1b999e612a
- Theme_Direction_Candidates: research-backed direction exploration (saturation map, load-bearing-theme patterns, 4 candidate directions); operator picked Direction A - Identity_Lantern (final draft): tide-line persistence (lit=permanent via seed-pinning, dark re-knots), Wicks/drowned-sun night-sea mythology, Sparks + Gloam mutations, death split, readability law — hardened via 3 adversarial reviews, all findings folded - Roadmap_Lantern_Slice: vertical-slice phases 0-7 + Workstream A (solo-dev art pipeline: palette-atlas materials, 3 rig families, CreatureKit factory) Supersedes the Awakening Engine / Co-op Hades direction on adoption (Phase 0 DR pending). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
191 lines
23 KiB
Markdown
191 lines
23 KiB
Markdown
---
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tags:
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- vision
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- identity
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- lantern
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status: final-draft
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updated: 2026-07-13
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permalink: gamevault/01-vision/identity-lantern
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---
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# LANTERN — Identity & Core Design (final draft, review-hardened)
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> **v3 (2026-07-13).** Final design draft. v2 was put through three independent adversarial reviews (theme/narrative · systems/game-loop · player-experience/market); all findings were accepted by the operator and are folded in here. Verdicts: "revise specific parts, don't rethink" / "needs targeted revision — unusually high confidence in the foundation" / "promising with fixes." Requirements held: 2–4 co-op · Shape-of-Dreams-grade skillshot combat with modular ability kits · a persistent base · narratively rich · solo dev + AI tooling, stylized low-poly (RoR2-lineage), Blender upskilling. Implementation: [[Roadmap_Lantern_Slice]]. *(Working title "LANTERN" has poor Steam-search uniqueness — a naming pass is deferred to marketing.)*
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## The pitch (lead with the invention)
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> **A co-op action-RPG where your territory is light: what you light stays forever; what stays dark rerolls.** Push a frontier of lamplight shelf by shelf down a mythic night-sea — a crew of kindled diving suits fighting skillshot battles against every sea-fear humanity ever named, to win back the drowned sun.
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The tide-line (the persistence model) is the thing no shipped game does — it leads. The drowned-sun mythology is the *setting* that makes it sing.
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### Prior art & differentiation (owed honestly)
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- **Sunless Sea** owns "dark mythic sea, light as economy" *as atmosphere and text* — LANTERN is a real-time skillshot action game where light is **territory**, not a fuel gauge.
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- **Below** owns "lantern in shifting dark depths" — and died partly on solo dread and screenshot-illegible darkness; LANTERN is co-op-warm, and its readability law (below) is designed against exactly that failure.
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- **Barotrauma** owns "co-op dread at the bottom of a dark sea" — side-scrolling submarine crew-sim; LANTERN is a top-down ARPG with a persistent claimed world. It will be the first comment under every trailer; the answer is the tide-line.
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- **Hades / Shape of Dreams / V Rising** — the combat grammar, the modular-kit joy, and the territory pleasure respectively; LANTERN's contribution is making all three obey one rule.
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## The one rule — and the two lights
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> **What the light holds, stays. What the dark holds, changes.**
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Applied to the world → the persistence model. Applied to your body → the death rules. Applied to your kit → the build system. Applied to the story → the stakes.
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To keep the rule true, the fiction distinguishes **two radiances**:
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- **Light** — the sun's true fire: warm, steady, gold/amber. Light *holds*: it preserves, banks, fixes.
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- **Gloam** — the deep's counterfeit radiance: cold corpse-green/blue, lure-red, flickering. Gloam *changes*: it warps, baits, lies. Every false lantern, every predator's lure, every wild warp your grafts drink in the deep — that is gloam, not light.
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**The palette rule is the ontology:** trust the warm and steady; fear the cold flicker.
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And because "light" must never mean nine things at once on screen, the sub-currencies have names and distinct HUD glyphs:
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| Name | What it is | Glyph idea |
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|---|---|---|
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| **Flame** | your life — the loaned fire in your chest-glass | flame in glass |
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| **Lumen** | spendable light — abilities, fuel, the banked economy | droplet of gold |
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| **Gloam** | the wild radiance your grafts drink — the mutation feed | cold spark |
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| **Loudness** | how much attention your light is drawing | ripple rings |
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| **Salvage / Chum / Tallow** | materials: build-stuff · garden feedstock · rendered fixative | — |
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## The mythic frame
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Every mythology agreed on one thing: **at night, the sun crosses a sea.** Ra's barque sails the Duat; the Norse sun is chased into the waves; a hundred shores tell of the light that goes under the water and returns at dawn. And every shore named what *lives* in that water. They were all describing **the same sea from different beaches** — and one canon line covers the strays: *every dark water drains here at night* (marsh-wisps, river-drowners, and lake-things all wash down).
