Docs: supersession banners on pre-redirect roadmap docs (point to Iteration_2026-07_CoopHades)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -7,6 +7,9 @@ updated: 2026-06-13
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permalink: gamevault/06-roadmap/backlog
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permalink: gamevault/06-roadmap/backlog
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> [!warning] SUPERSEDED as the operative plan (2026-07-06 Co-op Hades conversion, banner added 2026-07-07).
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> Current direction + phases: [[Iteration_2026-07_CoopHades]]. This doc is kept as history.
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# Backlog
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# Backlog
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Open / candidate work only. **Done items live in [[Milestones]] + their DR / session log** (this file is intentionally
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Open / candidate work only. **Done items live in [[Milestones]] + their DR / session log** (this file is intentionally
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@@ -12,6 +12,9 @@ updated: 2026-06-17
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permalink: gamevault/06-roadmap/end-of-month-game-jam-slice
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permalink: gamevault/06-roadmap/end-of-month-game-jam-slice
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> [!warning] SUPERSEDED as the operative plan (2026-07-06 Co-op Hades conversion, banner added 2026-07-07).
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> Current direction + phases: [[Iteration_2026-07_CoopHades]]. This doc is kept as history.
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# End-of-Month Game Jam Slice
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# End-of-Month Game Jam Slice
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> **⚠️ SUPERSEDED 2026-06-17 by [[DR-037_Procedural_Expedition_Spine_Two_Classes_Persistent_Meta]].** An operator playtest ([[Scratch Notes 6152026]]) found the single-arena base-defense loop **"stale very fast"** — the predicted cost of cutting the expedition. The project re-scoped off this fixed deadline toward a **co-op roguelite-ARPG** (procedural Expedition spine + persistent meta home base + two classes). **This doc is archived, NOT deleted** — it remains a valid *compact-showcase / fallback target* and its art-direction rules ("Aether Siege Outpost" palette, visual-cohesion checklist, Synty asset rules) **still apply** to the base hub. Current direction: [[DR-037_Procedural_Expedition_Spine_Two_Classes_Persistent_Meta]] · roadmap [[Backlog]] · [[Path_to_Fun]].
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> **⚠️ SUPERSEDED 2026-06-17 by [[DR-037_Procedural_Expedition_Spine_Two_Classes_Persistent_Meta]].** An operator playtest ([[Scratch Notes 6152026]]) found the single-arena base-defense loop **"stale very fast"** — the predicted cost of cutting the expedition. The project re-scoped off this fixed deadline toward a **co-op roguelite-ARPG** (procedural Expedition spine + persistent meta home base + two classes). **This doc is archived, NOT deleted** — it remains a valid *compact-showcase / fallback target* and its art-direction rules ("Aether Siege Outpost" palette, visual-cohesion checklist, Synty asset rules) **still apply** to the base hub. Current direction: [[DR-037_Procedural_Expedition_Spine_Two_Classes_Persistent_Meta]] · roadmap [[Backlog]] · [[Path_to_Fun]].
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@@ -6,6 +6,9 @@ updated: 2026-06-13
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permalink: gamevault/06-roadmap/milestones
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permalink: gamevault/06-roadmap/milestones
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---
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---
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> [!warning] SUPERSEDED as the operative plan (2026-07-06 Co-op Hades conversion, banner added 2026-07-07).
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> Current direction + phases: [[Iteration_2026-07_CoopHades]]. This doc is kept as history.
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# Milestones
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# Milestones
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| Milestone | Goal | Status |
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| Milestone | Goal | Status |
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@@ -11,6 +11,9 @@ updated: 2026-06-24
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permalink: gamevault/06-roadmap/path-to-fun
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permalink: gamevault/06-roadmap/path-to-fun
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> [!warning] SUPERSEDED as the operative plan (2026-07-06 Co-op Hades conversion, banner added 2026-07-07).
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> Current direction + phases: [[Iteration_2026-07_CoopHades]]. This doc is kept as history.
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# Path to Fun — the north-star roadmap
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# Path to Fun — the north-star roadmap
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> **[LOOP RE-SHAPED 2026-06-24 → [[DR-042_Loop_Reshape_Expedition_Driven]]]** A 5-subsystem loop evaluation found the game had **two conflicting win-models bolted together**: the only path to victory was "survive 4 base sieges" (passively/AFK-reachable — scheduled sieges auto-arm + a ~60 s timeout auto-clears them), while the **expedition combat spine — where all the new enemy variety lives — advanced nothing toward winning.** The operator locked the **expedition-driven** direction: the win-driver moves to **expedition clears**, the blind scheduled siege is retired, and base sieges become **retaliation consequence** (the reason your build-defense matters). This **supersedes the END-2 base-siege win** ([[DR-036_END2_Final_Siege_Win_Lose]]) as the progression driver and demotes END-1's losable Core ([[DR-034_END1_Losable_Core]]) to a *consequence* rather than the win-gate. Committed build order — **A** coherence core → **B** retaliation connect → **C** legibility fixes → **D** persistent-meta (Slice 4) — lives in [[Backlog]] ("Loop Coherence Re-shape" section). Everything below this banner is **historical context**; the operative plan is DR-042 + Backlog.
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> **[LOOP RE-SHAPED 2026-06-24 → [[DR-042_Loop_Reshape_Expedition_Driven]]]** A 5-subsystem loop evaluation found the game had **two conflicting win-models bolted together**: the only path to victory was "survive 4 base sieges" (passively/AFK-reachable — scheduled sieges auto-arm + a ~60 s timeout auto-clears them), while the **expedition combat spine — where all the new enemy variety lives — advanced nothing toward winning.** The operator locked the **expedition-driven** direction: the win-driver moves to **expedition clears**, the blind scheduled siege is retired, and base sieges become **retaliation consequence** (the reason your build-defense matters). This **supersedes the END-2 base-siege win** ([[DR-036_END2_Final_Siege_Win_Lose]]) as the progression driver and demotes END-1's losable Core ([[DR-034_END1_Losable_Core]]) to a *consequence* rather than the win-gate. Committed build order — **A** coherence core → **B** retaliation connect → **C** legibility fixes → **D** persistent-meta (Slice 4) — lives in [[Backlog]] ("Loop Coherence Re-shape" section). Everything below this banner is **historical context**; the operative plan is DR-042 + Backlog.
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