--- tags: - vision - pillars status: draft updated: 2026-05-29 permalink: gamevault/01-vision/pillars --- # Design Pillars & Locked Decisions > The few non-negotiables every system must serve. Keep this short; promote only decisions that are truly locked. ## Pillars 1. **Action-ARPG combat** — twin-stick, controller-first (LoL / Diablo 4 / PoE2 feel); skill expression over stat-checks. 2. **Co-op base power fantasy** — 2–4 friends build and grow a shared home base (V Rising feel). 3. **Automation as progression** — production runs itself so play time compounds; the loop rewards setup, not grind. 4. **Server-authoritative & deterministic** — input-only clients, client prediction; the simulation is the source of truth. ## Locked decisions - **Tech stack:** Unity DOTS (Entities) + Netcode for Entities — server-authoritative, input-only clients, client prediction. Established [[2026-05-29_Project_Setup]]. - **Control (locked 2026-05-30):** WASD movement, controller-first, **directional / twin-stick aim** with soft auto-target in-arc. [[2026-05-30_M1_Player_Slice]] - **Multiplayer (locked):** small co-op **2–4, client-hosted listen-server** (BinaryWorlds + in-proc IPC; not the experimental SingleWorld host mode), PvE. - **World (locked):** persistent buildable **home base + instanced/procedural expeditions**. - **Automation (locked):** **progression accelerator** — self-running production chains; data model designed to grow toward full logistics. ## Related - Decision records: `07_Sessions/_Decisions/`