Project scaffold:
- project.godot at repo root, GL Compatibility renderer (max mobile reach),
pixel-snap on, texture filter nearest, sensor_landscape orientation
- 7 autoloads: World, Sim, GameState, EventBus, Strings, Audit, SaveSystem
- scenes/main/main.{tscn,gd} smoke-test scene with autoload assertions
- Folder layout matches tavernkeep idiom: autoload/ at root, scripts
co-located with scenes/ (not the scripts/autoloads/ mirror originally
sketched in implementation.md)
- Input map: pause, speed_cycle, speed_normal/fast/ultra, confirm, cancel.
Mobile gestures (pinch/drag/long-press) handled at script level via
Godot's InputEventScreenTouch/Drag/MagnifyGesture.
- SaveSystem skeleton: SAVE_VERSION=1, JSON to user://save_slot.json,
version-mismatch warning. Phase 3 expands to real entity state.
- icon.svg placeholder (cabin silhouette on dark green field)
- README.md points at memory.md / implementation.md / docs/
Headless verification: 'godot --headless --path . --quit' exits 0,
'[main] Phase 0 smoke test online.' prints, no errors. Editor-side
green-dot check still pending — needs human launch of editor.
Asset audit (researcher Haiku, 2026-05-10):
- FG_Houses.png NOT autotile-solvable — pre-built decorative house
compositions, 4 distinct roof palettes, no modular wall family.
~½–1 day per material to author terrain bits on top.
- FG_Fortress.png IS autotile-solvable — ~20–30 modular tan-stone
pieces. Wang-style Godot 4 terrain works with minimal extra art.
Iconic Homestead $19.99 fallback not needed.
- No wolf sprite anywhere in the bundle. EvoMonster packs all
cute/fantasy. Need commission, CC0 source, or Ventilatore check.
- Retro Graveyard 16x16 [Kingdom Explorer] confirmed in Tier 3 with
full graveyard suite — direct use in Phase 14.
New open questions surfaced in memory.md:
- Player-built wall material strategy (3 options laid out)
- Wolf sprite acquisition path (Phase 10 blocker)
Project move:
- Repo physical location moved from ~/claude/projects/rimlike to
/mnt/d/godot/rimlike (D: drive, fast for Windows-side editor).
- Symlink at the original WSL path preserves the home-CLAUDE.md
layout convention. Mirrors tavernkeep's pattern.
- Set core.filemode=false to silence DrvFs's everything-is-0777
false-positive on git diff.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
31 KiB
Implementation plan — rimlike
Phased build plan from clean-slate to MVP. Phases are ordered by dependency, and each ends with a runnable demo state so the project never sits in "everything's stubbed" territory for long.
Effort estimates are wall-time at focused solo pace. Scale up generously for context-switches, life, and the occasional rabbit hole. Ranges are deliberately wide.
| Status | Phase |
|---|---|
| ✅ scaffold landed (headless-verified); awaits editor-side green-dot check | Phase 0 — Project scaffold & foundations |
| ⏳ next | Phase 1 — World, tilemap, camera |
Use this doc as a checklist: tick boxes as items complete, and update the Status row above whenever a phase rolls over. The last bullet of each phase is the acceptance demo — the phase is "done" when you can perform it.
Refs to docs/ files are linked so each item lands in the right spec.
Pre-implementation audit (~75 min)
The five items from memory.md Open questions / Audit. None of these need code, but several of them gate Phase 1+ (autotile drives the wall pipeline; aesthetic harmony decides whether Ventilatore stays in active use). Knock these out before Phase 0.
- Aesthetic harmony test — ElvGames Forest vs Ventilatore tile, side-by-side. Decide use-both or drop-Ventilatore. (~15 min) — needs your eye
- ElvGames autotile audit — done 2026-05-10. Findings (visual inspection):
FG_Houses.pngis NOT autotile-solvable as-is. Pieces are pre-built decorative house compositions (4 distinct roof palettes), not modular wall variants. ~½–1 day per material to author terrain bits on top.FG_Fortress.pngIS autotile-solvable. 20–30 modular tan-stone-with-dark-mortar pieces — straight, corners, caps. Wang-style Godot 4 terrain works with minimal extra art.- Recommendation: make Fortress stone the primary player wall material. Defer custom-authored Houses walls to v2 OR keep Houses as static prebuilt-shelter art only.
