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.
7.6 KiB
Station 0 — Content Spec (Vertical Slice)
Last updated: 2026-03-03 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 SUPERVISOR
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.
Room: Large. No environmental hazards. Preceded by a charging station in the hallway (full HP restore before entry).
Phase 1 (100%–55% HP)
- Patrols a fixed rectangular path around the room.
- 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).
- Freely damageable from behind and sides.
- No adds. Room feels almost too easy — players get overconfident.
Phase 2 (55%–20% HP)
- Patrol pattern collapses. Supervisor begins tracking the player directly.
- Moves faster. Calibration beam fires more frequently at tighter arcs.
- Spawns one Drifter from a maintenance hatch.
- Visual state change: one arm hanging, sparking.
Climax (below 20% HP)
- Supervisor freezes mid-room. Broadcasts a distress signal (visual + audio cue).
- Frozen for ~2 seconds. Not invulnerable — can be killed during the freeze.
- No lore triggered on death.
- On death: guaranteed body part drop, then powers down.
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.
Post-boss
- Body part drop (guaranteed).
- Explicit early exit prompt offered.
- Hub door opens.
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 1–3 | 1–2 | Drifters only |
| Floor 1, rooms 4+ | 2–3 | Drifters + 1 Repeater |
| Floor 2 | 2–4 | Mix of all three types |
| Floor 3 (pre-boss) | 2–3 | 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 See Boss section above.
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 | 4–5 rooms | Learn the rhythm. One item. Maybe find the shop. First Repeater feels like a puzzle. |
| Floor 2 | 5–6 rooms | Mixed threats. Find a body part. Build takes shape. One tense near-death moment. |
| Floor 3 | 2 rooms + boss | Charging station. Supervisor fight. The freeze. Kill it. Hub door opens. |
Target run time: 20–30 minutes.
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.