diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..8aa6685
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,24 @@
+# .NET
+bin/
+obj/
+out/
+*.user
+*.suo
+*.userosscache
+.vs/
+
+# Godot 4
+.import/
+export_presets.cfg
+*.translation
+# Mono build artifacts if you enable C# on the client later
+client/.godot/
+
+# OS / editor
+.DS_Store
+*.swp
+.idea/
+
+# Local secrets
+.env
+.env.*.local
diff --git a/NeonSprawl.sln b/NeonSprawl.sln
new file mode 100644
index 0000000..1ae92d7
--- /dev/null
+++ b/NeonSprawl.sln
@@ -0,0 +1,27 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 17
+VisualStudioVersion = 17.0.31903.59
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "server", "server", "{8683E7E4-B4D9-4001-8E99-DA987A03A73D}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NeonSprawl.Server", "server/NeonSprawl.Server/NeonSprawl.Server.csproj", "{098FCB1C-4A31-4E36-8D9C-1F1CEECDFF50}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ Release|Any CPU = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {098FCB1C-4A31-4E36-8D9C-1F1CEECDFF50}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {098FCB1C-4A31-4E36-8D9C-1F1CEECDFF50}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {098FCB1C-4A31-4E36-8D9C-1F1CEECDFF50}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {098FCB1C-4A31-4E36-8D9C-1F1CEECDFF50}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(NestedProjects) = postSolution
+ {098FCB1C-4A31-4E36-8D9C-1F1CEECDFF50} = {8683E7E4-B4D9-4001-8E99-DA987A03A73D}
+ EndGlobalSection
+EndGlobal
diff --git a/README.md b/README.md
index 1cfb03b..46c3cac 100644
--- a/README.md
+++ b/README.md
@@ -1,6 +1,6 @@
-# Untitled Cyberpunk MMO
+# Neon Sprawl
-Planning and vision for a classless, crafting-focused cyberpunk MMORPG (solo-dev scope). See [`cyberpunk_mmo_vision_86a57ef3.plan.md`](cyberpunk_mmo_vision_86a57ef3.plan.md).
+**Neon Sprawl** is the working title for a classless, crafting-focused sci-fi / cyberpunk MMORPG (solo-dev scope). Product intent and phase gates: [`neon_sprawl_vision.plan.md`](neon_sprawl_vision.plan.md).
## Tech stack (locked)
@@ -15,3 +15,33 @@ Full rationale and constraints: [`docs/architecture/tech_stack.md`](docs/archite
## Decomposition
Epic-level breakdown: [`docs/decomposition/README.md`](docs/decomposition/README.md).
+
+## Repository layout (prototype scaffold)
+
+| Path | Purpose |
+|------|---------|
+| [`NeonSprawl.sln`](NeonSprawl.sln) | .NET solution |
+| [`server/NeonSprawl.Server/`](server/NeonSprawl.Server/) | ASP.NET Core game server |
+| [`client/`](client/) | Godot 4.x project (import `project.godot`) |
+| [`content/`](content/) | JSON data + JSON Schema (`skills/`, `schemas/`) |
+| [`docker-compose.yml`](docker-compose.yml) | Local **PostgreSQL** (`docker compose up -d`) |
+
+### Run the server
+
+```bash
+cd server/NeonSprawl.Server && dotnet run
+```
+
+Then open `http://localhost:5253/health` (port from `launchSettings.json`).
+
+### Run Postgres locally
+
+```bash
+docker compose up -d
+```
+
+Connection (dev): host `localhost`, port `5432`, database `neon_sprawl`, user `neon_sprawl`, password `neon_sprawl_dev`.
+
+### Run the client
+
+Open the [`client/`](client/) folder in **Godot 4.2+** and run the main scene (see [`client/README.md`](client/README.md)).
diff --git a/client/README.md b/client/README.md
new file mode 100644
index 0000000..4e8e4a5
--- /dev/null
+++ b/client/README.md
@@ -0,0 +1,12 @@
+# Neon Sprawl — Godot client
+
+Open this **`client/`** directory as a project in **Godot 4.2+** (4.x recommended).
+
+- Main scene: `scenes/main.tscn` (bootstrap `scripts/main.gd`).
+- Networking will use **WebSocket** or **TCP** to the C# server; authoritative logic stays on the server per [`docs/architecture/tech_stack.md`](../docs/architecture/tech_stack.md).
+
+## First run
+
+1. Install [Godot 4.x](https://godotengine.org/download).
+2. In the project manager, **Import** and select `client/project.godot`.
+3. Press **F5** to run the main scene.
diff --git a/client/icon.svg b/client/icon.svg
new file mode 100644
index 0000000..da3561f
--- /dev/null
+++ b/client/icon.svg
@@ -0,0 +1,4 @@
+
diff --git a/client/project.godot b/client/project.godot
new file mode 100644
index 0000000..7d439a8
--- /dev/null
+++ b/client/project.godot
@@ -0,0 +1,20 @@
+; Godot 4.x project — import this folder in the Godot project manager.
+
+config_version=5
+
+[application]
+
+config/name="Neon Sprawl"
+config/description="Neon Sprawl — prototype client (isometric MMO; planning docs in repo root)."
+run/main_scene="res://scenes/main.tscn"
+config/features=PackedStringArray("4.2", "Forward Plus")
+config/icon="res://icon.svg"
+
+[display]
+
+window/size/viewport_width=1280
+window/size/viewport_height=720
+
+[rendering]
+
+textures/canvas_textures/default_texture_filter=0
diff --git a/client/scenes/main.tscn b/client/scenes/main.tscn
new file mode 100644
index 0000000..39b869a
--- /dev/null
+++ b/client/scenes/main.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://cyberpunkmmo_main"]
+
+[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
+
+[node name="Main" type="Node3D"]
+script = ExtResource("1_main")
diff --git a/client/scripts/main.gd b/client/scripts/main.gd
new file mode 100644
index 0000000..e45a4d4
--- /dev/null
+++ b/client/scripts/main.gd
@@ -0,0 +1,4 @@
+extends Node3D
+
+func _ready() -> void:
+ print("Neon Sprawl client bootstrap (Godot). Connect to game server TBD.")
diff --git a/content/README.md b/content/README.md
new file mode 100644
index 0000000..a16b047
--- /dev/null
+++ b/content/README.md
@@ -0,0 +1,10 @@
+# Content data
+
+Data-driven definitions (skills, items, recipes, quests) validated in CI with **JSON Schema**.