- Iconic Homestead $19.99 fallback not needed.
- Wolf sprite source — done 2026-05-10. No wolf in the bundle. EvoMonster packs are all cute/fantasy creatures (slimes, ghosts, dragons), Turn-Based RPG Monsters are humanoid-style. No 4-legged canine predator anywhere in the bundle. Action: commission a 16×16 wolf (idle + 2–4-frame walk × 4 directions) OR check Ventilatore bundle OR find a CC0 sprite. Open in
memory.md. - Grave marker source — done 2026-05-10.
Retro Graveyard 16x16 Tileset [Kingdom Explorer]confirmed in Tier 3, full graveyard suite (tombstones, crosses, mounds, crypts). - License compilation start — kick off the credits string list now; add to it as packs come in. (open across phases)
Phase 0 — Project scaffold & foundations (~1 week)
Goal: a Godot project that opens cleanly, has all the autoloads and folder structure committed, and runs an empty test scene.
project.godotat repo root. GL Compatibility renderer (max mobile reach; Forward+ would lock out older devices). Pixel-snap on, texture filter = nearest. Landscape sensor orientation. Viewport 1280×720 (canvas_itemsstretch,keepaspect).- Re-copy
addons/godot_mcp/from/mnt/d/godot/mcp/addons/godot_mcpand enable inproject.godot[editor_plugins]. ⏳ Editor-side green-dot check pending — needs you to open the editor once. - Folder layout (cribbed from tavernkeep's idiomatic Godot pattern — co-located scripts in
scenes/,autoload/at root):autoload/— singletons (world.gd,sim.gd,game_state.gd,event_bus.gd,strings.gd,audit.gd,save_system.gd)scenes/(main/,world/,pawn/,ui/,entities/,effects/)data/(recipes/,thoughts/,events/,weather/,pawns/)art/(tiles/,sprites/,ui/,fx/)audio/(sfx/,music/)tests/,tools/
- Autoloads (stubs; real bodies land in later phases):
World— entity registry, tile state, signalsSim— tick loop owner, speed/pause state, Speed enum + factor tableGameState— current map, session timestamp,save_dict()/apply_dict()EventBus— global signal hub (no signals yet — added per-phase)Strings— i18n string table (Strings.t(key)lookup; const dict for now, .tres later)Audit— debug-only logging gateSaveSystem—write_save()/read_save(), version + path, JSON
- Input map:
pause,speed_cycle,speed_normal,speed_fast,speed_ultra,confirm,cancel. Mobile gestures (pinch / drag / long-press) handled at script level, not as input actions — Godot'sInputEventScreenTouch/InputEventScreenDrag/InputEventMagnifyGesturecover them. SaveSystemskeleton: version field (SAVE_VERSION = 1),user://save_slot.json, JSON serialize, mismatch warning. Smoke-test payload only; Phase 3 expands..gitignorecovers.godot/,.import/,addons/godot_mcp/, exports — verified.- Smoke-test scene:
scenes/main/main.tscn(Node + Camera2D + Label).main.gd._ready()asserts every autoload alive and shows the i18n-resolved hello string. - Acceptance (headless):
godot --headless --path . --quitexits 0,[main] Phase 0 smoke test online.prints, no errors. Confirmed. - Acceptance (editor): open
project.godotin Godot 4.6, hit Play — see "Phase 0 — autoloads online." rendered at 32,32. MCP Pro bottom panel shows green dot. ⏳ Needs your hand.
Phase 1 — World, tilemap, camera (~2 weeks)
Goal: an 80×80 map with the locked camera UX. No pawns yet; just a navigable empty world.
TileMapwith 6 layers perarchitecture.md: 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog. Set z-indices, modulate, etc.- Tileset import: at least one terrain (grass) + one floor + one wall material from ElvGames bundle. Skip autotile for now if Phase 0.5 audit hasn't completed.
