03 — Systems Design #
Every feature: what it is, how it feels, how it compounds. The engineering source of truth for gameplay.
Design laws apply throughout: TDTTOE, deducible cruelty, everything-has-2+-uses, every death tells a story.
3.1 Character & progression — a delver, not a chosen one #
Ancestries (flavor + small mechanical nudge, no trap picks): Mudborn (Milthollow locals: barter prices, lantern-law standing), Cant-born (salt cantons: swim, haggle), Pale-touched (resurrection-light survivors: see Drowned, feared in towns), Foundling-raised-by-tinkers (identify faster, gods distrust).
Callings (starting kits, not classes — skills grow by use, Elder-Scrolls law): Ratcatcher (polearm + traps + smell range), Lampbearer (lantern craft, courage aura, oil scrip stipend), Tinker (identify, mend, hymn-cards), Corpse-tender (Drowned lore, dragging, last rites = loot blessing), Toll-ward (shields, negotiation, Audit standing), Choir-deserter (swim, dead tongues, wanted).
Attributes (1–20, grow slowly by use + trainers): Brawn, Finesse, Wits, Nerve, Aether (magic conductivity — high Aether = strong hymns AND attracts attention from things that eat signal).
Skills (0–100, use-gated): Climb, Swim, Sneak, Search, Barter, Mend, Tinker, Hymns, Physick, Butcher, Ropework, Dungeoneering (vertical sense: shaft depths, airflow reading), Dead Tongues, Copperlore. Trainers in towns; books; ghosts teach at prices.
No levels. Reputation IS progression: faction ranks, town ledgers, god-credit, and knowledge (identified recipes, mapped regions, translated hymns persist across delvers in the same lineage — see §3.9 death).
Feel: Morrowind character sheet meets NetHack inventoryTetris. You are fragile, specific, and weird by hour 5.
3.2 Core loop — DELVE → HAUL → PREP → DESCEND #
- DELVE: real-time-with-pause-optional (Story) /ysa turn-tick hybrid: sim runs fixed 10Hz ticks; holding
Shiftadvances one tick (roguelike step mode). Light, oil, rope, rations gate depth. - HAUL: weight + bulk + noise. Overburdened = loud, slow, fall-prone on ropes. Mules + sledges + rope-rigging extend range; every aid is a mouth to feed / thing to lose.
- PREP: identify, mend, cook, copy hymn-cards, buy oil, sleep (world advances: factions move, bounties age, corpses rot, rivals delve).
- DESCEND: elevators, shafts, wells, collapsed stairs, drowned locks. Descent is a puzzle every stratum; ascent with loot is the boss fight.
3.3 The 3D emergent sim (the crown jewels) #
All systems tick in true 3D (X,Y,Z voxels + continuous actor positions). Every rule is global — monsters obey the same physics the player does.
- Light & darkness. Lantern cone + carried/dropped glow + muzzle flash + phosphor flora. Light level per cell; stealth, accuracy, monster courage, plant growth key off it. Douse the lamp = invisible but blind. Light leaks under doors and through grates.
- Sound (visible). Every action emits noise with loudness + timbre; propagates through air, muffled by doors, funneled by shafts. Rendered as
(ripples + log lines. Monsters investigate positions, not the player — throw voices (coins, bells, mimic-squeaks). - Air & draft. Rooms breathe: pressure + airflow fields. Smoke, spores, and smells ride drafts; doors slam/change draft; dropping flour or oil-drips reveals flow. Gas pools from floors UP (levitate counters), smoke rises, chlorine sinks. NPCs react to smell lines before they see you.
- Fluids. Water (swim, douse, conduct), oil (burn, slick, float), blood (trackable, acidic per species, Rustmother currency), bile/sewage (disease), aether-mist (wild magic). Volumes move downhill, fill pits upward, leak through grates, freeze/melt/boil.