+
+| Path | Purpose |
+|------|---------|
+| [`schemas/`](schemas/) | JSON Schema files (`*.schema.json`) |
+| [`skills/`](skills/) | Skill catalogs and related tables |
+
+Server load path and hot-reload policy are TBD; keep files versioned here as the source of truth.
diff --git a/content/schemas/skill-def.schema.json b/content/schemas/skill-def.schema.json
new file mode 100644
index 0000000..9a21a8d
--- /dev/null
+++ b/content/schemas/skill-def.schema.json
@@ -0,0 +1,19 @@
+{
+ "$schema": "https://json-schema.org/draft/2020-12/schema",
+ "$id": "https://neon-sprawl.local/schemas/skill-def.json",
+ "title": "SkillDef",
+ "type": "object",
+ "additionalProperties": false,
+ "required": ["id", "category", "displayName"],
+ "properties": {
+ "id": {
+ "type": "string",
+ "pattern": "^[a-z][a-z0-9_]*$"
+ },
+ "category": {
+ "type": "string",
+ "enum": ["gathering", "crafting", "combat", "exploration", "utility", "social"]
+ },
+ "displayName": { "type": "string", "minLength": 1 }
+ }
+}
diff --git a/content/skills/prototype_skills.json b/content/skills/prototype_skills.json
new file mode 100644
index 0000000..bf55cbc
--- /dev/null
+++ b/content/skills/prototype_skills.json
@@ -0,0 +1,20 @@
+{
+ "schemaVersion": 1,
+ "skills": [
+ {
+ "id": "gathering_scrap",
+ "category": "gathering",
+ "displayName": "Scrap Salvaging"
+ },
+ {
+ "id": "crafting_engineering",
+ "category": "crafting",
+ "displayName": "Street Engineering"
+ },
+ {
+ "id": "combat_ballistics",
+ "category": "combat",
+ "displayName": "Ballistics"
+ }
+ ]
+}
diff --git a/docker-compose.yml b/docker-compose.yml
new file mode 100644
index 0000000..d060f15
--- /dev/null
+++ b/docker-compose.yml
@@ -0,0 +1,21 @@
+# Local PostgreSQL for prototype / dev. Start: docker compose up -d
+services:
+ postgres:
+ image: postgres:16-alpine
+ container_name: neon-sprawl-postgres
+ environment:
+ POSTGRES_USER: neon_sprawl
+ POSTGRES_PASSWORD: neon_sprawl_dev
+ POSTGRES_DB: neon_sprawl
+ ports:
+ - "5432:5432"
+ volumes:
+ - neon_sprawl_pgdata:/var/lib/postgresql/data
+ healthcheck:
+ test: ["CMD-SHELL", "pg_isready -U neon_sprawl -d neon_sprawl"]
+ interval: 5s
+ timeout: 5s
+ retries: 5
+
+volumes:
+ neon_sprawl_pgdata:
diff --git a/docs/architecture/tech_stack.md b/docs/architecture/tech_stack.md
index fd5a0e7..3507571 100644
--- a/docs/architecture/tech_stack.md
+++ b/docs/architecture/tech_stack.md
@@ -105,5 +105,5 @@ Revisit this document if:
## Related docs
-- [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../cyberpunk_mmo_vision_86a57ef3.plan.md) — product locks and phase gates
+- [`neon_sprawl_vision.plan.md`](../neon_sprawl_vision.plan.md) — product locks and phase gates
- [`docs/decomposition/README.md`](../decomposition/README.md) — epic/module decomposition
diff --git a/docs/decomposition/README.md b/docs/decomposition/README.md
index f0af86d..612574b 100644
--- a/docs/decomposition/README.md
+++ b/docs/decomposition/README.md
@@ -2,7 +2,7 @@
This workspace contains detailed planning artifacts derived from the finalized master plan:
-- Source of truth: `cyberpunk_mmo_vision_86a57ef3.plan.md`
+- Source of truth: [`neon_sprawl_vision.plan.md`](../neon_sprawl_vision.plan.md)
- Tech stack baseline: [`docs/architecture/tech_stack.md`](../architecture/tech_stack.md)
- Scope here: executable decomposition (epics, modules, milestones)
diff --git a/docs/decomposition/epics/_epic_template.md b/docs/decomposition/epics/_epic_template.md
index 889497f..d8f0f3a 100644
--- a/docs/decomposition/epics/_epic_template.md
+++ b/docs/decomposition/epics/_epic_template.md
@@ -2,7 +2,7 @@
## Source Anchors
-- Master epic reference: `cyberpunk_mmo_vision_86a57ef3.plan.md`
+- Master epic reference: `neon_sprawl_vision.plan.md`
- Related modules: ``
## Objective
diff --git a/neon_sprawl_vision.plan.md b/neon_sprawl_vision.plan.md
new file mode 100644
index 0000000..9a8e8c8
--- /dev/null
+++ b/neon_sprawl_vision.plan.md
@@ -0,0 +1,789 @@
+---
+name: Neon Sprawl Vision
+overview: Create a 50,000-foot planning document for Neon Sprawl, a sci-fi/cyberpunk MMORPG inspired by RuneScape, focused on classless progression and deep crafting, with optional PvP and questing.
+todos:
+ - id: lock-critical-decisions
+ content: Combat model and world topology are locked; remaining decision is progression pace.
+ status: completed
+ - id: define-core-epics
+ content: Split the vision into 6-10 product epics with ownership and success criteria.
+ status: completed
+ - id: prototype-core-loop
+ content: Design and scope a prototype proving movement, combat, skill gain, crafting, and quest loops.
+ status: completed
+ - id: plan-preproduction
+ content: Define pre-production deliverables for architecture, tools, and vertical slice quality bar.
+ status: completed
+ - id: establish-metrics
+ content: Set top-level KPIs and telemetry requirements for testing and live operations.
+ status: completed
+isProject: false
+---
+
+# Neon Sprawl — 50,000-Foot Plan
+
+## Vision and Product Intent
+
+**Neon Sprawl** is a long-lived online world that captures the freedom and progression depth of RuneScape while delivering a distinct sci-fi/cyberpunk identity. The core player fantasy is to start as a low-tier citizen of a mega-city ecosystem and grow into a high-impact operator through any combination of skills, professions, social play, and questlines.
+
+## Delivery Model Constraint (Locked)
+
+- **Team model (locked):** Solo developer with AI assistant support; all roadmap, scope, and technical decisions must be feasible for one human operator.
+- **Execution principle:** Prefer smallest shippable slices, heavy reuse of data-driven systems, and ruthless deferral of non-core features.
+
+### Experience Pillars
+
+- **Classless mastery:** Every character can learn and level every skill over time; identity comes from choices, gear, economy role, and mastery paths.
+- **Crafting-first economy:** Crafting and gathering are central progression loops, not side systems; player-made goods should matter at every stage.
+- **Persistent social world:** Shared hubs, guilds/corps, trading, and cooperative activities should be core to retention.
+- **Meaningful progression:** Long-term goals, visible advancement, and layered progression loops (short, mid, long horizons).
+- **Quest-driven worldbuilding:** Narrative arcs reveal factions, districts, corporate politics, and world-state tensions.
+- **Readable tactical presentation:** 3D world rendered through a fixed, character-centered isometric camera for clarity and consistency.
+- **PvE-first with optional PvP:** PvP exists as opt-in content in designated security zones, never as a mandatory progression gate.
+
+## Big Product Scope (What Must Exist)
+
+- **World foundation:** Persistent zones, cities, wilderness/industrial sectors, instanced content where needed.
+- **Core MMO loops:** Movement, interaction, combat (PvE mandatory; PvP optional), loot, death/penalty rules.
+- **Skill system:** Multi-skill progression covering gathering, processing, crafting, combat, exploration, utility/social.
+- **Crafting ecosystem:** Resource acquisition, recipes/blueprints, quality tiers, item sinks, repair/decay, specialization edges.
+- **Economy and trade:** Currency strategy, NPC sinks/faucets, player marketplace/trading, anti-inflation tools.
+- **Questing framework:** Main arcs, faction missions, repeatable jobs, dynamic contracts, tutorial onboarding quests.
+- **Social systems:** Chat, groups, guild/corp structures, friends, cooperative content.
+- **Live operations:** Events, seasonal arcs, balancing cadence, telemetry, moderation, support workflows.
+- **Camera and controls model:** Locked isometric 3D view, zoom support, no camera rotation, and continuous character-centering.
+- **Security-zone ruleset:** Clear high/medium/low-security area rules that define where PvP is allowed, restricted, or disallowed.