- Generate an 80×80 placeholder map (procgen later — for now, a hand-painted test map saved as a
.tscnis fine) - Tick loop:
Simruns at 20 Hz, render free-runs at 60 Hz, decoupled. Pawn-position lerping comes in Phase 2. - Speed control: 1× / Fast (5×) / Ultra (12×) / Pause. Buttons fixed top-bar. Per
architecture.mdtable — sim-tick queue scales by speed factor. - Camera (per
ui.md"World view camera (locked)"):- Pinch-zoom (smooth, between strategic and close — no fixed levels)
- One-finger drag-pan on empty world
- Double-tap-centre on tap target
- No follow-cam; selection persists across pans
- Camera reads viewport, clamps to map bounds with a small bleed
- Indoor tint shader skeleton — uniform on/off per tile, hooked up but always off (real driver lands in Phase 13)
- Acceptance: open project on phone (or phone-sized resize on desktop), pan and zoom an 80² map smoothly, hit pause/speed buttons. Speed feel matches the table in
architecture.md.
Phase 2 — Pawn skeleton, pathfinding, movement (~2 weeks)
Goal: 3 pawns on the map, click-to-move them around. No AI yet.
- Pawn scene:
CharacterBody2D(orNode2Dif we don't use built-in physics for movement — TBD), sprite, name label, debug state badge - Pawn registry on
World:pawns: Array[Pawn] AStarGrid2Dover the 80² map; walkable derived from terrain passability + furniture occupancy. Update affected cells on build/destroy/door-state-change (one cell per change → O(1)).- Walk-to-tile: pawn requests a path, follows, lerps between sim ticks for smooth render
- Click-to-move test: tap empty tile while pawn selected → pawn walks there
- Spike (~30 min): AStarGrid2D path-query timing at 80² with 6 pawns simultaneously requesting paths. Confirm sub-millisecond per query.
- Acceptance: spawn 3 pawns, tap-select, tap-destination, watch them path around walls and reach the spot. Smooth motion at all speeds.
Phase 3 — AI core: Decision → WorkProvider → JobRunner (~3 weeks)
Goal: the 5-layer pipeline from architecture.md is real, but with one dummy work category. Save round-trip for JobRunner mid-toil state is required to land in this phase, not later.
Decisionlayer: priority-ordered checks (incapacitation → forced job → status interrupt → work → idle)WorkProviderinterface —find_best_for(pawn) -> Job?Job+JobRunner— multi-step toils, each toil is{action, predicate, on_complete}- Player overrides: forced job (e.g. "go here") preempts work
- Status interrupts skeleton — only
Bleedingfor now (rest land at Phase 9) - Idle behavior: stand still or wander locally (per
architecture.md:72, idle is v2; MVP just stands) - First WorkProvider:
RestProvider— sends pawn to a hardcoded "rest tile". Just a smoke test for the pipeline. - Save round-trip: kill the app mid-toil-2-of-4, reopen, pawn resumes the same toil at the same position
- Acceptance: 3 pawns idle around a rest tile; force-move one with a tap-and-hold-issue-order; suspend mid-walk and resume seamlessly.
Phase 4 — First verbs: chop, mine, hauling, stockpiles (~3 weeks)
Goal: the foundational gameplay loop — pawns harvest things and pile them up.
- Tree entity (chop → 3 logs drop), stone-tile mining (mine → 1 stone drop), iron-ore-tile mining
- Item entity: position, type, stack size, on-floor sprite
ChopProvider,MineProvider(subset of Construction work)- Hauling:
HaulingProvider+ Hauling job toils (walk → pick → walk → deposit)items_needing_hauldirty set onWorld(perarchitecture.md:243)StorageDestinationinterface (zones first; containers Phase 5)- No-destination fallback (locked decision): drop after 3 retry passes + passive
No stockpile accepts Xalert
- Floor stockpile zones:
- Zone-paint UI (designation paint mode reuses Phase 5 paint controller — for now, a quick zone-paint button)
- 16-chip filter grid (Wd/St/Ir/Cu/Ag/Au/Cl/Veg/Mt/Gr/Ck/Md/Tl/Wp/Ar/Co)
- 5-priority cycle (Critical/High/Normal/Low/Off) on the zone
- One-stack-per-tile, one-type-per-tile rule
- Carry capacity = 1 stack, 1 type (multi-type carry is v2)
- Spike (~1 hr): 16-chip grid mockup on a 720×1280 viewport — does it cram? Adjust before building.
