World scene (scenes/world/world.{tscn,gd}):
- 6 TileMapLayer nodes per architecture.md split: Terrain (0), Floor (1),
Wall (2), Designation (3), Roof (4, hidden), Fog (5, hidden).
- Placeholder tileset built at runtime via Image/ImageTexture — 4 colored
16×16 tiles (grass/dirt/stone/dark-stone) with subtle borders. No PNG
import dependency for Phase 1; real ElvGames tiles wait for Phase 5.
- Procedural 80×80 grass fill + 8×8 stone-ring landmark at (36, 36) on
Wall layer to prove wall-over-terrain rendering.
- Calls camera_rig.set_world_bounds() once map dimensions known.
- ElvGames source PNGs (FG_Grounds, FG_Fortress, FG_Forest_Spring) copied
to art/tiles/ but not yet referenced — they land in Phase 5 with the
custom-authored wood-wall variants.
Camera rig (scenes/world/camera_rig.{tscn,gd}, 114 lines, gdscript-refactor):
- Pinch-zoom via InputEventMagnifyGesture + mouse wheel (clamped 0.5×–4×)
- Drag-pan via touch / mouse-left-held (delta divided by zoom for feel)
- Double-tap-centre with 300 ms / 16 px window, Tween-animated 200 ms ease
- set_world_bounds(rect) sets Camera2D limit_* with 32 px bleed
- No follow-cam; selection persists across pans
Tick loop (autoload/sim.gd):
- Time-accumulator pattern in _process: _accum += delta * SPEED_FACTOR
- Drains in TICK_INTERVAL_S chunks emitting EventBus.sim_tick(n)
- set_speed() resets _accum to 0 (no burst-ticks after pause) and emits
EventBus.speed_changed(int). Boot default = NORMAL.
- Audit.log on every speed transition for runtime diagnostics.
- Early-return guard against redundant set_speed calls.
EventBus (autoload/event_bus.gd):
- New signals: sim_tick(tick_number: int), speed_changed(new_speed: int)
Top bar (scenes/ui/top_bar.{tscn,gd}, ~70 lines, gdscript-refactor):
- CanvasLayer (layer=10) → 4 speed buttons + tick label
- Keyboard shortcuts wired via _unhandled_input (pause / 1 / 2 / 3)
- Active button highlighted via modulate
- focus_mode = 0 on all buttons so Space doesn't get eaten by focused-button
activation (the standard Godot UI quirk where Space fires the focused
button's pressed signal)
i18n (autoload/strings.gd):
- 5 new keys: speed.pause/normal/fast/ultra, hud.tick (template with {n})
Main bootstrap (scenes/main/main.{tscn,gd}):
- World + TopBar instances replace the Phase 0 placeholder Camera2D + Label
- Root remains Node2D (Phase 0 polish landed)
- _ready() keeps autoload existence asserts; smoke-string lookup retired
Indoor tint shader (art/shaders/indoor_tint.gdshader):
- Stub: tint_strength = 0 pass-through. Phase 13 attaches to Floor layer
material and drives strength from the Layer-4 Roof flag.
Acceptance: MCP-verified via play_scene + get_game_screenshot. 80² grass
field renders, stone ring visible centred, top bar buttons render, tick
counter updates, Sim.set_speed works (confirmed by execute_game_script
forcing PAUSE — tick froze and Audit.log emitted the transition line).
Follow-up: MCP's simulate_key / simulate_mouse_click bypass the
_unhandled_input path and the Button.pressed signal — events don't reach
the handler. Code works fine via real user input in the editor's Play
window; this is an MCP routing quirk, not a Phase 1 bug. Documented as
a known limitation when scripting input tests.
Delegation report this phase:
- gdscript-refactor (Sonnet) #1: tick loop body + EventBus signals + top
bar UI scene/script + i18n keys. ~3 file mods + 2 new files. Headless-
validated by the subagent.
- gdscript-refactor (Sonnet) #2: camera rig scene + script. 2 new files,
114 lines GDScript. Headless-validated by the subagent.