+
+## Design Decisions to Lock Early (Critical Unknowns)
+
+These decisions heavily affect architecture and content pipelines and should be resolved before deep production:
+
+- **Camera model (locked):** 3D fixed isometric view, zoom in/out enabled, no rotation, camera always centered on the player character.
+- **Combat model (locked):** Tab-target tactical combat (RuneScape-like readability and pacing) with clear telegraphs and ability timing.
+- **PvP policy (locked):** PvE-first, opt-in PvP via security-level zones; no player is required to PvP for core progression.
+- **World topology (locked):** Mostly seamless open world with regional zoning and minimal/surgical instancing where strictly needed.
+- **Economy strictness:** Player-driven with limited NPC intervention vs more curated economy.
+- **Progression velocity:** Slow-burn old-school pacing vs modernized pacing with catch-up systems.
+- **Death and loss model:** Cosmetic penalties, durability loss, resource drop, or gear risk.
+
+## Gameplay Architecture (Macro)
+
+### 1) Player Progression Architecture
+
+- **Horizontal + vertical progression:** Skills level up; mastery unlocks efficiency, recipes, perks, and advanced content access.
+- **Soft identity without classes:** Loadouts, implants, cyberware, weapon proficiencies, and crafted gear create build expression.
+- **Progression safeguards:** Diminishing returns, training bottlenecks, and sink systems to preserve long-term goals.
+
+### 2) Crafting and Economy Architecture
+
+- **Resource ladder:** Raw materials -> refined components -> advanced modules -> high-end gear/consumables.
+- **Crafting depth:** Quality rolls, optional minigames/process control, blueprint rarity, experimental modifiers.
+- **Market health controls:** Crafting demand via item decay/upkeep, consumable usage, quest contracts, upgrade loops.
+- **Role interdependence:** No single skill line should be fully self-sufficient at endgame efficiency.
+
+### 3) Quest and Content Architecture
+
+- **Narrative layers:** Main storyline, faction arcs, district stories, profession questlines.
+- **Systemic contracts:** Procedural or semi-procedural missions to supply endless midgame activities.
+- **Progression-linked content:** Quests unlock areas, facilities, blueprints, and social reputation paths.
+
+### 4) Combat and Encounter Architecture
+
+- **PvE baseline:** Solo, duo/squad, and group-scale activities with variable challenge and rewards.
+- **Tab-target foundation:** Readable targeting, cooldown/resource management, and positioning decisions over twitch-heavy execution.
+- **Boss/raid-lite loops:** Repeatable high-value encounters feeding economy and social engagement.
+- **PvP zone architecture:** PvP enabled only in defined low-security spaces and specific opt-in contexts.
+- **Progression parity rule:** PvP-exclusive rewards must have a PvE and/or crafting path to equivalent or near-equivalent power.
+- **Horizontal PvP rewards:** PvP can grant unique cosmetics, variants, sidegrades, titles, and utility flavor without hard power lockout.
+- **Isometric combat readability:** Telegraphs, hit feedback, verticality handling, and target visibility designed for fixed-angle play.
+
+### 6) PvP Governance and Fairness Architecture
+
+- **Security levels:** High-security (no PvP), contested/security-transition zones (limited PvP conditions), low-security (open PvP rules).
+- **Consent clarity:** Strong UI/state signaling when entering PvP-enabled areas and clear loss/risk expectations.
+- **Non-mandatory progression:** Main questing, skill advancement, and key gear tiers remain fully obtainable via PvE/crafting.
+- **Reward equivalency policy:** If PvP has an exclusive item archetype, provide PvE/crafting alternatives with comparable functional value.
+- **Abuse controls:** Anti-griefing protections, spawn safety, and guardrails for low-level/new-player experiences.
+
+### 5) Social and Community Architecture
+
+- **Guild/Corp systems:** Shared progression goals, facilities, contracts, and territory/economic objectives.
+- **Community retention:** Events, cooperative milestones, social rewards, mentorship/new-player integration.
+- **Trust/safety:** Anti-toxicity systems, moderation workflows, reporting, and escalation.
+
+## Technical and Production Architecture (Macro)
+
+### Tech stack (baseline — prototype / early pre-production)
+
+**Decision record:** [`docs/architecture/tech_stack.md`](docs/architecture/tech_stack.md)
+
+- **Client:** Godot 4.x — isometric 3D presentation, intents to server, no client-authoritative economy or combat outcomes.
+- **Game server:** **C# / .NET 8** (ASP.NET Core)—authoritative simulation, PostgreSQL, Protobuf (JSON acceptable for earliest spike). Locked: operator primary language for backend.
+- **Content:** JSON/YAML + schema validation in CI; shared definitions drive skills, items, recipes, quests.
+- **Plan B:** Unity client if the art pipeline warrants it; **server remains C#** for continuity.
+
+### Platform and Engine (constraints)
+
+- Networking and toolchain must stay feasible for solo operation; prefer boring, debuggable server tech.
+- Prioritize deterministic-ish server authority and robust backend observability from day one.
+- Ensure rendering/input/camera stack supports fixed isometric projection, zoom tiers, occlusion handling, and always-centered follow behavior.
+
+### Backend/Core Services
+
+- **Account and identity**
+- **Character and progression state**
+- **Inventory and itemization**
+- **Economy/marketplace**
+- **Quest/state machines**
+- **Social/guild/chat**
+- **Analytics and live-ops controls**
+- **World streaming and shard orchestration** (support large persistent regions with controlled handoffs)
+
+### Content Pipeline
+
+- Data-driven systems for skills, items, recipes, quests, NPCs, and encounter tuning.
+- Authoring tools for designers/writers to ship safely without deep engineering dependency.
+- Validation and balancing pipeline to catch broken recipes/economy exploits before release.
+
+### Security and Integrity
+
+- Server-authoritative critical actions (progression, trades, combat outcomes).
+- Anti-cheat, anti-bot, fraud detection, and exploit response processes.
+
+## Development Roadmap at 50,000 Feet
+
+### Phase 0 - Vision Alignment and Risk Burn-down
+
+- Lock pillars, target audience, and design constraints.
+- Resolve remaining critical unknown (progression velocity), with camera/PvP/combat/topology fixed.
+- Build paper economy and progression models.
+- Define success metrics for prototype and pre-production.
+
+### Phase 1 - Prototype (Prove the Core Fun)
+
+- Deliver a playable vertical prototype proving:
+ - Movement + interaction in shared space
+ - Locked isometric camera behavior (center-follow, zoom ranges, no rotation)
+ - Security-zone PvP rules (high-sec safe zone vs low-sec opt-in combat zone)
+ - Basic combat loop
+ - Skill gain loop
+ - Gather -> craft -> use/sell loop
+ - Minimal quest loop
+- Run small closed tests focused on “is this actually fun and sticky?”.
+
+## Prototype Scope Definition (Todo 3 Output)
+
+### Prototype Objective
+
+Prove that the core gameplay loop is fun, readable, and repeatable in a controlled slice before broad world/content expansion.
+
+### Prototype Build Target
+
+- **Single contained test region:** One compact district with a safe hub, nearby PvE combat pocket, and a low-security edge zone.
+- **Playable session length:** 30-60 minute loop where players can complete a full gather -> craft -> combat -> reward cycle.
+- **Concurrent users target:** Small-scale multiplayer validation (e.g., internal team and invited external cohort), not production load.
+
+### In-Scope Features (Must Have)
+
+- **Movement and camera:** Locked isometric camera, follow-center behavior, zoom bands, and occlusion handling.
+- **Combat MVP (tab-target):** Target selection, basic auto/basic attack flow, 4-6 starter abilities, cooldown/resource model, enemy telegraphs.
