# Game design overview This folder holds **vision-level** design: what we want players to feel, do, and discover before we lock schemas, APIs, or content pipelines. Use it for brainstorming and alignment; when something is ready to drive implementation, it should gain a path in [`docs/decomposition/`](../decomposition/README.md) or [`docs/plans/`](../plans/). **Governing axioms** (same as the master plan): **(1) it must be fun** — player experience is the ultimate filter for design choices. **(2) it must be distinctly cyberpunk in theme** — setting, tone, and flavor should read as cyberpunk, not generic sci-fi. Full wording: [Vision and Product Intent — Design axioms](../../neon_sprawl_vision.plan.md#design-axioms-governing) in [`neon_sprawl_vision.plan.md`](../../neon_sprawl_vision.plan.md). ## Summary Neon Sprawl’s design work here starts from **concrete visions** of progression, places, risk, economy, social play, combat, and the items/abilities that express them. Documents below are added as we write them; each should stay opinionated and specific enough to argue with, without pretending to be a full GDD. **Hybrid progression:** [progression.md](progression.md) (vocabulary + why gigs + skills). **Gig** detail: [gigs.md](gigs.md). **Skills** + **seams**: [skills.md](skills.md). **Abilities** (combat vs non-combat actions): [abilities.md](abilities.md). **Items** (loot, craft, equip): [items.md](items.md). **Gathering** (nodes, skill XP, ecology): [gathering.md](gathering.md). **Crafting** (recipes, pipeline, benches): [crafting.md](crafting.md). **Economy** (faucets, sinks, trade, policy): [economy.md](economy.md). **Death / loss / recovery:** [death-loss-recovery.md](death-loss-recovery.md). **Risk & security bands:** [risk-security-bands.md](risk-security-bands.md). **Zones** (place identity, tone, hooks): [zones.md](zones.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md). ## Presentation and target rating (vision) **Intent:** The world and systems can carry **very grim** **ideas** (e.g. noir crime, body horror *as fiction*, exploitation as something the story *condemns or resists*). **On-screen presentation** stays **restrained**—implication, silhouette, report text, off-camera beats—not graphic **adult-only** depiction. **Overall product goal** is roughly a **teen-oriented** band (think **ESRB Teen–class** framing); **exact** labels, cuts, and territory rules are **out of scope** for per-skill design docs. **TODO** - Lock **target band** with stakeholders and (when relevant) compliance counsel—not a commitment to a specific board outcome until submission. - Write **content guidelines**: grim **concept** vs acceptable **depiction** (UI, cinematics, props, loot naming) before heavy production on sensitive beats. - Track **regional ratings and storefront policy** (PEGI, CERO, platform rules, etc.) when we approach release—do not block skill or quest design on that in early vision work. ## Artifact index | Document | Focus | Notes | |----------|--------|--------| | [progression.md](progression.md) | Shared **gig + skill** vision, vocabulary, links | Start here for progression | | [skills.md](skills.md) | Non-combat **skills**; seams; **v0 skill roster** by category | With [gigs.md](gigs.md); roster encodes **Hardshell** / **Softshell** / **Edgesmith** / **Rigging** equip vs **combat-deploy** rules ([Seams](skills.md#seams-gigs-skills)) | | [gigs.md](gigs.md) | **9-gig roster** (v1 cyberpunk names); hub, sub-gig, party | Recruitment **deferred**; PvP **open indefinite**; niche LFG **if** tool ships | | [abilities.md](abilities.md) | **Combat** gig kits vs **skill** interactions vs **item** channels; Seams hooks | With [gigs.md](gigs.md), [skills.md](skills.md); [Combat pillars (vision stub)](#combat-pillars-vision-stub) | | [items.md](items.md) | Buckets (gear, chrome, consumables, mats); craft vs drops; rarity/readability | **Seams** in [skills.md](skills.md); **Epic 3 module map** in [items.md](items.md#epic-3-module-map) | | [gathering.md](gathering.md) | Resource **nodes**, **Gather** skills, contesting, pipeline to refine/craft | **E3.M1** + **E4.M2**; with [skills.md](skills.md), [items.md](items.md) | | [crafting.md](crafting.md) | **Recipes**, **Process/Make** pipeline, bench vs **gig** combat use | **E3.M2**; with [gathering.md](gathering.md), [items.md](items.md), [skills.md](skills.md) **Seams** | | [economy.md](economy.md) | **Faucets/sinks**, trade, **E3.M5** policy, mission vs loot **faucets** | With [items.md](items.md), [crafting.md](crafting.md); **E8.M3** trade, **E6.M4** parity | | [death-loss-recovery.md](death-loss-recovery.md) | **Death** stakes, **durability**/drops, **recovery**, **PvP** loss (**E6.M3**) | With [items.md](items.md), [economy.md](economy.md), [risk-security-bands.md](risk-security-bands.md) | | [risk-security-bands.md](risk-security-bands.md) | **Security