- Roadmap_Lantern_Slice: Phase-0 status callout + doc index (all Phase-0 artifacts linked). - Phase 4 (mutations): mostly a re-theme of the shipped boon overhaul (DR-047) + Gloam gating + Tallow fixing (persistence) + raw-socketing + culture library; salvage map + gate. - Phase 5 (death/recovery): the split, stranded suits (deterministic relocation), body-carry, flame-share revive, the Tender solo valve, Selkie tariff; builds on the world-model in-pocket-death decision (C4); the slice's 2nd falsifiable-test half. - Session log Part B: the autonomous design pass + the world-model review record. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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title, date, tags, status, permalink
| title | date | tags | status | permalink | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| LANTERN — Phase 5 Death, Recovery & the Solo Valve (design pass, pre-review) | 2026-07-13 |
|
design-pre-review | gamevault/06-roadmap/lantern-phase5-death-recovery-design |
LANTERN — Phase 5: Death, Recovery & the Solo Valve
Phase 5 of Roadmap_Lantern_Slice — a design pass (deepens + gets its ★review when reached; this is netcode-heavy — stranded-suit persistence, body-carry, the Tender companion). It owns the second half of the slice's falsifiable test: does a stranded suit feel worth a second descent? The world-model review already locked the load-bearing constraint (NR-2/C4 in World_Model_Build_Spec): in-pocket death, warp- to-station gated behind party-wipe, revive is new code. This phase builds the rest on that.
The one rule, applied to the body
What the light holds, stays; what the dark holds, changes — applied to death: your flame (the person) returns to the light; your cargo (what the dark held) strands with the suit in the dark.
The split (the core design — Identity_Lantern)
- Flame returns cheap. Snuffed, the flame goes home; re-kindle in a rack-spare. Base grafts regrow cheaply/immediately from the culture library (Phase 4) → kit functional within minutes. Non-negotiable in a skillshot game — recovery is an optional value-run with a WORKING build, never mandatory kit-repair.
- What strands with the suit (dark in the deep): cargo (unbanked Lumen + organs), fixed mutations, and any raw-socketed wild organ. This is exactly the Phase-4 return-strip set — death = a localized, recoverable version of homecoming-evaporation, dropped at the death site instead of evaporated.
- Salvage:
PlayerDeathStateSystem(derivesDeadfromHealth<=0, gates move/aim/fire) +RespawnState/PlayerRespawnSystemare the base — but per C4 the respawn is rewritten to in-pocket (the guttering suit stays put; full-wipe warps everyone home together).
Stranded suits (recovery — deterministic, never RNG)
- A death spawns a stranded-suit entity at the death site (a server ghost carrying the stranded cargo/ mutation manifest). Persists across descents — deterministic server relocation, never RNG theft (the doppelganger that "wears your build" is the marquee deferred post-slice encounter; until then the dark just relocates the container by a server rule).
- Ally body-carry: a teammate hauls the suit home. Carried suits stay LOUD (count fully toward party Loudness — no dead-mule stealth logistics). A carried suit = an attachment/parent on the carrier + a Loudness contribution.
- One-suit debt cap: die on the recovery run → the older suit is dark-claimed (resurfaces later as a partial salvage lot at the Selkie's counter). Cap = 1 outstanding stranded suit; this bounds the state + prevents a soft-lock spiral.
- Party wipe: all stranded suits drift one pocket shallower (the dark spits out what it plays with) — a deep wipe never soft-locks the save. This composes with the world-model loss-floor invariant (DP-5/C2 — muster keyed on graph-reachability-from-station; drifting-shallower keeps recovery reachable).
Guttering & flame-share revive (co-op — NEW code per C4)
- A downed Wick's flame gutters (a telegraphed countdown; the lamp-morse revive-plea, per the Lantern_Tone_Bible). An ally re-lights it from their own flame — it costs the giver (a Flame/ Health price). Reachable because the downed suit stays in-pocket (C4).
- Mechanically: a
Gutteringstate (server-only timer) on the downed player; a revive RPC/proximity-interact that transfers a Flame cost from giver → downed and clearsDead/Gutteringin place (at the pocket origin,PocketTag = active, never the station). Full gutter (no revive in time) = the flame goes home, suit strands.
The solo valve (the Tender dive-companion)
Converts the co-op-only verbs (revive, carry, hold-the-line) into degraded-but-present solo verbs, diegetically — a solo Wick may take one Tender down:
- No combat power. It drags your guttering suit toward light, hauls cargo, and can hold a lantern's feed during a tide.
- Mechanically: a server-only companion entity with simple follow/drag AI (reuse the
EnemyAISystemseek/ move-util chassis, no attack; the collide-and-slide mover). Not a ghost the party competes over — a solo-only support. Its "drag guttering suit toward light" = a body-carry variant driven by AI.
The Selkie tariff (menu-level for the slice)
- The Selkie retrieves a lost suit for a steep tariff — for the slice, a menu-level transaction (spend banked Lumen at the station to recover a dark-claimed suit), not a full questline (that's v1.0). Reuse the storage/deposit RPC + a station vendor panel.
Salvage map
| Piece | Verdict |
|---|---|
PlayerDeathStateSystem (Dead-derive, gate move/aim/fire) |
KEEP |
PlayerRespawnSystem |
REWRITE to in-pocket (C4; warp-to-station only on party-wipe) |
RespawnState / respawn timer |
REWORK → guttering timer + in-place resolve |
| Stranded-suit ghost + manifest | NEW (server ghost; persists via the Phase-2/3 save schema — additive) |
| Body-carry (parent + Loudness) | NEW (attachment + the Loudness meter from currency re-mean) |
| Flame-share revive RPC | NEW (co-op verb; the receiver-sets-command / proximity-interact idiom) |
| Tender companion AI | NEW (reuse the EnemyAISystem seek/move-util chassis, no combat) |
| Selkie vendor | NEW-lite (reuse storage/deposit RPC + a station panel) |
The gate (Roadmap_Lantern_Slice)
★ a stranded suit feels worth a second descent — solo death is a story, not a rage-quit. Feel knobs: gutter window, flame-share cost, carried-suit Loudness weight, party-wipe drift distance, Selkie tariff.
Dependencies & sequencing
Depends on: the world-model (in-pocket death, loss-floor, muster — World_Model_Build_Spec), the currency re-mean (Flame = Health, Loudness meter, cargo-vs-banked — Lantern_Currency_ReMean), and the Phase-4 culture library (cheap regrow is what makes the split fair). Netcode-heavy → its own ★ design review before code (stranded-suit persistence + relevancy, body-carry replication, the companion).
Related
- World_Model_Build_Spec C4 — the in-pocket death constraint this builds on
- Identity_Lantern — the split, recovery, the Tender, the Selkie · Lantern_Phase4_Mutations_Design — the culture floor
- Lantern_Tone_Bible — the revive-plea lamp-morse · Roadmap_Lantern_Slice Phase 5