+- **Skill gain loop:** At least 3 skills represented (one gathering, one crafting, one combat) with visible XP gain and level-up feedback.
+- **Crafting loop:** Gather node -> refine component -> craft usable item (weapon, armor piece, or consumable) with material costs.
+- **Quest loop:** 3-5 onboarding quests plus one chain quest that requires gathering/crafting/combat in sequence.
+- **PvP rules MVP:** High-security no-PvP hub and low-security opt-in zone with clear UI signaling and no progression-gated rewards.
+- **Reward parity example:** One PvP-oriented sidegrade with a PvE or crafting equivalent of similar functional power.
+
+### Out-of-Scope Features (Explicitly Deferred)
+
+- Full zone streaming across multiple regions.
+- Advanced guild systems, player housing, large-scale market depth, and endgame raids.
+- Full narrative arc breadth and extensive faction branching.
+- Launch-grade anti-cheat and complete live-ops tooling depth.
+
+### Prototype Content Minimums
+
+- **Enemies:** 3 archetypes (melee pressure, ranged control, elite mini-boss).
+- **Resources:** 4-6 node types with tiered outputs.
+- **Recipes:** 8-12 starter recipes across gear and consumables.
+- **Quests:** 5-8 total quests, including one integrated multi-system questline.
+
+### Pass/Fail Gates (Go/No-Go)
+
+- **Core fun gate:** Majority of test players complete at least two full loop cycles voluntarily in one session.
+- **Readability gate:** Players understand combat telegraphs, target state, and zone PvP status without external coaching.
+- **Progression gate:** Players clearly perceive skill advancement and short-term goals within first 15 minutes.
+- **Crafting relevance gate:** Crafted items are used in combat or quest completion at meaningful rates.
+- **PvP optionality gate:** Non-PvP participants can complete all prototype progression goals with no material disadvantage.
+
+### Validation Metrics for Prototype
+
+- Session length and loop completions per player.
+- Time-to-first-combat, time-to-first-craft, and time-to-first-level-up.
+- Quest completion funnel and early churn points.
+- PvP zone entry rate, opt-out behavior, and parity satisfaction sentiment.
+
+### Exit Criteria to Pre-Production
+
+- Prototype passes at least 4 of 5 go/no-go gates across two consecutive test rounds.
+- Highest-impact usability/combat/crafting issues triaged with clear follow-up owners.
+- Confirmed recommendation on progression pace direction (remaining unresolved decision).
+
+### Phase 2 - Pre-Production (Build the Machine)
+
+- Establish final technical architecture, tools, and standards.
+- Implement foundational backend services and data schemas.
+- Build scalable content pipelines for quests, items, and skills.
+- Produce a polished vertical slice with representative quality.
+
+## Pre-Production Deliverables (Todo 4 Output)
+
+### Objective
+
+Transform the validated prototype into a scalable production-ready development machine across engineering, design, content, and operations.
+
+### Workstreams and Deliverables
+
+#### 1) Engineering Architecture and Platform
+
+- **Engine/runtime baseline:** Frozen engine version, performance budgets, networking model constraints, and build targets.
+- **Service architecture:** Character/progression, inventory/itemization, economy, quest state, social/chat, telemetry services with interface contracts.
+- **World services:** Regional zoning, handoff strategy, shard policy, and failover/recovery behavior definitions.
+- **Dev infrastructure:** CI pipelines, automated build verification, environment promotion flow (dev/stage/test), and release branch policy.
+
+#### 2) Gameplay Systems and Data Contracts
+
+- **Combat specs:** Final tab-target rules, stat formulas, ability schema, threat/aggro model, and encounter tuning framework.
+- **Progression specs:** Skill XP curves, unlock dependencies, pacing knobs, catch-up policy stance, and level band definitions.
+- **Economy specs:** Currency faucets/sinks, crafting input/output ratios, durability/consumption sinks, and parity constraints (PvP vs PvE/crafting).
+- **PvP zone specs:** Security tier rules, opt-in boundaries, penalties/loss model, anti-griefing safeguards, and reward-sidegrade policy.
+
+#### 3) Content Pipeline and Authoring Tools
+
+- **Schema standards:** Versioned data schemas for items, skills, recipes, quests, NPCs, and loot tables.
+- **Authoring workflow:** Designer-facing tools/templates for quest scripting, encounter setup, item/recipe creation, and validation.
+- **Quality gates:** Lint/validation for broken references, invalid progression locks, economy outliers, and reward parity violations.
+- **Content throughput targets:** Expected per-sprint output capacity for quests, recipes, and encounters to sustain production velocity.
+
+#### 4) Vertical Slice Quality Bar
+
+- **Slice composition:** One district-quality slice with representative art style, final-ish UX standards, quest chain, combat encounters, and crafting progression.
+- **Performance bar:** Stable frame-rate target and acceptable latency envelope under expected slice concurrency.
+- **User experience bar:** Readable combat, understandable progression, clear PvP zone signaling, and smooth onboarding.
+- **Polish bar:** Audio/UI feedback baseline, bug severity thresholds, and crash stability criteria.
+
+#### 5) Team Process and Governance
+
+- **Solo ownership model:** Single owner across design/engineering/content with AI-assisted implementation and documentation workflows.
+- **Milestone cadence:** Lightweight weekly planning/review loop, monthly milestone gate, and explicit WIP limits to prevent context fragmentation.
+- **Change control:** Strict backlog triage, decision log, and rule that new scope replaces existing scope (no additive expansion without cuts).
+- **Automation-first workflow:** CI checks, test templates, codegen/helpers, and repeatable scripts to reduce manual operational load.
+
+### Stage Gates (Pre-Production Pass/Fail)
+
+- **Gate A - Architecture Readiness:** Core services/interfaces documented, reviewed, and implementation-ready.
+- **Gate B - Pipeline Readiness:** Content tools and schema validation enable non-engineers to ship safe data changes.
+- **Gate C - Vertical Slice Readiness:** Slice meets quality/performance/readability targets with no blocker-class issues.
+- **Gate D - Production Readiness:** Solo-capacity plan, backlog structure, delivery cadence, and risk controls support sustained production.
+
+### Pre-Production Exit Criteria
+
+- All four stage gates pass in sequence with documented sign-off owners.
+- Top 10 technical and design risks have mitigation plans and target dates.
+- Production roadmap is decomposed into epic/module backlogs with solo-capacity assumptions.
+- KPI instrumentation plan is approved and embedded in core systems before production scale-up.
+
+### Phase 3 - Production (Build the World)
+
+- Expand zones, skills, crafting tree, factions, and questlines.
+- Iterate economy and progression with telemetry-driven tuning.
+- Implement social systems, events, and endgame loops.
+- Start staged external testing (alpha/beta cohorts).
+
+### Phase 4 - Launch Readiness and Live Ops
+
+- Harden infrastructure and operations runbooks.
+- Finalize onboarding/new-player funnels.
+- Complete monetization and trust/safety implementation.
+- Launch with a clear 6-12 month live content roadmap.
+
+## Core Epic Map (Level 1)
+
+### Epic 1 - Core Player Runtime (Client Controls + Character Loop)
+
+- **Ownership focus:** Gameplay Engineering + Technical Design
+- **Scope:** Isometric camera runtime, character movement, interaction framework, input/ability scaffolding, moment-to-moment game feel.
+- **Success criteria:** Stable 3D isometric control loop feels responsive and readable across supported hardware tiers.
+
+### Epic 2 - Classless Skill and Progression Framework
+
+- **Ownership focus:** Systems Design + Gameplay Engineering
+- **Scope:** Skill definitions, XP curves, unlock logic, mastery/perk unlocks, progression pacing controls.
