy that teaches players to observe before moving. Dangerous in confined rooms or when combined with other threats.


ANCHOR

Corruption type: Structural integrity Movement: Pathfinds to the nearest wall or corner and locks in. Does not move once anchored. Knockback: Immune to knockback while anchored. Attack: Fires slow homing projectiles at the player until destroyed. Projectiles are individually easy to outrun but accumulate. Threat level: High Design role: Changes room geometry. Turns safe corners into bad positions. Forces aggressive play. Punishes passivity.


Boss: THE WARDEN (Floor 1)

A containment unit whose crowd-control protocol has turned inward — it is now attempting to contain the entire room, including the player. Slow and methodical. The room itself becomes the threat.

Room: Large. No environmental hazards on entry. Preceded by a charging station (full HP restore before entry).

Movement

Patrols the room perimeter in a slow, continuous circuit. Never crosses the center. Fully predictable path — the danger comes from what it leaves behind, not from the boss itself.

Attack 1 — Barrier Sweep

Fires a wall of slow projectiles horizontally across the room. One or two gaps the player must find and move through. Telegraphed by a brief charge-up flash before firing.

Attack 2 — Mine Drop

Drops a stationary proximity mine at its current patrol position each cycle. Mines persist until cleared or end of fight. Over time the room fills with no-go zones — the safe path shrinks. Player must manage the accumulating hazard while dealing damage.

Post-boss

  • Body part drop (guaranteed).
  • Floor 2 portal opens.

Boss: THE RELAY (Floor 2)

A communications hub unit whose broadcast function corrupted into something aggressive. Erratic, unpredictable positioning. Forces the player to stay mobile and read the room constantly.

Room: Large. No environmental hazards on entry. Preceded by a charging station (full HP restore before entry).

Movement

Anchors near room center but teleports to a random position every 810 seconds. No warning before teleport — position resets without notice. Punishes clustering near the boss.

Attack 1 — Burst Transmission

On each teleport arrival, fires an 8-directional projectile burst. Player caught nearby takes damage before they can react. Creates a strong incentive to stay at mid-range and keep moving.

Attack 2 — Signal Drifters

Periodically broadcasts a signal that summons 23 Drifters. Not full waves — just enough to split attention. Relay continues teleporting and bursting while adds are alive.

Post-boss

  • Body part drop (guaranteed).
  • Floor 3 portal opens.

Boss: THE HIVEMIND (Floor 3 — Final Boss)

What the corruption becomes when it fully realizes itself. Individual units lose their original purpose and merge into a single machine that was never meant to exist.

Room: Large. Largest boss room in the run. Preceded by a charging station (full HP restore before entry).

Phase 1 — Assembly

No central target yet. Corrupted units flood the room in waves — Drifters, Repeaters, Anchors. As each one dies, it is pulled toward the center and physically joins the assembling structure (visual indicator builds up). Player must clear everything they've learned across floors 1 and 2 simultaneously, under pressure. The Hivemind core cannot be damaged during this phase.

Phase 2 — Active

The assembled machine comes online. Attacks are recognizable — a spread shot pattern like the Repeater, a slow sweeping area attack like the Warden, drifting projectiles like the Drifter. Familiar in shape, dangerous in scale. Player knows what each attack is but they are now coming from a single powerful source at elevated intensity.

Phase 3 — Unique

The Hivemind stops mimicking its components and expresses something none of them could do individually. Attacks to design:

  • Rotating beam that forces constant movement around the room
  • Room-wide pulse that pushes the player toward walls
  • Tracking projectiles that home slowly but persistently

Phase 3 begins below 30% HP. Visual state change — structure begins to crack and glow.

Post-boss

  • Body part drop (guaranteed).
  • Victory screen triggers. Run complete.
  • All remaining run credits returned to wallet on hub return.

Emotional intent: The Hivemind is not a villain. It's what happens when nothing is left to maintain and the only function remaining is persistence. Killing it ends the run — but the station is still empty.


Shelved: THE SUPERVISOR

Built and functional. Shelved from VS because its movement and attack profile (patrol + beam + adds) overlaps too closely with the Warden at the same tier.

Candidate uses post-VS:

  • Named mini-boss variant in a sealed room
  • Reintroduced as a late-floor elite enemy on higher difficulty
  • Escort mission antagonist

The Supervisor's WALL-E freeze/distress moment should be preserved whenever it returns — that beat is worth keeping.


Run Items

8 items for VS. Populate item rooms and shops. BOI-style: diverse effects, some synergies, not just stat buffs.

Item Effect
Coolant Leak Leaves a slick trail for 1s when you take damage. Enemies that touch it are slowed for 2s.
Overclock Module Fire rate +40%. Every 3rd shot deals 0 damage.
Scrap Magnet Scrap tokens auto-collect within 3 tiles.
Memory Spike First projectile fired in each room deals 3× damage.
Rust Coat Reduce all incoming damage by 1 (min 1).
Static Discharge On taking damage, emit a short-range AoE burst (1 tile radius).
Fragmented Map Each time you clear a combat room, one unexplored room on the floor map is revealed.
Patch Kit Consumed on pickup: restore 2 HP immediately.

Synergies worth noting

  • Coolant Leak + Static Discharge: Taking damage becomes room control.
  • Memory Spike + Overclock Module: Active tension — sacrificing your free first shot on dead 3rd shots.
  • Rust Coat + Lightweight Frame (body part): Glass cannon with a floor on incoming damage.

Body Parts

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.

Trade-offs are required — no pure upgrades.

HEAD

Part Effect
Wide-Angle Lens Vision radius +30%. Projectile speed -20%.
Targeting Spike Projectile speed +40%, range +25%. Field of view -20%.