- Acceptance: 3 pawns chop / mine / haul to a stockpile. Set the stockpile to wood-only — pawns leave stone alone. Set a second stockpile to higher priority and watch wood flow upward.
Phase 5 — Building, walls, floors, containers (~2–3 weeks)
Goal: the player can shape the world. End of phase: build a functional cabin.
- Designation paint mode (controller reused later by stockpile-paint, no-roof, etc.) — drag-paints ghosts on Layer 3, green-if-placeable / red-if-blocked
BuildJobqueue onWorld, with material requirements- Construction WorkProvider: nearest-job-first, hauls materials → walks to ghost → works N ticks → swaps Layer 3 ghost for real Layer 2 wall (autotile fixes neighbours) → updates pathfinder
- Walls: wood, stone (autotile per Phase 0.5 audit outcome — fall back to manually-painted variants if autotile pieces are missing)
- Floors: wood plank, stone, dirt-cleared
- Doors: simple swing-open furniture; pawns walk through; pathfinder treats as walkable, walls don't
- Containers (crates): furniture entity, 4 stacks, 16-chip filter, 5 priorities, all-neighbours-blocked fallback (locked: hold then drop after ~5 sim sec)
- Deconstruction (reverse build job)
- Acceptance: Player paints a 6×4 cabin outline → pawns haul wood → walls go up → floor + door → drop a crate inside → set crate filter to "tools" → tools auto-flow into it.
Phase 6 — Production: workbenches, recipes, bills, quality (~3 weeks)
Goal: crafting chains end-to-end with the full Rimworld bill semantics.
- 5 workbenches: carpenter, smelter, smithy, cooking hearth, millstone
- Recipe registry —
data/recipes/*.tres, ~22 recipes perdesign.md - Recipe DSL: ingredients (with optional quality filter), product (count, type), workTime, skill (Crafting or Cooking), skillThreshold
- Bill semantics:
- Modes: one-shot count / forever / until-N-in-stockpile
- Ingredient quality minimum filter (e.g. "Excellent+ iron ingots only")
- Skill threshold gate
- Bill round-trip in saves
- "Bill blocked" alert when no ingredients qualify (open question — drives Phase 17 alerts)
- CraftingProvider + CookingProvider (per
architecture.md:5599-list) - Quality system (Shoddy/Normal/Excellent/Masterwork/Legendary) — additive: skill × 0.04 + RNG; multiplicative stat bonus; quality stamped on every crafted item
- Spike (~2 hr): prototype the recipe-as-Resource format. Does the bill UI fit in a single bottom-sheet? Adjust before authoring 22 recipes.
- Acceptance: smelt iron, smith a sword. Watch quality vary by smith skill. Set a bill "until 5 swords in stockpile" — pawns stop at 5, restart when one is taken.
Phase 7 — Plants, cooking, hunger (~2 weeks)
Goal: food loop from seed to belly.
- 3–4 crops: wheat, potato, berry-bush, hop (final picks TBD; ElvGames bundle pickings audit-driven)
- Plant tile state machine: tilled → sown → growing (4 stages) → ready
- Plant WorkProvider: till + sow + harvest (matches the 9-category list)
- "Plants don't grow indoors" rule — depends on Layer-4 Roof flag, which doesn't exist yet at this phase. Stub it (always-outdoor) and revisit in Phase 13.
- Cooking: hearth recipes (raw ingredient → meal), shelf-life on meals
- Eating: pawn walks to nearest meal, consumes, hunger drops
- Hunger need + thought (
design.mdmood section) - Acceptance: full grain → flour (millstone) → bread (hearth) → eat loop. Hungry pawn auto-prioritises eating.
Phase 8 — Sleep, mood, thoughts (~3 weeks)
Goal: pawns have an interior life. Mood swings drive behaviour.