+- **Success criteria:** Any character can train all skills, and progression remains long-term without dead-end grinds.
+
+### Epic 3 - Crafting, Gathering, and Itemization Economy
+
+- **Ownership focus:** Economy Design + Content Engineering
+- **Scope:** Resource nodes, refinement chains, recipes/blueprints, quality tiers, crafting sinks, item lifecycle.
+- **Success criteria:** Crafting is a primary progression lane with healthy supply-demand loops and consistent item relevance.
+
+### Epic 4 - World Topology and Zone Infrastructure
+
+- **Ownership focus:** Online/Backend Engineering + World Design
+- **Scope:** Seamless regional world structure, travel and handoff logic, selective instancing strategy, spawn/ecology systems.
+- **Success criteria:** Mostly seamless open world runs reliably with predictable transitions and low-disruption handoffs.
+
+### Epic 5 - PvE Combat and Encounter Content
+
+- **Ownership focus:** Combat Design + Encounter Design
+- **Scope:** Tab-target combat rules, enemy AI patterns, dungeons/events, boss loops, reward hooks.
+- **Success criteria:** PvE combat delivers tactical depth, clear readability, and repeatable fun for solo and group play.
+
+### Epic 6 - PvP Security Zones and Fairness Rules
+
+- **Ownership focus:** Systems Design + Online Engineering + Trust/Safety
+- **Scope:** High/contested/low-security rulesets, consent signaling, loss/risk models, anti-griefing systems.
+- **Success criteria:** PvP is compelling for participants while remaining fully optional and non-blocking for progression.
+
+### Epic 7 - Questing, Narrative, and Faction Reputation
+
+- **Ownership focus:** Narrative Design + Quest Design + Tools
+- **Scope:** Main arc, faction questlines, repeatable contracts, reputation states, unlock dependencies.
+- **Success criteria:** Quest content provides clear progression direction, worldbuilding depth, and durable midgame engagement.
+
+### Epic 8 - Social, Guild/Corp, and Cooperative Features
+
+- **Ownership focus:** Social Systems + Online Services
+- **Scope:** Party/group tools, guild/corp systems, chat and moderation hooks, cooperative objective systems.
+- **Success criteria:** Players can easily form long-term social bonds and group structures that improve retention.
+
+### Epic 9 - LiveOps, Telemetry, and Game Integrity
+
+- **Ownership focus:** Live Operations + Data/Analytics + Security
+- **Scope:** Metrics pipeline, tuning controls, event tooling, anti-cheat/anti-bot workflows, incident runbooks.
+- **Success criteria:** Team can operate, balance, and protect the game continuously post-launch with fast feedback loops.
+
+## System Modules by Epic (Level 2)
+
+Module template:
+- **Responsibility:** What this module owns.
+- **Key contracts:** Core data/events/interfaces exposed.
+- **Dependencies:** Upstream modules required before this module is effective.
+- **Stage target:** Minimum phase where the module must exist.
+
+### Epic 1 Modules - Core Player Runtime
+
+- **E1.M1 InputAndMovementRuntime**
+ - Responsibility: Character locomotion, click-to-move/path-follow baseline, interaction trigger range checks.
+ - Key contracts: `MoveCommand`, `PositionState`, `InteractionRequest`.
+ - Dependencies: None.
+ - Stage target: Prototype.
+- **E1.M2 IsometricCameraController**
+ - Responsibility: Locked isometric camera follow, zoom bands, occlusion handling, no-rotation enforcement.
+ - Key contracts: `CameraState`, `ZoomBandConfig`, `OcclusionPolicy`.
+ - Dependencies: E1.M1.
+ - Stage target: Prototype.
+- **E1.M3 InteractionAndTargetingLayer**
+ - Responsibility: World object selection, target lock, focus swap rules, hover/highlight feedback.
+ - Key contracts: `TargetState`, `InteractableDescriptor`, `SelectionEvent`.
+ - Dependencies: E1.M1.
+ - Stage target: Prototype.
+- **E1.M4 AbilityInputScaffold**
+ - Responsibility: Hotbar bindings, cooldown slot UI hooks, ability activation request path to combat systems.
+ - Key contracts: `AbilityCastRequest`, `HotbarLoadout`, `CooldownSnapshot`.
+ - Dependencies: E1.M3, E5.M1.
+ - Stage target: Prototype.
+
+### Epic 2 Modules - Classless Skill and Progression
+
+- **E2.M1 SkillDefinitionRegistry**
+ - Responsibility: Central catalog for skill metadata, category tags, unlock prerequisites.
+ - Key contracts: `SkillDef`, `SkillCategory`, `UnlockRequirement`.
+ - Dependencies: None.
+ - Stage target: Prototype.
+- **E2.M2 XpAwardAndLevelEngine**
+ - Responsibility: XP award rules, level thresholds, level-up event generation.
+ - Key contracts: `XpGrantEvent`, `LevelCurve`, `LevelUpEvent`.
+ - Dependencies: E2.M1.
+ - Stage target: Prototype.
+- **E2.M3 MasteryAndPerkUnlocks**
+ - Responsibility: Mastery tracks and perk unlock state for non-class build expression.
+ - Key contracts: `MasteryTrack`, `PerkUnlockEvent`, `PerkState`.
+ - Dependencies: E2.M2.
+ - Stage target: Pre-production.
+- **E2.M4 ProgressionPacingControls**
+ - Responsibility: Tuning knobs for progression velocity and catch-up policy enforcement.
+ - Key contracts: `XpModifierProfile`, `CatchUpRule`, `PacingPolicy`.
+ - Dependencies: E2.M2, E9.M2.
+ - Stage target: Pre-production.
+
+### Epic 3 Modules - Crafting, Gathering, and Itemization Economy
+
+- **E3.M1 ResourceNodeAndGatherLoop**
+ - Responsibility: Node spawning, gather interaction, resource output events.
+ - Key contracts: `ResourceNodeDef`, `GatherResult`, `ResourceYieldTable`.
+ - Dependencies: E1.M3, E2.M2.
+ - Stage target: Prototype.
+- **E3.M2 RefinementAndRecipeExecution**
+ - Responsibility: Raw-to-refined processing and recipe crafting execution pipeline.
+ - Key contracts: `RecipeDef`, `CraftRequest`, `CraftResult`.
+ - Dependencies: E3.M1, E3.M3.
+ - Stage target: Prototype.
+- **E3.M3 ItemizationAndInventorySchema**
+ - Responsibility: Item definitions, rarity/quality fields, stackability and equipment metadata.
+ - Key contracts: `ItemDef`, `ItemInstance`, `InventorySlot`.
+ - Dependencies: None.
+ - Stage target: Prototype.
+- **E3.M4 SinkAndDurabilityLifecycle**
+ - Responsibility: Item decay/consumption/repair sinks that sustain market demand.
+ - Key contracts: `DurabilityState`, `ItemSinkEvent`, `RepairCostRule`.
+ - Dependencies: E3.M3, E8.M3.
+ - Stage target: Pre-production.
+- **E3.M5 EconomyBalancePolicy**
+ - Responsibility: Faucet/sink parameter set and guardrails for inflation/deflation.
+ - Key contracts: `EconomyPolicy`, `PriceBandRule`, `FaucetSinkRatio`.
+ - Dependencies: E3.M4, E9.M2.
+ - Stage target: Pre-production.
+
+### Epic 4 Modules - World Topology and Zone Infrastructure
+
+- **E4.M1 ZoneGraphAndTravelRules**
+ - Responsibility: Regional zone graph, transition links, movement and travel constraints.