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One night the crossing failed. The Serpent — Apep, Jörmungandr, Leviathan; every name is true — closed its coils around the barque, and dawn never came. The world above is a frozen, dying dark. The night-sea is now the only place the sun's light still exists: swallowed, scattered, hoarded.
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## The Last Lantern & the Wicks
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One way-station of the old sun-cult survives: **the Last Lantern**, built around the **Mother-Lamp**, a flame kindled from an ember of the sun itself. Its human crews are long gone — bunks made, kettles cold, diving suits still on the racks. So the Lamp did the only thing a flame can do: it spread. It kindled **wicks** inside the empty suits, and the suits stood up and went back to work.
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**You are a Wick** — a heavy salvage suit with a small warm flame where a heart would be. No face, no memory, no voice: Wicks **speak in light**, shuttering their headlamps in blinks and flickers (co-op pings, greetings, and the revive-plea are diegetic lamp-morse). The register is earnest, wordless, and small — warm bodies of light inside a dreadful ocean. *(No swimming, and we say so proudly: Wicks are weighted, magnet-booted, and gloriously un-hydrodynamic. This is seafloor infantry, not Subnautica.)*
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## The world model: the tide-line
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**The game is a tug-of-war between a roguelike and a persistent world, and the rope is light.**
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- **Wherever a lamp burns, the world is permanent.** The station; and any pocket where you plant and feed a waypoint-lantern — geography fixed, structures saved, ground buildable.
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- **Wherever it is dark, the world re-knots.** Unlit geography regenerates; every push past the frontier is fresh.
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- **The player moves the boundary.** Permanence is spendable: light a pocket or don't.
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- **Topology is the strategy (anti-spine rule).** Serpent-tides can **sever fuel lines and waypoints — and everything downstream of a cut gutters.** A minimal spine of lights straight down is one cut from cascade; loops, secondary pockets, and garrisoned junctions are insurance. Breadth vs. depth is therefore a *live* decision, not a solved one — the colony is hand-shaped because shape is survival.
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- **The offline rule (committed):** **the Lamp burns only while a session runs.** Guttering is a during-play threat — never a punishment for absence. No friend group ever logs in to a dead net.
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- **Loss ceiling:** the dark takes frontier *pockets*, never a whole shelf (shelf-regression exists only as an optional hard mode).
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**Tech model (design commitment):** permanence is **seed-pinning**. The world is a **pocket-graph** — discrete generated pockets on a graph, not open stitched terrain. Dark pockets generate from a per-descent seed; lighting one pins its seed and saves structure deltas. "The dark re-knots" is a seed change, nearly free.
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**Session shape:** muster at the deepest lit waypoint; a standard descent is **hard-capped at ~30–40 minutes** by the Bell — the session contract fits in a sentence. Lighting a lantern is a save point in the deepest sense; sessions chapter naturally at lit pockets.
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## Death & the empty suit
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- **Your flame is a loan from the Mother-Lamp.** Snuffed, the flame goes home; you re-kindle in a rack-spare. The flame is the person; the suit is the gear.
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- **What regrows vs. what strands (the split):** your **base grafts regrow cheaply and immediately** from the culture library — your kit is functional within minutes of dying, non-negotiable in a skillshot game. What strands with the suit, dark in the deep: **cargo (unbanked Lumen + organs), your fixed mutations, and any raw-socketed wild organ.** Recovery runs are therefore *optional value-runs made with a working build* — never mandatory kit-repair with a broken one.
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- **Suit debt is capped at one.** Die on the recovery run and the older suit is dark-claimed — it resurfaces later as a partial salvage lot at the Selkie's counter.
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- **Party wipe:** all stranded suits drift **one pocket shallower** (the dark spits out what it plays with) — a wipe deep in Midnight never soft-locks the save.
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- **Carried suits stay loud.** A hauled suit counts fully toward party Loudness — no dead-mule stealth logistics.
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- **Guttering & flame-share:** a downed Wick's flame gutters; an ally re-lights it *from their own flame* (it costs the giver). Solo, the **Tender dive-companion** (below) can drag a guttering suit toward light.
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- **The valve:** the Selkie retrieves a lost suit for a steep tariff.