- Beds (furniture, "owned by pawn", quality affects sleep)
- Sleep need + sleep-mood gradient (placeholder numbers
+5/+0/−2/−5/−8fromdesign.mdTunables) - Tired status, decision-pipeline override (sleep when low)
- Mood thought registry — data-driven, ~13 thoughts per
design.md - Mood compute (
architecture.md:318): base 50 + sum(modifier × min(stacks, MAX_STACKS_PER_THOUGHT)).MAX_STACKS_PER_THOUGHT = 5(locked). - Thoughts: persistent (state-driven) or event (decay over hours), with stacking rules
- Soft breaks — Sulking and Wandering, fire when mood < 25 sustained for 30 in-game min, recover at mood ≥ 35
- Mood UI: small mood bar on pawn portrait, breakdown in pawn-detail (Phase 17)
- Acceptance: Force-create misery (cold, hungry, no bed, sees corpse): mood plummets, pawn enters Sulking, meet needs, recovers.
Phase 9 — Status effects + Medicine (~2–3 weeks)
Goal: the full status-driven drama from design.md Health section.
- Status registry: Hungry, Tired, Bleeding, Sick, Downed, Wet (Damp/Soaked), Cold
- Each status: trigger condition, decay rate, gameplay effect (move-speed, work-speed, mood thought, threshold-flips)
- Bleed-out timer (
BLEED_OUT_TICKS= 6 in-game hours fromdesign.md:418, locked) - Doctor work category (already in 9-list; provider lands here)
- Medical bed furniture
- Treatment job: walk → fetch supplies → walk → treat (timed by Medicine skill)
- Doctor interrupt prioritization — Combat=Off doctors still volunteer for medicine
- Downed → rescue model: Downed pawns get a timer; doctor walks them to medical bed; if timer expires before bed, pawn dies
- Acceptance: Wound a pawn → bleeds → second pawn breaks off work → carries to medical bed → treats → recovery thoughts fire. Try with no doctor available — pawn dies, watch the death pipeline run (Phase 14 closes the loop).
Phase 10 — Combat + Wolves (~3 weeks)
Goal: real threat, real defense, real consequences.
- 3 weapons: sword (melee), axe (melee, slow), bow (ranged) — stats per
design.md - 3 armor slots: helm, cuirass, boots
- Equipment system on pawn (carry + active slots)
- Hit math: two-roll resolution (hit roll → damage roll, armor reduces damage). Bonuses: skill ×5%, range ×5%, cover 40/20%. Numbers placeholder, tune in Phase 20.
- Cover: walls = 40%, trees = 20%. Cover lookup is per-shooter, per-target line.
- Combat priority semantics: Off ≠ "won't fight" — Off = "defends if cornered, won't volunteer" (per
design.md:64) - Friendly fire ON — bow pawns can hit teammates in line
- Wolf entity: Animal class, 4-state machine (APPROACH → ENGAGE → FLEE → DEAD per
architecture.md:700) - Wolf spawn: storyteller-driven, at map edge, in packs of 1–4, night only, season-weighted (more in winter)
- Spike (~half day): combat feel — 3 pawns vs 3 wolves on a small map. Does the two-roll resolution feel good? If not, dial numbers before Phase 20.
- Acceptance: Wolf raid at night — pawns auto-fight (or flee per priorities) — some get downed — doctor saves who they can — bodies on the field.
Phase 11 — Day/night + Lighting (~1–2 weeks)
Goal: the world has a rhythm; night feels different.
- Time-of-day clock (already in tick loop — surface to UI)
- Top-bar clock + day counter ("Day 14, 6 AM")
- Light sources: torch furniture, hearth furniture (already exists for cooking), candle. Each has radius (max 8) and on/off state.
light_mapcompute (perarchitecture.md:366) — recompute on light-source-change only, not every tick. Touches ≤ 200 cells per change.- Night shader: sample
light_map, brighten lit tiles, darken unlit. Smooth dawn/dusk transition (~30 in-game min each) - "In darkness" mood thought integration — fires for pawns standing in unlit cells at night
- Acceptance: Day → dusk → night → dawn cycle visible. Indoor lit areas glow; outdoor unlit areas are dim. Pawn in a dark room at midnight gets the mood thought.
Phase 12 — Seasons + Weather (~1–2 weeks)
Goal: 48-day year cycle with daily weather variety.
- 48-day year: 4 seasons × 12 days. Seasonal palette modulate on tilemap (subtle).