+ - Key contracts: `ZoneDef`, `ZoneEdge`, `TravelRule`.
+ - Dependencies: None.
+ - Stage target: Prototype.
+- **E4.M2 SpawnEcologyController**
+ - Responsibility: Resource and NPC spawn profiles per zone, respawn pacing, depletion recovery.
+ - Key contracts: `SpawnProfile`, `RespawnRule`, `ZoneEcologyState`.
+ - Dependencies: E4.M1, E3.M1, E5.M2.
+ - Stage target: Pre-production.
+- **E4.M3 SeamlessHandoffAndRegionState**
+ - Responsibility: Cross-region handoff behavior and region authority ownership boundaries.
+ - Key contracts: `RegionHandoffEvent`, `RegionAuthority`, `TransferState`.
+ - Dependencies: E4.M1, backend world services.
+ - Stage target: Pre-production.
+- **E4.M4 SecurityTierZoneFlags**
+ - Responsibility: High/contested/low-security tagging and client/server zone risk signaling. `E6.M1` reads `SecurityTier` and `ZonePolicyState` from here; Epic 4 does not depend on Epic 6 modules.
+ - Key contracts: `SecurityTier`, `ZonePolicyState`, `ZoneEntryWarning`.
+ - Dependencies: E4.M1.
+ - Stage target: Prototype.
+
+### Epic 5 Modules - PvE Combat and Encounter Content
+
+- **E5.M1 CombatRulesEngine**
+ - Responsibility: Tab-target combat state machine, hit resolution, cooldown/resource timing.
+ - Key contracts: `CombatAction`, `CombatResolution`, `ThreatState`.
+ - Dependencies: E1.M3, E2.M2.
+ - Stage target: Prototype.
+- **E5.M2 NpcAiAndBehaviorProfiles**
+ - Responsibility: Enemy archetype behavior loops, aggro logic, telegraph scheduling.
+ - Key contracts: `NpcBehaviorDef`, `TelegraphEvent`, `AggroRule`.
+ - Dependencies: E5.M1.
+ - Stage target: Prototype.
+- **E5.M3 EncounterAndRewardTables**
+ - Responsibility: Encounter setup templates, completion criteria, reward drop routing.
+ - Key contracts: `EncounterDef`, `RewardTable`, `EncounterCompleteEvent`.
+ - Dependencies: E5.M1, E3.M3, E7.M2.
+ - Stage target: Prototype.
+- **E5.M4 GroupCombatScaling**
+ - Responsibility: Duo/squad scaling logic and anti-trivialization balancing hooks.
+ - Key contracts: `ScalingProfile`, `PartySizeModifier`, `CombatDifficultyBand`.
+ - Dependencies: E5.M3, E8.M1.
+ - Stage target: Pre-production.
+
+### Epic 6 Modules - PvP Security Zones and Fairness
+
+- **E6.M1 PvPEligibilityAndFlagState**
+ - Responsibility: PvP enablement logic by zone state and explicit opt-in context.
+ - Key contracts: `PvPFlagState`, `EligibilityRule`, `PvPStateChanged`.
+ - Dependencies: E4.M4.
+ - Stage target: Prototype.
+- **E6.M2 ConsentAndRiskUxSignals**
+ - Responsibility: Entry warnings, in-zone risk UI, and clear state communication for PvP status.
+ - Key contracts: `RiskPrompt`, `ZoneRiskState`, `PvPIndicatorState`.
+ - Dependencies: E6.M1, E1.M2.
+ - Stage target: Prototype.
+- **E6.M3 LossPenaltyAndAntiGriefRules**
+ - Responsibility: Death/loss rules in PvP contexts plus spawn protection and abuse mitigation.
+ - Key contracts: `PvPLossRule`, `SpawnProtectionState`, `GriefingStrike`.
+ - Dependencies: E6.M1, E9.M4.
+ - Stage target: Pre-production.
+- **E6.M4 RewardParityEnforcer**
+ - Responsibility: Guarantee functional equivalents for PvP rewards through PvE/crafting paths.
+ - Key contracts: `RewardParityMap`, `EquivalentPowerBand`, `ParityViolationAlert`.
+ - Dependencies: E3.M2, E5.M3, E7.M2.
+ - Stage target: Prototype.
+
+### Epic 7 Modules - Questing, Narrative, and Faction Reputation
+
+- **E7.M1 QuestStateMachine**
+ - Responsibility: Quest start/step/complete state transitions and persistence.
+ - Key contracts: `QuestDef`, `QuestStepState`, `QuestStateTransition`.
+ - Dependencies: E3.M2, E5.M1.
+ - Stage target: Prototype.
+- **E7.M2 RewardAndUnlockRouter**
+ - Responsibility: Route quest outputs to XP, items, unlocks, and reputation.
+ - Key contracts: `QuestRewardBundle`, `UnlockGrant`, `RewardDeliveryEvent`.
+ - Dependencies: E2.M2, E3.M3, E7.M1.
+ - Stage target: Prototype.
+- **E7.M3 FactionReputationLedger**
+ - Responsibility: Track faction standing and gate faction-specific contracts/content.
+ - Key contracts: `FactionStanding`, `ReputationDelta`, `FactionGateRule`.
+ - Dependencies: E7.M1.
+ - Stage target: Pre-production.
+- **E7.M4 ContractMissionGenerator**
+ - Responsibility: Semi-procedural repeatable contract generation with difficulty/reward bands.
+ - Key contracts: `ContractTemplate`, `ContractSeed`, `ContractOutcome`.
+ - Dependencies: E4.M1, E5.M3, E7.M3.
+ - Stage target: Pre-production.
+
+### Epic 8 Modules - Social, Guild/Corp, and Cooperative Features
+
+- **E8.M1 PartyAndMatchAssembly**
+ - Responsibility: Party creation/invite/ready-state flow for cooperative activities.
+ - Key contracts: `PartyState`, `InviteEvent`, `RolePreference`.
+ - Dependencies: E1.M3.
+ - Stage target: Pre-production.
+- **E8.M2 GuildCorpProgressionState**
+ - Responsibility: Guild/corp membership, rank permissions, and shared progression tracks.
+ - Key contracts: `GuildState`, `GuildRolePolicy`, `GuildProgressionEvent`.
+ - Dependencies: E8.M1, E7.M3.
+ - Stage target: Production.
+- **E8.M3 PlayerTradeAndMarketplace**
+ - Responsibility: Listing, trade, purchase, and settlement flows for player economy.
+ - Key contracts: `MarketListing`, `TradeOffer`, `SettlementEvent`.
+ - Dependencies: E3.M3, E3.M5.
+ - Stage target: Pre-production.
+- **E8.M4 ChatModerationAndReporting**
+ - Responsibility: Channel chat, report pipeline, moderation action logs and escalation hooks.
+ - Key contracts: `ChatMessageEvent`, `PlayerReport`, `ModerationAction`.
+ - Dependencies: E9.M4.
+ - Stage target: Pre-production.
+
+### Epic 9 Modules - LiveOps, Telemetry, and Integrity
+
+- **E9.M1 TelemetryEventSchema**
+ - Responsibility: Canonical event taxonomy covering session, progression, economy, combat, and PvP events.
+ - Key contracts: `TelemetryEvent`, `EventSchemaVersion`, `ClientEventEnvelope`.
+ - Dependencies: None.
+ - Stage target: Prototype.
+- **E9.M2 KpiDashboardsAndAlerting**
+ - Responsibility: KPI aggregation, dashboard surfaces, trend alerts, and milestone gate signals.