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- **The doppelganger** (something wearing your suit, running your build) is the marquee *deferred* encounter — post-slice, likely post-v1 (it hides an arbitrary-build AI project). Until then a stranded suit is a container the dark relocates by a deterministic server rule — never RNG theft.
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## Combat & the build system
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**Feel target:** top-down MOBA-grade skillshot combat — manual aim, telegraphs, dashes, cooldown kits, positioning; skill expression over stat checks. In a dark world, **light is information**, and that is enforced server-side (see multiplayer).
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Three layers (Oils are cut — reviews found them a duplicate augment slot):
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1. **Suit-frames** — the chassis; class = silhouette = verb. Slice ships two: the **Bathynaut** (tide-breaker; anchor-and-crash melee) and the **Harpooner** (line-and-iron; skillshots, reel-and-drag). Later frames (Bellringer, Lamplighter) are treadmill units.
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2. **Sparks** — abilities as organs harvested from named myths, **cultured** at the Lantern (permanent collection — knowledge is never lost), grafted into frame sockets (3–4 active + movement). Every button on your bar came from an encounter you remember.
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3. **Wild mutations — the augment layer.** In the deep, your grafted Sparks drink **Gloam** — kills, vents, blooms — and at **paced thresholds** (at pocket-clear beats, never mid-combat interrupts) offer a choice of warps (your decoy now bursts, or taunts, or splits). Mutations are gloam-things: **they don't survive homecoming** — unless you **fix** one by rendering it in **Tallow** (candle-making, literally: setting a wild flame in wax). **Fix slots are the scarcity: 1 fixed mutation per Spark** (a possible 2nd slot very late) — slots, not materials, so the meta can't ossify and in-run variety survives your best players. Raw-socketing a fresh organ mid-descent (wild, over-tuned, gone at homecoming unless cultured) remains the run's recurring temptation.
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4. **The first evaporation is a scripted gift:** on the first homecoming with a mutation, the Keeper names the rule — *"gloam doesn't survive the light… unless you set it in tallow"* — and hands the party one free Tallow. The rule is taught as a present, not experienced as a theft.
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## The station: base, industry, automation
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The Last Lantern is a working lighthouse; everything meta is a physical place in it — the culture library, the graft-benches, the rack, the Bell, the berths.
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- **The Lamp is hungry** (during play): banked Lumen feeds it; its brightness is the campaign meter *and* the base's radius — the station physically grows as it brightens.
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- **Production automation is assignment-based** (no spatial factory game): assign **Tenders** — hermit-crab lamp-keeper constructs under the **Klabautermann** — to jobs: gardens (chum → Lumen), rendering (chum → Tallow), culturing. Rooms unlock with Lamp level; no placeable machine layouts.
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- **Fuel lines are spatial** — because the map is the meter and a severed line needs a *place* to be defended. Tenders run fuel along lit roads to waypoint-lanterns; tides target the lines; redundancy is built, not menued. Net size is capped by Lamp level so logistics can never outgrow maintenance.
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- **The Tender dive-companion (solo support):** 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. It converts the co-op-only verbs (revive, carry, hold-the-line) into degraded-but-present solo verbs, diegetically.
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## Multiplayer
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- **2–4 Wicks, one Lamp, one light-net.** Territory, library, and industry are communal; suits, frames, grafts, and holds are personal. Organs culture per-station; grafts grow per-player — no loot competition.
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- **Brighter is louder — and light is information, enforced by the server.** Party light output scales threat draw; each Wick's contribution shows as a **Loudness pip** on the party HUD. Crucially, your lamp level sets your *information radius via netcode relevancy*: entities outside your light are not replicated to your client at all. Gamma-cranking cannot reveal what was never sent; dimming is a true trade — quiet for blind.
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- **Complementary verbs:** frames are picked as a dive team; light is shared infrastructure — overlapping radii, flame-share revives, carrying a fallen friend home.
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- **Hosting model (committed):** the Valheim contract — **Wicks travel; worlds are saves.** Characters (frame, grafts, personal hold) are portable between worlds; the world save (Lamp, light-net, library) is a transferable file any member can host from. Dedicated-server support is post-launch. Nobody's 40 hours are hostage to one person's dinner.
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## Campaign, endgame & the Dawn
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**Shape:** three shelves — Twilight (blue haze, silhouettes), Midnight (your cone is the world), Hadal (pressure hum, Serpent weather) — gated by crafted suit plating. The campaign meter is the map: how deep the permanent light reaches.