tiers**, **PvP** **eligibility**, **consent** UX (**E4.M4**, **E6.M1**–**M2**) | With [death-loss-recovery.md](death-loss-recovery.md), [gathering.md](gathering.md), [zones.md](zones.md) | | [zones.md](zones.md) | **District** **identity**, tone, economy/faction **hooks**, **E4.M1** graph | With [risk-security-bands.md](risk-security-bands.md), [gathering.md](gathering.md); **travel** stub in planned topics | | [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm | ### Planned topics (stubs) Link new files here when they exist; remove or rewrite this subsection once the table is populated. - **Progression** — [progression.md](progression.md): hybrid **gig + skill** overview and vocabulary. **Gigs:** [gigs.md](gigs.md). **Skills** + seams: [skills.md](skills.md). Recruitment channel **deferred**; *professions* stay folded into **skills** + rep unless a future doc defines something separate. - **Zones** — [zones.md](zones.md): tone, danger, faction/economic **hooks**; **graph** in [E4.M1](../decomposition/modules/E4_M1_ZoneGraphAndTravelRules.md). - **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity. - **Mechanics** — loops, constraints, what the server vs. client must honor. - **Items** — [items.md](items.md): categories, rarity philosophy, crafting vs. drops; **Seams** for gig/skill gates. - **Abilities** — [abilities.md](abilities.md): inputs, timing; combo with items; **gig** vs **skill** gates (see [progression.md](progression.md) vocabulary). **Combat context:** [Combat pillars (vision stub)](#combat-pillars-vision-stub). - **Gathering & resources** — [gathering.md](gathering.md): nodes, competition, exhaustion, open-world contesting; **skill XP** not **gig** XP. - **Crafting & recipes** — [crafting.md](crafting.md): depth vs breadth, failure, quality, stations; **skill XP**; [items.md](items.md) for output buckets. - **Economy** — [economy.md](economy.md): currency, sinks, trade, **E3.M5** / **E8.M3**; **mission** payouts vs **combat** loot ([progression.md](progression.md)). - **Factions & reputation** — who remembers you, grudges, access gates; **gig** story arcs: [gigs.md](gigs.md), rep + seams: [skills.md](skills.md). - **Combat pillars** — [Vision stub below](#combat-pillars-vision-stub): PvE vs. PvP stance, readability, time-to-kill, fairness; **items in combat** in [items.md](items.md). - **Death, loss & recovery** — [death-loss-recovery.md](death-loss-recovery.md): stakes, **E3.M4**/**E6.M3**, recovery UX. - **Risk & security bands** — [risk-security-bands.md](risk-security-bands.md): **tiers**, **PvP** opt-in, **theft**/gather **contest** hooks; **place** **fiction**: [zones.md](zones.md). - **Social play** — squad scale, corps, trust, betrayal affordances, async cooperation. - **Encounters & enemy roles** — archetypes, what a fight teaches, variety without noise. **Skill + gig split runs:** [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md). - **Onboarding** — first session hook, clarity vs. mystery, how much systems the new player sees. - **Tone & narrative** — how lore shows up (quests, environment, UI), voice of the world. **Presentation / ~teen rating target:** [Presentation and target rating (vision)](#presentation-and-target-rating-vision). ## Combat pillars (vision stub) Combat is still missing a **single** pillar doc. Until then, use this table for **where** vision lives: | Pillar | Where to read | |--------|----------------| | **Gig kits, inputs, skill vs item actions** | [abilities.md](abilities.md) | | **Combat gear, loadouts, hub swap, consumables** | [items.md](items.md) (with [skills.md](skills.md) **Seams**) | | **Roster, roles, party, sub-gig** | [gigs.md](gigs.md) | | **PvE readability, TTK, encounter fairness** | Stub—future dedicated combat doc; implementation direction in [Epic 5 — PvE combat](../decomposition/epics/epic_05_pve_combat.md) | | **Death, durability, recovery** | [death-loss-recovery.md](death-loss-recovery.md) (with [Epic 6](../decomposition/epics/epic_06_pvp_security.md) for **PvP** loss) | | **Risk tiers, PvP eligibility, warnings** | [risk-security-bands.md](risk-security-bands.md) ([Epic 4](../decomposition/epics/epic_04_world_topology.md) **Slice 2**) | **Items in fights:** [items.md](items.md) **Combat gear** is **gig**-tagged for equip/deploy; **consumables** baseline is not gig-gated; **chrome** persists across gig swap. Aligns with [abilities.md](abilities.md) **Item-linked actions**. **Stakes on defeat:** [death-loss-recovery.md](death-loss-recovery.md). ## Related repo docs | Area | Location | |------|----------| | Module / epic breakdown | [`docs/decomposition/`](../decomposition/README.md) | | Implementation plans | [`docs/plans/`](../plans/) | | Architecture | [`docs/architecture/`](../architecture/tech_stack.md) |