Docs: redirect to co-op roguelite — Expedition spine + classes + persistent meta

Playtest of the single-arena slice (Scratch Notes 6152026) found it stale fast.
Answer the post-END-2 Decision Gate as continue/expand: re-scope off the fixed
June-30 demo to a co-op roguelite-ARPG — base = persistent buildable hub (never
resets), the procedural Expedition region = the required combat spine, two classes
(Warrior/Ranger), persistent meta (SaveData v6 later). Mission-as-Sortie model:
fulfils locked pillar #4, preserves the never-a-run-reset pillar; reverses DR-031's
expedition pause. Backed by an 8-agent design+feasibility pass (feasibility GREEN:
server-spawns-ghosts removes seed replication). Slice doc archived/superseded.

See DR-037.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-17 12:47:54 -07:00
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@@ -114,7 +114,7 @@ So every fight is fought *with* what the factory made and *for* the base the fac
- The **narrative payoff** — the goal meter currently fills (`Target=10`) with no authored ending; staged **memory beats tied to charge milestones** + the Echo's voice lines are net-new *content/writing* (playable as subtitles first), tracked for a later narrative milestone — NOT a systems change.
- A literal **corruption/risk meter**, **memory-gated abilities**, or a real **ending payoff** are net-new design for a future milestone if ever pursued.
- The recharging pod stays a **persistent anchor** (death = respawn), never a roguelike run-reset (locked persistent-base pillar / [[DR-013_M6_Aether_Cycle_Region_Split]]).
- The recharging pod stays a **persistent anchor** (death = respawn), never a roguelike run-reset (locked persistent-base pillar / [[DR-013_M6_Aether_Cycle_Region_Split]]). **Reinforced 2026-06-17 ([[DR-037_Procedural_Expedition_Spine_Two_Classes_Persistent_Meta]]):** the **Sortie into the Blightfield is now the primary combat venue** (Mission-as-Sortie — the Engine/base never resets; only the Blight re-grows and run-buffs expire). No fiction change — this is exactly the [Aether Cycle](#the-aether-cycle-in-fiction)'s *Sortie / Siege / Forge*. The **two operator-class frames** (a melee-channelling **Warrior** + a ranged **Ranger**) are Sleeper archetypes; their run meta-buffs are *more Aether channelled* (the existing `StatModifier` fold) — and persistent meta = the pod restoring durable capability between sorties.
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