- Daily weather roll (
design.md:582): clear / rain / storm / cold-snap, season-weighted (placeholder weights, tune Phase 20) - Rain visual + ambient sfx (sourced from bundle SFX packs)
- Storm = rain + lightning flashes + dampness rate ×2
- Cold snap = winter-only, applies Cold status faster
- Wet status accumulation outdoors in rain (Damp at 25, Soaked at 60), decays indoors. Mood thought tiers.
- Cold status in winter outdoors, slower decay than wet
- Season indicator UI (top bar): "Spring 4/12", tap → forecast tooltip
- Acceptance: Run 1 in-game year, see all 4 seasons cycle. Trigger rain — watch outdoor pawns get Damp, then Soaked. They head indoors and dry off.
Phase 13 — Rooms, roofing, beauty, dirtiness, cleaning (~2–3 weeks)
Goal: built-environment systems — your cabin matters now.
- EnclosureDetector + RoomDetector (per
architecture.md:967and 982) - Auto-roof BFS (≤8 cells, per
architecture.md:983) — sets Layer-4 Roof flag - No-Roof designation (paint mode) — courtyards stay open
room_too_largesignal when BFS hits the cap on an enclosed area (locked decision from this session)- DECIDE: big-room UX (open question in
memory.md):- (a) Keep ≤8 cap, surface "split with an interior wall" banner — minimal scope
- (b) Bump cap to ~16, banner at the new threshold
- (c) Detect any enclosed area regardless of size — bigger architectural shift
- Recommendation lands here; deferring past Phase 13 means bugs.
- Indoor tint driven by Roof flag — wires to the shader skeleton from Phase 1
- Plants-don't-grow-indoors rule wires up properly (was stubbed in Phase 7)
- Beauty score per cell, derived from nearby furniture × Quality multiplier
- Dirtiness accumulation, traffic-weighted, spike events (blood from combat = +20, corpse decay = +5/h)
- Cleaning WorkProvider (the 9-list category — earlier doc text said "8th"; that's stale)
- Room thoughts: clean/dirty, beautiful/ugly, ate-without-table, slept-in-room
- Spike (~1 hr): room detection on a stress map (50+ rooms). Does it stutter on rebuild?
- Acceptance: Build a kitchen → mood reflects it (table, beauty). Bloody combat in bedroom → room turns ugly until cleaned. Build a 12-cell enclosed room → big-room banner fires (per (a)/(b)/(c) decision).
Phase 14 — Death, corpses, burial (~1–2 weeks)
Goal: close the death loop properly.
- Corpse entity + decay timer: 0–50 fresh / 50–100 rotting / 100 rotted
- Graveyard stockpile — special filter: Corpses-only chip
- Grave dig job (Manual Labor) — produces a grave slot
- Permanent grave marker entity: tap → opens deceased-pawn detail (Phase 17)
- Cremation pyre furniture + recipe (1 corpse + 5 wood → ash + brief mood thought for pawns nearby)
- Mood thoughts: "saw corpse", "buried friend", "cremated friend", "rotting body in colony" (severity scales)
- Death triggers in pawn pipeline (already wired in Phase 9) end here — corpse drops, hauler fires.
- Acceptance: Pawn dies (combat or untreated illness) → corpse on the floor → graveyard zone painted → hauler takes corpse to grave slot → digger digs → marker placed. Tap marker, see deceased pawn's portrait + 1-line backstory + mood-thought legacy.
Phase 15 — Storyteller (~2–3 weeks)
Goal: the world prods the player without overwhelming them.
- Event registry: 25 prompts authored in
design.mdported todata/events/*.tres - Daily 6 AM roll — picks one event from a weighted pool
- Weighted pool builder: trigger predicate, per-event AND per-category cooldowns (locked: both gates must pass), tension modifier
- Cooldowns: per-event from event def; per-category from
CATEGORY_COOLDOWN(3 days threats, 5 days wanderers, etc.) - Tension model: running tension score (0–100), high tension reduces threat weight (×0.3), low tension boosts (×2.0)
- State-triggered events ("First Beds" while no beds exist) at higher weight than random
- Banner UI (ambient, dismissible, no pause) for nudges/seasonal/lore
- Modal auto-pause for wanderer/threat/disease/milestone (player choice)
- "Go there" jump-to-alert integration — every alert/banner includes the camera-pan tap (locked)
- Ghost state + Wanderer event recovery — when all colonists dead/gone, sim half-speed, wanderer fires in 3–5 days
- Acceptance: Play a full season, all event categories fire at least once. Trigger ghost state by killing all 3 pawns — wanderer arrives within the window.
