# Game design (vision)

**Master index:** [`overview.md`](overview.md) — summary, artifact table, and links to related docs. **Governing axioms** (fun + distinctly cyberpunk): stated at the top of [`overview.md`](overview.md) and in [`neon_sprawl_vision.plan.md`](../../neon_sprawl_vision.plan.md#design-axioms-governing).

**Progression (gigs + skills):** [`progression.md`](progression.md) — shared vocabulary and hybrid rationale.

**Brainstorm-only** (not specs): [`brainstorm/`](brainstorm/README.md).

Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), **[abilities](abilities.md)** (what players trigger), **[items](items.md)** (loot, craft, equip), **[gathering](gathering.md)** (resource nodes, yields), **[crafting](crafting.md)** (recipes, pipeline), **[economy](economy.md)** (faucets, sinks, trade), **[death-loss-recovery](death-loss-recovery.md)** (stakes, recovery), **[risk-security-bands](risk-security-bands.md)** (tiers, PvP eligibility), **[zones](zones.md)** (place identity), travel/mechanics stubs, and other design artifacts before they are tied to concrete systems or tickets.

Implementation-facing breakdowns stay under [`docs/decomposition/`](../decomposition/README.md) and plans under [`docs/plans/`](../plans/) (see [`docs/plans/README.md`](../plans/README.md) for **NEO-*** vs legacy **`NEON-*`** plan filenames).