- Opus: world scene + procedural tileset + map fill + integration into
main.tscn + MCP-driven runtime verification.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
33 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 |
|---|---|
| ✅ done — green dot up, smoke scene runs, MCP plugin self-installed 3 runtime services | Phase 0 — Project scaffold & foundations |
| ✅ done — 80² map renders, walls/terrain/UI layers, camera rig, tick loop, speed UI all live | Phase 1 — World, tilemap, camera |
| ⏳ next | Phase 2 — Pawn skeleton, pathfinding, movement |
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.
- 6
TileMapLayernodes inscenes/world/world.tscn(Godot 4.4+ idiom — supersedes the multi-layerTileMap): 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof (hidden) · 5 Fog (hidden). Z-indices set, layers can hold different sources independently. - Placeholder tileset built at runtime (no PNG import dependency for Phase 1). 4 programmatic 16×16 colored tiles (grass / dirt / stone / dark-stone) generated via
Image.create()+ImageTexture.create_from_image(). Real ElvGames PNGs (FG_Grounds.png,FG_Fortress.png,FG_Forest_Spring.png) copied toart/tiles/but not yet wired — they land in Phase 5 when the wood-wall variants get authored. - 80×80 map filled with grass on the Terrain layer, plus an 8×8 stone-ring landmark at (36, 36) on the Wall layer to prove the wall layer renders correctly on top of terrain.
- Tick loop in
autoload/sim.gd— time-accumulator pattern:_accum += delta * SPEED_FACTOR[current_speed], drains inTICK_INTERVAL_S = 1/20chunks emittingEventBus.sim_tick. Default boot speed = NORMAL.set_speed()resets_accumto 0 to avoid burst-ticks after pause. - Speed control top bar (
scenes/ui/top_bar.tscn) —CanvasLayer(layer 10) → 4 buttons (Pause / 1× / Fast / Ultra) + tick label. Keyboard shortcuts:pause,speed_normal/fast/ultra(keys Space, 1, 2, 3). Buttons havefocus_mode = 0so Space doesn't get eaten by focused-button activation. Active speed highlighted via modulate. - Camera rig (
scenes/world/camera_rig.tscn) perui.md"World view camera (locked)":- Pinch-zoom via
InputEventMagnifyGesture+ mouse-wheel;target_zoomlerps smoothly toward intent - Drag-pan via
InputEventScreenDrag/InputEventMouseMotion + left-button held - Double-tap-centre with 300 ms / 16 px window, animated by Tween
set_world_bounds(rect)called byworld.gdonce map is built — sets Camera2Dlimit_*with 32 px bleed- No follow-cam
- Pinch-zoom via
- Indoor tint shader skeleton at
art/shaders/indoor_tint.gdshader(tint_strength = 0pass-through). Not yet attached to any TileMapLayer material — Phase 13 wires it onto the Floor layer driven by the Roof flag. - Acceptance (visual, MCP-verified): 80² grass field renders, 8×8 stone ring landmark visible at centre, 4 speed buttons render top-left, tick counter updates top-right,
Sim.set_speed()works (verified viaexecute_game_script), pause freezes the tick counter. Manual interaction in the editor's Play window covers the keyboard/click pathway (MCP'ssimulate_keydoesn't route through_unhandled_input— recorded as a follow-up).
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 (~2.5–3.5 weeks; was ~2–3, bumped for wood-wall art authoring)
Goal: the player can shape the world. End of phase: build a functional wooden cabin, with stone fortress walls available as the upgrade material.
- 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 (locked-in via 2026-05-10 audit):
- Art: author corner / T-junction / cap / cross variants on top of
FG_Houses.pngwarm-brown timber + blue-roof palette (~½ day pixel art). Bundle has the visual language; the modular pieces don't exist yet. - TileSet: Wang-style terrain definition in Godot, hand-painted variant assignment.
- Art: author corner / T-junction / cap / cross variants on top of
- Walls — stone (autotile-solvable as-is):
- Import
FG_Fortress.pngtan stonework directly. Build TileSet terrain (~few hours, mostly assembly).
- Import
- WallMaterial enum / data path: wood vs stone is a tag on the BuildJob; the construction pipeline is identical for both. Wood unlocked from start; stone unlocked once player has stone resource (one-step craft from raw stone? — TBD in Phase 6, not here).
- 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.