Phase 16 — Save/load full coverage (~1–2 weeks)
Goal: the save round-trip from Phase 3 expanded to every system. Mid-tick suspend safe.
- All entity types serialize (pawn, item, furniture, container, corpse, wolf, plant tile)
- Tilemap layers serialize via
get_used_cells_by_id - Storyteller state (current tension, recent-fired log per event + per category, scheduled events)
- Bill states (mid-fetch, mid-craft)
- Pawn deep state: thoughts, statuses, equipment, current job + JobRunner toil index
- Autosave on suspend (mobile platforms —
NOTIFICATION_APPLICATION_PAUSED) - "You've been away X minutes" toast on resume (no fast-forward in MVP)
- Slot management: single slot for MVP, manual save + autosave file
- Save version number; load barfs gracefully on mismatch
- Acceptance: Kill the app mid-anything (mid-haul, mid-craft, mid-bleed-out, mid-storyteller-modal). Reopen. Everything resumes seamlessly. No exceptions, no visual desync.
Phase 17 — Touch UX completion (~3–4 weeks)
Goal: every interaction has a touch path. No desktop-only gestures.
- Work-priority matrix (9 cols × N pawns, sticky pawn-name column, horizontal scroll on phone, tap-to-cycle priority, long-press 5-chip picker, swipe-column bulk-set)
- Per-pawn / per-job views layered on the matrix
- Stockpile / container UI — 4×4 chip grid, priority cycle, allow/forbid all
- Build drawer — bottom-sheet tabs (Walls / Floors / Furniture / Production / Designate). Material-pick UI when multiple materials match.
- Storyteller event modal vs ambient banner UX
- Pawn detail screen (bottom-sheet, full-height): needs bars, status effects, current job, equipment, mood thoughts breakdown, skill table, deceased-state
- Settings — speeds, auto-pause toggles, audio volumes, accessibility
- Day-summary card — recap at end-of-day, gives short sessions a stopping point (
ui.md:620) - Alerts log + storyteller event history
- Bill UI for workbenches (created in Phase 6 stub; full UX here)
- "No stockpile accepts X" alert from Phase 4 hauling fallback wires up here
- "Bill blocked" alert from Phase 6 quality-filter wires up here
- Acceptance: every screen in
ui.md"Screens still to design" exists and is touch-driven. Hand the device to someone who's never played — they can navigate without instruction.
Phase 18 — Audio (~1 week)
Goal: the game has soundscape; not silent.
- Ambient day loop, ambient night loop (bundle music packs)
- UI clicks (tap, long-press confirm, error)
- Combat stings: hit, miss, downed, kill
- Alert stings: storyteller modal, ambient banner, raid warning, pawn-down
- Volume sliders in Settings (master / music / sfx / ambient)
- Audio mute on suspend; fade in on resume
- Acceptance: play through a normal in-game day. Sounds fire at the right moments, mute toggles work.
Phase 19 — Onboarding & first-60-seconds (~1–2 weeks)
Goal: resolve the open question in memory.md — a new mobile player gets productive in <60 seconds.
- DECIDE: approach (open question, not enough thinking yet):
- (a) Hint system — contextual tooltips during first session, dismissible, no replay
- (b) Guided first-day — scripted storyteller events on day 1 walking through chop / haul / build / sleep
- (c) Tutorial scene — separate from main game, opt-in
- Recommendation lands when this phase begins.
- First-time-player flag persisted
- Acceptance: hand the game to a tester cold. They are doing useful colony work within 60 seconds without you saying anything.
Phase 20 — Balance, polish, export (~2–4 weeks)
Goal: ship-ready.