+ - Key contracts: `KpiDefinition`, `AlertThreshold`, `MilestoneGateSignal`.
+ - Dependencies: E9.M1.
+ - Stage target: Pre-production.
+- **E9.M3 LiveBalanceControlPlane**
+ - Responsibility: Runtime-safe tuning of combat, progression, and economy parameters.
+ - Key contracts: `BalancePatch`, `ConfigVersion`, `RolloutState`.
+ - Dependencies: E9.M2, E5.M1, E2.M4, E3.M5.
+ - Stage target: Production.
+- **E9.M4 IntegrityAndAbuseResponse**
+ - Responsibility: Bot/exploit detection signals, incident triage, and response workflows.
+ - Key contracts: `IntegritySignal`, `IncidentTicket`, `EnforcementAction`.
+ - Dependencies: E9.M1.
+ - Stage target: Pre-production.
+
+## Module Dependency Flow (Level 2)
+
+```mermaid
+flowchart TD
+ E1M1[InputAndMovementRuntime] --> E1M2[IsometricCameraController]
+ E1M1 --> E1M3[InteractionAndTargetingLayer]
+ E1M3 --> E5M1[CombatRulesEngine]
+ E1M3 --> E1M4[AbilityInputScaffold]
+ E5M1 --> E1M4
+ E2M1[SkillDefinitionRegistry] --> E2M2[XpAwardAndLevelEngine]
+ E2M2 --> E3M1[ResourceNodeAndGatherLoop]
+ E3M1 --> E3M2[RefinementAndRecipeExecution]
+ E3M3[ItemizationAndInventorySchema] --> E3M2
+ E4M1[ZoneGraphAndTravelRules] --> E4M4[SecurityTierZoneFlags]
+ E4M4 --> E6M1[PvPEligibilityAndFlagState]
+ E6M1 --> E6M2[ConsentAndRiskUxSignals]
+ E5M1 --> E5M2[NpcAiAndBehaviorProfiles]
+ E5M2 --> E5M3[EncounterAndRewardTables]
+ E7M1[QuestStateMachine] --> E7M2[RewardAndUnlockRouter]
+ E5M1 --> E7M1
+ E3M2 --> E7M1
+ E3M2 --> E6M4[RewardParityEnforcer]
+ E5M3 --> E6M4
+ E9M1[TelemetryEventSchema] --> E9M2[KpiDashboardsAndAlerting]
+ E9M1 --> E9M4[IntegrityAndAbuseResponse]
+ E2M4[ProgressionPacingControls] --> E9M3[LiveBalanceControlPlane]
+ E3M5[EconomyBalancePolicy] --> E9M3
+ E5M1 --> E9M3
+```
+
+### Critical Path Modules by Phase
+
+- **Prototype critical path:** E1.M1, E1.M2, E1.M3, E2.M1, E2.M2, E3.M1, E3.M2, E3.M3, E4.M1, E4.M4, E5.M1, E1.M4, E5.M2, E5.M3, E6.M1, E6.M2, E6.M4, E7.M1, E7.M2, E9.M1.
+- **Pre-production critical path additions:** E2.M3, E2.M4, E3.M4, E3.M5, E4.M2, E4.M3, E5.M4, E6.M3, E7.M3, E7.M4, E8.M1, E8.M3, E8.M4, E9.M2, E9.M4.
+
+## Solo-Dev Build Order (First Executable Roadmap Cut)
+
+1. **Foundation runtime:** E1.M1 -> E1.M2 -> E1.M3 to guarantee movement, camera lock, and interactions.
+2. **Progression scaffold:** E2.M1 -> E2.M2 for visible XP progression in first session.
+3. **Inventory and crafting core:** E3.M3 -> E3.M1 -> E3.M2 to enable gather -> craft loop.
+4. **Combat baseline:** E5.M1 -> E5.M2 -> E5.M3 with starter encounters and reward hooks; add **E1.M4** after E5.M1 so hotbar and `AbilityCastRequest` wiring matches prototype combat MVP.
+5. **Quest integration:** E7.M1 -> E7.M2 to chain gather/craft/combat into guided progression.
+6. **Zone policy and optional PvP:** E4.M1 -> E4.M4 -> E6.M1 -> E6.M2 -> E6.M4 for clear opt-in PvP parity.
+7. **Telemetry minimum:** E9.M1 events wired into prototype pass/fail gates.
+8. **Pre-production hardening wave:** Add E2.M3/E2.M4, E3.M4/E3.M5, E4.M2/E4.M3, E8.M1/E8.M3/E8.M4, E9.M2/E9.M4 before large content expansion.
+
+## Epic Dependency Flow
+
+```mermaid
+flowchart TD
+ E1[CorePlayerRuntime] --> E2[ClasslessProgression]
+ E1 --> E5[PvECombatEncounters]
+ E4[WorldTopologyZones] --> E5
+ E4 --> E6[PvPSecurityZones]
+ E2 --> E3[CraftingEconomy]
+ E3 --> E7[QuestFactionReputation]
+ E5 --> E7
+ E7 --> E8[SocialGuildCorp]
+ E2 --> E9[LiveOpsTelemetryIntegrity]
+ E3 --> E9
+ E5 --> E9
+ E6 --> E9
+ E8 --> E9
+```
+
+## Business and Sustainability Frame
+
+- **Monetization guardrails:** Avoid pay-to-win; prioritize cosmetics, convenience with constraints, optional subscriptions/battle pass patterns as appropriate.
+- **Content economics:** Ensure live team can produce sustainable updates without unsustainable bespoke content burden.
+- **Community strategy:** Transparent communication cadence, test realms, creator/community partnerships.
+
+## Success Metrics (Top-Level)
+
+- **Retention:** D1/D7/D30, returning weekly users, average session depth.
+- **Progression health:** Skill distribution, completion rates, midgame drop-off points.
+- **Economy health:** Inflation/deflation, item velocity, crafting participation, market concentration risk.
+- **Social health:** Guild participation, group activity rates, toxicity/report trends.
+- **Operational health:** Server stability, incident frequency, exploit response time.
+- **PvP policy health:** PvP participation rate, opt-in churn impact, kill/death concentration, and parity satisfaction across PvE/PvP reward paths.
+
+## KPI and Telemetry Framework (Todo 5 Output)
+
+### Measurement Principles (Solo-Friendly)
+
+- **Decision-driven instrumentation:** Track only metrics that change roadmap decisions.
+- **Tiered telemetry depth:** Start with lightweight event coverage and expand only where blind spots block progress.
+- **Automate collection first:** Prefer dashboards/reports generated from stable event schemas over manual analysis.
+- **One owner model:** All KPI definitions, thresholds, and review cadence are maintained by the solo developer.
+
+### KPI Categories and Core Signals
+
+#### 1) Player Retention and Engagement
+
+- **Core KPIs:** D1/D7/D30 retention, weekly active users, average session duration, sessions per active user.
+- **Early warning signals:** Rising first-session abandonment, declining return rate after first craft or first quest chain.
+
+#### 2) Progression and Onboarding Health
+
+- **Core KPIs:** Time-to-first-level-up, time-to-first-craft, first-hour quest completion rate, skill progression distribution.
+- **Early warning signals:** Concentrated drop-off before first meaningful unlock, one skill line dominating due to imbalance.
+
+#### 3) Crafting and Economy Health
+
+- **Core KPIs:** Gather-to-craft conversion rate, crafted item usage rate, item sink velocity, median material price trend.
+- **Early warning signals:** Persistent oversupply without sinks, crafting bypassed by drops/vendors, inflation spikes.