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**Tides are forecast, not sprung:** the Siren **sings tide windows in advance** — net defense is an event the party plans around (garrison, reinforce, or ride it out), never an interruption that cancels a descent. Escalation with Lamp brightness raises the *stakes of the forecast*, not the frequency of ambush.
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**The Dawn — three readings, with their costs committed:**
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1. **Dawn = the sun raised.** The world above lives again. **The cost:** the Wicks' flames are *loans from a sun-fragment* — raising the sun plausibly **recalls the loans**. The heroic reading may unmake the protagonists. The Keeper insists on this one, and will not discuss what it costs.
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2. **Dawn = the crews wake.** People are lamps; everyone above went out when the sun did. Reclaimed light is someone's share of morning. **The cost:** the suits are *theirs* — the Wicks are keeping seats warm in bodies that have owners. Waking the crews means giving the suits back.
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3. **Dawn = the Wicks get to stay.** A flame that works, grieves, and blinks in morse to its friends is not nothing. **The cost:** the light spent making Wicks permanent is light *not* spent on readings 1 or 2. The Serpent whispers this one — which is exactly why it can't be dismissed.
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**The final act is gameplay, not a menu:** at the coil, one Wick must physically **carry the reclaimed ember** to one of three stations while the others enable — or prevent — the carry. The party's ending is something somebody *does* with the rest watching, helping, or standing in the way.
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**Post-Dawn (the endgame page, committed):** the chosen reading sets a **persistent world-modifier** for that world (three replay stories: "the other two Dawns"). Ongoing play is the **Anchorite's Penances** — a diegetic heat system: the dark *bargains for pockets back* at escalating modifier tiers, reusing tide-defense and frontier content with the screws turned. The map stays alive after the meter fills.
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## The cast — tiered, with a mid-run channel
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Wicks are wordless; the words live around them. **Tiering (a solo dev's writing budget, spent honestly):**
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- **Deep (authored arc):** **the Keeper** — the voice in the Mother-Lamp; warm, tired, evasive about the crews and about reading 1's cost. The tutorial, the Dawn, the payoff.
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- **Mid (reactive flavor + one questline each, post-slice):** **the Siren in the Bell** — defected wrecker; sings the dark's next arrangement and the tide forecasts; **her song bleeds through the hydrophone mid-descent** — the run's narrative channel (forecasts, warnings, grief — descents are never silent for hours). **The Selkie** — quartermaster, salvage-broker, suit-retrieval tariff; her sealskin is somewhere down there.
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- **Shallow (flavorful vendors until proven):** **the Klabautermann** (Tender-Master; his *appearing* is the low-Lamp omen), **the Anchorite** (logbook + Penances), **the empty berths** (no character at all; the loudest room in the station).
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- **Tone bible before barks:** one page, per-character register bounds (what each is never allowed to joke about), written before any dialogue is generated. Warmth-against-dread is the theme; register drift is its failure mode.
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## The bestiary — every shore's fear, one water
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Named myths are the content unit: **fight + Spark + schematic** each.
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- **Twilight (the slice):** the **Wisp-Choir** (gloam swarm-mother; teaches true-vs-false light) · **Grindylow** packs · **Drowners** (vodyanoy-kin, washed down) · **Wreckers** — gloam-casters who counterfeit your beacons and pickups until scanned · one shelf-boss.
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- **Midnight:** **Charybdis** (the arena rotates) · the **Kraken** (arms surface before the mantle) · **Umibōzu** (visible only as an absence occluding bioluminescence) · the **Siren Choir** (a boss that is a fake lit refuge) · **Bakekujira** (a whale-fall that gets back up).
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- **Hadal:** **Scylla** (six necks, six grammars) · the **Finfolk Sorcerer** (drag-and-teleport duelist) · **Aspidochelone** (a boss arena on a swimming island) · **the Sea-Mother** — *invented wholesale, no borrowed anatomy:* she is **the sea's memory of everything it has drowned** — a grief-patron who collects what sinks; the deep's beasts bring her cargo, prayers, and names, and she does not give them back. Patron, boss, or both: the late hinge. · The **Serpent**, whose tide is Hadal's weather long before it is its fight.
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- **Wandering events (post-slice):** the **Flying Dutchman** · **St. Elmo's fire** (folklore's good omen, kept good) · **whale-falls**.
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- **Naming policy (resolved):** real names for public-domain classics (Hades' approach); invented figures where a source is a living tradition.