- Tune all placeholders (
memory.mdTunable list):- Sleep mood gradient
+5/+0/−2/−5/−8 - Wet thresholds 25 / 60 + accumulation rates
- Season weather weights
- Hit-chance bonuses (skill ×5%, range ×5%, cover 40/20%)
- Bleed-out timer (6h)
- Mood thought magnitudes + decay times
- Sleep mood gradient
- iOS export setup (needs Mac/Xcode — this is the long tail)
- Android export from Linux
- Steam Deck input parity — open question (
memory.md): gamepad-cursor or D-pad menus or both? - Credits screen — every art pack, every audio pack, every font (compiled across all phases)
- Bug pass — known issues from each phase's parking lot
- Performance pass — profile on a real low-end Android device
- Acceptance: TestFlight build for iOS, signed APK for Android, Steam Deck verified launch. Credits screen complete.
Out of scope (v2+ / explicit cuts)
These are not in MVP. Pulling any of them in adds weeks. Each is a known v2 candidate.
- Procgen maps (MVP: fixed seed)
- Multiple biomes (MVP: temperate forest only)
- Bandit raids (MVP: wolves only)
- Butchering animals for meat
- Surgery / limb damage / specific body parts (MVP: single HP + status)
- Background simulation when app is backgrounded
- Fast-forward on long absence
- Tech / research progression tree
- Pawn name / backstory generator (MVP: hand-curated list)
- Multi-pawn carry, multi-type carry
- Per-bench ingredient radius restriction
- Localization beyond English (architecture supports it; content stays EN)
- Post-launch monetization decisions (premium / PWYW / free)
- Multiplayer in any form
- Pets / tame animals
- Trade caravans
- Drugs / alcohol / festivals
- Prisoner mechanics
Scope-cut levers
If 6–12 months calendar is too long, these are sane reductions ranked by gameplay-cost-per-week-saved:
| Cut | Saves | Cost |
|---|---|---|
| Drop seasons & weather (keep day/night) | ~2 wk | Big — kills atmospheric variety |
| Drop dirtiness + Cleaning category | ~1 wk | Small — but loses one mood lever |
| Drop combat entirely (no wolves) | ~3 wk | Huge — only quiet events left |
| Drop quality system (everything is Normal) | ~1 wk | Medium — flattens late game |
| Drop cremation, keep burial only | 0.5 wk | Tiny |
| Reduce skills 5 → 3 (Labor, Combat, Medicine) | 0.5 wk | Tiny — tightens design |
| Drop room beauty score (rooms still detected) | 0.5 wk | Small — loses one mood lever |
| Single workbench instead of 5 | ~1.5 wk | Big — collapses production design |
| Drop ranged weapons (sword/axe only) | ~0.5 wk | Small — loses cover-relevance |
De-risking spikes (run before the relevant phase)
| Spike | Phase | Effort | Question to answer |
|---|---|---|---|
| AStarGrid2D timing at 80² with 6 concurrent path queries | Phase 2 | ~30 min | Sub-millisecond per query? |
| 16-chip filter UI mockup on phone viewport | Phase 4 | ~1 hr | Does it cram or fit cleanly? |
| Recipe-as-Resource format prototype | Phase 6 | ~2 hr | Does the bill UI fit a single bottom-sheet? |
| Combat feel test (3 vs 3 on small map) | Phase 10 | ~half day | Does two-roll resolution feel good? |
| Room detection on stress map (50+ rooms) | Phase 13 | ~1 hr | Does rebuild stutter? |
How to use this doc going forward
- At session start: check the Status row at top, then jump to the current phase. Read its goal + current open boxes.
- During a session: tick boxes as they complete. If the work uncovers something not on the list, add it as a new box (don't silently expand scope across phases).
- At session end: if a phase rolled over, update the Status row and add a
### YYYY-MM-DDentry tomemory.mdSession log noting what landed. - DECIDE points (currently in Phases 13 and 19): when you hit one, propose options + pick before continuing past it. Don't paper over.
- Spikes: treat the de-risking spikes as bona-fide tasks, not optional. Skipping them invites the cost-per-week to balloon.
What lives elsewhere
- Game design / mechanics — see
design.md. - Tech / engine layout / pawn AI — see
architecture.md. - Touch UI / camera — see
ui.md. - Tilesets / art / license — see
art.md. - Decisions index / open questions — see
memory.md.