+
+#### 4) Combat and Content Health
+
+- **Core KPIs:** Encounter completion rates by tier, death/failure rates, average combat duration, repeat participation rate.
+- **Early warning signals:** Frequent wipe/frustration clusters, trivialized encounters, low replay of intended repeatable loops.
+
+#### 5) PvP Policy and Parity Health
+
+- **Core KPIs:** PvP participation opt-in rate, non-PvP progression completion rate, reward parity sentiment, zone exit-after-death behavior.
+- **Early warning signals:** PvE players feeling forced into PvP, abnormal churn among players who enter low-security zones once.
+
+#### 6) Technical and Operational Health
+
+- **Core KPIs:** Crash-free session rate, server uptime, p95 latency, disconnect frequency, severe bug incidence.
+- **Early warning signals:** Regressions after releases, latency hotspots tied to specific zones/features, repeated rollback needs.
+
+### Event Instrumentation Baseline
+
+- **Session lifecycle events:** Login, logout, session start/end, reconnect, crash marker.
+- **Progression events:** Skill XP gain, level-up, unlock acquisition, quest start/step complete/quest complete.
+- **Economy events:** Resource gathered, item crafted, item consumed/destroyed, trade/listing/purchase.
+- **Combat events:** Encounter start/end, ability used, player death, enemy defeat, boss completion.
+- **PvP events:** Zone enter/exit by security level, PvP flag state, PvP defeat, PvP reward claimed.
+- **System health events:** Error class counts, server tick/perf counters, network latency buckets.
+
+### Phase-Based KPI Maturity
+
+- **Prototype phase:** Focus on onboarding funnel, core loop completion, readability, and optional PvP validation.
+- **Pre-production phase:** Add economy stability, content throughput metrics, and performance/latency trend tracking.
+- **Production phase:** Full KPI suite with release-over-release regression checks and automated anomaly alerts.
+- **Live operations phase:** Cohort tracking, long-horizon progression health, monetization guardrail checks, and seasonal event impact.
+
+### Review Cadence and Decision Gates
+
+- **Weekly review:** Check core KPI dashboard and identify one to three highest-impact interventions.
+- **Monthly gate:** Validate whether KPI trends justify continuing current roadmap priorities.
+- **Milestone gate rule:** No phase advancement if two or more red-status KPIs remain unresolved.
+
+### KPI Status Threshold Model
+
+- **Green:** Metric within target band for at least two consecutive review cycles.
+- **Yellow:** Metric drifting from target; requires hypothesis and owner-assigned corrective action.
+- **Red:** Metric outside acceptable bounds; triggers scope freeze on non-critical features until addressed.
+
+### Minimal Dashboard Set (Solo Operator)
+
+- **Dashboard A - New Player Funnel:** Session start -> first quest -> first craft -> first level-up -> return session.
+- **Dashboard B - Core Loop Health:** Gather/craft/combat loop completion rates and average loop duration.
+- **Dashboard C - Economy Pulse:** Resource inflow/outflow, crafted item velocity, sink effectiveness.
+- **Dashboard D - Stability and Performance:** Crash rates, latency percentiles, disconnects, severe defect counts.
+- **Dashboard E - PvP Optionality and Parity:** Zone participation, opt-out churn, and parity pathway completion.
+
+## Program Risks and Mitigations
+
+- **Scope overload:** Use staged gates and strict definition-of-done for each phase.
+- **Solo bandwidth saturation:** Cap concurrent initiatives, prioritize automation, and aggressively cut non-core feature requests.
+- **Content bottlenecks:** Invest early in data-driven pipelines and reusable encounter templates.
+- **Economy collapse:** Simulate and monitor continuously; maintain tunable sinks/faucets.
+- **Technical debt in networking/backends:** Build observability and load-testing into milestones.
+- **Identity drift (too derivative):** Enforce cyberpunk differentiators in art, narrative, systems, and social structures.
+- **PvP griefing harms PvE-first vision:** Enforce security zones, consent clarity, and progression parity policies with telemetry audits.
+
+## High-Level System Map
+
+```mermaid
+flowchart TD
+ Vision[ProductVision] --> Pillars[ExperiencePillars]
+ Pillars --> Systems[CoreSystems]
+ Systems --> Progression[ClasslessSkillProgression]
+ Systems --> Crafting[CraftingAndEconomy]
+ Systems --> Questing[QuestAndFactionContent]
+ Systems --> Combat[CombatAndEncounters]
+ Systems --> Social[SocialAndGuildSystems]
+ Systems --> Tech[BackendAndLiveOps]
+ Tech --> Launch[LaunchAndOperations]
+ Launch --> Growth[PostLaunchGrowth]
+```
+
+
+
+## Document Finalization Status
+
+- **Status:** Finalized baseline vision document (v1).
+- **Purpose:** This file is now the canonical 50,000-foot reference for product intent, architecture, and phase gates.
+- **Change policy:** Keep this file stable; place detailed decomposition work in dedicated files under `docs/decomposition`.
+
+## Decomposition Workspace (Next Artifacts)
+
+- **Index:** `docs/decomposition/README.md`
+- **Epic files:** `docs/decomposition/epics/` (one file per epic)
+- **Module mapping files:** `docs/decomposition/modules/` (cross-epic module contracts and dependency references)
+- **Milestone files:** `docs/decomposition/milestones/` (phase-gated implementation tracks)
+
+## Immediate Next Step (Execution)
+
+1. Create one decomposition file per epic in `docs/decomposition/epics/`.
+2. Expand each epic into backlog-ready slices (system, content, tooling, telemetry, acceptance).
+3. Capture cross-epic dependencies in `docs/decomposition/modules/module_dependency_register.md`.
+4. Convert phase gates into actionable milestone checklists in `docs/decomposition/milestones/`.
+
diff --git a/server/NeonSprawl.Server/NeonSprawl.Server.csproj b/server/NeonSprawl.Server/NeonSprawl.Server.csproj
new file mode 100644
index 0000000..87441a4
--- /dev/null
+++ b/server/NeonSprawl.Server/NeonSprawl.Server.csproj
@@ -0,0 +1,11 @@
+
+
+
+ net8.0
+ enable
+ enable
+ NeonSprawl.Server
+ NeonSprawl.Server
+
+
+
diff --git a/server/NeonSprawl.Server/Program.cs b/server/NeonSprawl.Server/Program.cs
new file mode 100644
index 0000000..ddbd094
--- /dev/null
+++ b/server/NeonSprawl.Server/Program.cs
@@ -0,0 +1,14 @@
+var builder = WebApplication.CreateBuilder(args);
+var app = builder.Build();
+
+app.MapGet("/", () => Results.Text(
+ "Neon Sprawl game server — GET /health for JSON status.",
+ "text/plain"));
+
+app.MapGet("/health", () => Results.Json(new
+{
+ status = "ok",
+ service = "NeonSprawl.Server",
+}));
+
+app.Run();
diff --git a/server/README.md b/server/README.md
new file mode 100644
index 0000000..8a756ac
--- /dev/null
+++ b/server/README.md
@@ -0,0 +1,17 @@
+# Game server (`NeonSprawl.Server`)
+
+ASP.NET Core **.NET 8** host for authoritative simulation (prototype: HTTP + health only).
+
+## Run
+
+```bash
+cd server/NeonSprawl.Server
+dotnet run
+```
+
+- Default URL is printed by Kestrel (see `Properties/launchSettings.json`, typically `http://localhost:5253`).
+- Check `GET /health` for a JSON heartbeat.
+
+## Solution
+
+From repo root: `dotnet build NeonSprawl.sln`