TORSO

Part Effect
Reinforced Chassis Max HP +2. Move speed -10%.
Lightweight Frame Move speed +20%. Max HP -1.

LEFT ARM (utility/shield slot)

Part Effect
Scatter Emitter Fires 3-way spread instead of single shot. Each projectile deals 60% damage.
Shield Projector Active block on cooldown (3s): absorbs one hit. No offensive change.

RIGHT ARM (damage slot)

Part Effect
Heavy Emitter Damage +60%. Fire rate -40%.
Rapid Emitter Fire rate +50%. Damage -30%.

LEGS [OPTIONAL — include if bandwidth allows]

Part Effect
Hydraulic Boosters Move speed +15%. Deceleration takes longer. Brief i-frames on dash through enemies.

Room Content Spec

Room types

Combat rooms Doors lock on entry. Unlock when all enemies are defeated.

Floor depth Enemy count Composition
Floor 1, rooms 13 12 Drifters only
Floor 1, rooms 4+ 23 Drifters + 1 Repeater
Floor 2 24 Mix of all three types
Floor 3 (pre-boss) 23 Include Anchor; rooms tighter

Enemy count capped by room size — small rooms get -1 enemy.

Item rooms 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).

Shop rooms Unmanned. No NPC keeper. Sells 2 items + 1 consumable at fixed scrap prices. No haggling. Purely transactional — all NPC personality lives in the hub.

Boss room One boss per floor. Each preceded by a charging station room (no enemies, full HP restore). Boss rooms are the largest rooms in the run.

Floor Boss
Floor 1 The Warden
Floor 2 The Relay
Floor 3 The Hivemind (final)

Environmental Hazards

Both hazard types included in VS.

Oil slick

  • Slippery surface. Reduces player movement control (momentum-based sliding).
  • Enemies unaffected.
  • Appears as puddles in combat rooms.

Exposed wiring

  • Deals 1 HP on contact.
  • Blocks movement paths — functions as impassable terrain with a damage border.
  • Appears as sparking floor sections along walls.

Run arc (VS target)

Floor Room count Beat
Floor 1 45 rooms + boss Learn the rhythm. One item. Maybe find the shop. First Repeater feels like a puzzle. Warden fight — room fills with mines, learn to manage space.
Floor 2 56 rooms + boss Mixed threats. Find a body part. Build takes shape. One tense near-death moment. Relay fight — erratic, keeps moving, adds split focus.
Floor 3 23 rooms + boss Room composition tightens. Anchors in tighter spaces. Charging station. Hivemind — three phases, everything converges. Victory.

Target run time: 2030 minutes.



Post-VS Enemies


SUICIDE BOMBER

Corruption type: Self-destruct loop Movement: Faster than all standard enemies. Pathfinds directly to the player. Attack: On close approach, stops and begins blinking — blink frequency ramps up. Explodes on trigger. AoE damages both the player AND other enemies in range. Threat level: High Design role: Forces constant movement. Punishes clustering with other enemies. Rewards luring — a bomber detonating in a group of Anchors or Repeaters creates player-controlled room clearing. The ramping blink gives a readable window to escape or detonate intentionally.


CHOMPER

Corruption type: Aggression loop Movement: Frog-like dash cadence — dash toward player, brief recovery pause, dash again. Chains dashes together rather than returning to idle between them. Attack: Melee bite on contact during the dash. No projectiles. Recovery window: Brief stall after each dash, especially on a miss. Readable and punishable — the skill floor is dodging the dash; the skill ceiling is baiting a miss and punishing the recovery. Threat level: Medium-High Design role: Teaches dash-reading and dodge timing. Relentless once it starts chaining. High pressure in small rooms. Pairs well with Anchor — the Anchor pins a corner while the Chomper forces the player into it.


Post-VS Body Parts


HAMMER ARM (Right Arm — damage slot)

Effect: Replaces the ranged attack entirely with a charged melee swing. Hold the shoot key to charge — arm winds up while held. Release to swing in the direction of the last movement input. High damage, small AoE on impact. Charge behavior: Movement speed is reduced while charging — not stopped, but noticeably slower. The player can still reposition but not freely. This makes the commit real: you close distance, start charging, and become a slower target while you do it. Trade-off: High damage output and AoE but requires closing distance, committing to a charge through reduced movement, and reading your position before releasing. Full playstyle conversion — this is a melee build piece, not a modifier. Synergies:

  • Arc Pulse (left arm): Gives the melee build a ranged utility option on cooldown — the two together define a coherent melee archetype.
  • Static Discharge: Taking damage in melee range triggers the AoE burst — high risk, high chaos.
  • Rust Coat: The damage floor makes surviving close-range hits more viable.
  • Coolant Leak: Getting hit while swinging lays a slick — passive room control from a melee build.

ARC PULSE (Left Arm — utility slot)

Effect: Separate active ability (not tied to primary fire input). Fires a curved, boomerang-trajectory arc shot — slow-moving, pierces through multiple enemies, covers a wide area. Long cooldown. Does not replace or interact with the primary attack unless Hammer Arm is also equipped. Trade-off: No offensive change to primary fire. The arc shot is powerful and area-covering but available infrequently. Design role: Standalone utility — adds ranged pressure on cooldown. Becomes the primary ranged option when paired with Hammer Arm, defining the melee archetype's attack kit.


Open questions (not resolved, revisit post-VS)

  • Zone-specific enemy variants — do hazard types change per zone, or stay consistent?
  • Mini-boss rooms — add for post-VS (e.g., named Anchor variant + Drifters in a sealed room)?
  • Lore terminal content — terminals exist in VS as placeholders; content pass comes later.
  • Hydraulic Boosters — confirm in or out based on animation budget before VS build locks.