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## How the ocean is represented
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**No swimming.** Weighted seafloor operations; the ocean is atmosphere, light, and law: dark ambient and murk ARE the water column, light carves playable space; depth is shelves via Bell pressure-locks, not a Z-axis; enemies get the verticality players don't (swimmers hover in a band, rays cross as shadows, the too-big passes in the background like weather); the water has weather — currents (directional lanes), silt-outs (dread beat), plankton blooms (awe beat + harvest rush), vent fields, whale-falls; buoyancy is feel (slow-tumbling debris, floating knockbacks); "up" is denied diegetically — the surface is a story the Anchorite tells.
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## Art, audio & the readability law
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**Look:** stylized low-poly (RoR2-lineage), faceted geometry, flat shading, mood carried by dynamic light in murk. Palette: **warm gold/amber = light (ours) · cold corpse-green/blue = gloam · lure-red = bait · white-hot = conversion.**
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**The readability law (binding, from review):**
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1. **Value first, hue second:** every warm/cold distinction is *also* carried by luminance value, shape language, and **flicker-cadence** (steady = true, flicker = false — the load-bearing channel; hue is the garnish). This is the colorblind answer (gold-vs-green is a worst-case red-green pair) and the ontology made visible.
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2. **Design Midnight's floor for the video encoder, not the OLED:** bioluminescent ground-clutter density is the streamability dial; dark scenes must survive 6–8 Mbps without macroblocking. A **capture/photo grade** (slightly lifted, saturated profile distinct from the play grade) ships for clips and screenshots.
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3. **Screenshot discipline:** every promotional frame must read at 200 px with a warm focal light AND a legible silhouette.
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**Audio:** hydrophone world — pressure creaks, the Bell's toll, lamp-morse chirps (the Wicks' voice; procedural, no VO), the Siren's verses bleeding through mid-descent, and silence-with-texture where the light runs out.
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**Blender on-ramp (easiest→hardest):** glow-props & gardens (geometry-node-native) → organs/pickups (blobby, emissive, forgiving) → creatures (abyssal = anatomy-optional) → suit-frames (hard-surface kitbash on a humanoid rig).
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## Scope ladder (the review's non-negotiable)
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| Tier | Contents |
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| **Vertical slice** (the 0.1 — [[Roadmap_Lantern_Slice]]) | One shelf (Twilight) as a pocket-graph · 2 frames · 8–10 Sparks · mutations at 2 paced thresholds (2–3 choices) + raw-socketing + Tallow fixing (1 slot) · death split (strand cargo/mutations; cheap regrow; ally-carry; Selkie tariff; solo Tender companion) · hand-fed lanterns, seed-pinned permanence, session-only burn · 3–4 named encounters (Wisp-Choir, Grindylow, Wreckers, shelf-boss) · brighter-is-louder + relevancy-light · Keeper + Siren only · **one scripted Serpent-tide as the slice finale** |
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| **v1.0** | Shelves 2–3 + plating gates · severable fuel-net + Tenders + Klabautermann · full Twilight/Midnight/Hadal bestiary · forecast tide system · Selkie + Anchorite questlines · the Dawn (final carry) + post-Dawn Penances · 3rd/4th frames · wandering events |
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| **Post-launch** | The doppelganger encounter (suit wearing your build) · dedicated servers · shelf-regression hard mode · new frames/myths as treadmill units · the berths' full story |
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| **Cut** | Oils (mutations are the augment layer) · spatial production machinery (assignment-based instead) · open stitched terrain (pocket-graph instead) |
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**The slice's falsifiable test:** *does pinning a pocket feel like winning something, and does a stranded suit feel worth a second descent?* If both are yes, every deferred system has soil to grow in. If either is no, no amount of Klabautermann fixes it.
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## Resolved & remaining forks
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**Resolved (this review cycle, operator-accepted):** naming policy (real classics / invented for living traditions) · suit-loss = the split model · mutation economy = fix *slots*, not materials · territory loss = pockets only · Oils cut · offline rule = session-only burn · hosting = characters travel, worlds are saves · solo Tender companion = in.
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**Remaining open:** the crews — present-but-unlit in the berths vs. gone entirely (a content-cost call for the narrative milestone) · the shipping title.
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## Related
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- [[Roadmap_Lantern_Slice]] — the vertical-slice implementation roadmap
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- [[Theme_Direction_Candidates]] — the exploration and research patterns underneath this
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- [[Pillars]] — co-op, server-authority, skill-expression: the constraints this was shaped inside
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- [[Identity]] — the prior identity, superseded by this draft upon adoption
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