- Fire & heat. Oil + paper + gas + timber; heat dries, melts, sets off powder and hymn-cards; smoke chokes (see the canonical mimic kill in doc 01). Water + steam + cracked hot stone. Fire climbs; water falls.
- Materials. WOOD / IRON / COPPER / STONE / BRASS / FLESH / SAINT-BONE / GLASS / ROPE / PAPER. Acid pits iron, verdigris eats copper, rust spreads in damp, silver stills Drowned, copper conducts hymns/shocks. Every item lists material; every hazard lists what it eats.
- Gravity & falling. Thrown/dropped things arc; actors slip off ledges, get shoved, cut ropes. Falling damage by mass × height; landing ON someone shares it (delver bowling is legal). Shafts connect strata — dropped boulders, lured monsters, and corpses arrive somewhere.
- Electricity & signal. Live cable + water + copper armor = tragedy. Hymn-cards are programs; signal propagates along wire/plumbing. Shocks chain through fluids and crowds.
- Rope & climbing. Ropes have length, anchor quality, load. Pitons, pulleys, sledges, mule rigs. Cuttable (by you, by things above you — CHECK GRATES).
- Scent & tracking. Blood, oil, rot, ozone, wet wool persist as scent volumes; dogs, rats, and worse follow them. Wash in water; smoke masks.
- Structural. Timber props, rusted bolts, cracked lintels. Noise + weight + rot collapse things. Sledgehammers open shortcuts and tombs (and alarms).
- Time & rot. Corpses bloat → burst → spawn; food spoils; rust spreads; NPC schedules; faction clocks; coaching-inn gossip latency (3 days Milthollow→Copperwash).
The ten verticality toys (ship in slice; each must produce unscripted stories):
- Drop boulder down elevator shaft (depth sounding + bombardment).
- Pour oil under door + ignite; smoke through grate chokes room.
- Flood shaft descent with rope + doused lamp + mosslight.
- Throw voice with coins down side-shaft to split packs.
- Levitate over pooled gas to loot above it.
- Cut rope bridge / enemy rope (and catch the falling loot with a net).
- Shout up a stairwell to pull guards, then oil the stairs.
- Freeze flooded room with hymn, walk over, it thaws behind you (one-way door).
- Drop flour to read draft, find secret vent, smoke-message through it.
- Ride the counterweight elevator down while the Audit cherub audits the empty car going up.
3.4 Items — everything has two uses; unidentified everything #
Categories: weapons (polearms rule in shafts; silvered vs. Drowned), armor (material matters more than rating), tools (rope, pitons, poles, nets, sledges, bells, flour, chalk), consumables (oil, rations, moss, bandages, antidotes that are also bait/poison), relics (hymn-cards, aether-cells, saint-bone charms, Drowned bells — illegal), trade goods (wire, pelts, scrap), corpses (butcher/eat/carry/cure — NetHack law).
Identification: by use, by tinker (paid, sometimes lies if underpaid — ledger remembers), by trial rooms (the Lampwrights maintain a testing chapel: cages, water barrels, grounding rods — a beloved safe-toybox), by ghosts (a dead delver's shade identifies one item for a memory). Shops sell unidentified stock honestly labeled as such — the game never lies in tooltips, only NPCs do.
Curses & blessings: NetHack-descended. Cursed gear sticks, lies about weight, calls out in the dark. Blessed gear hums true. Remove-curse is a person (the Corpse-tender), not a scroll — she keeps a garden watered with holy runoff; bring her something that knew the deceased.
Item conditions: rust, damp, cracked, blessed, humming, owed (Audit-liened — glowing fine print; paying the lien mid-dungeon via prayer is a moment).
3.5 Magic — HYMNS (programs) and BARGAINS (prayers) #
Hymns = punchcard programs slotted into a hymn-case (limited slots, loadout strategy). Verbs: FIAT LUX (light), APERI (open/unseal — loud, the Audit hears), PONDUS (weight up/down — falling solved or caused), SILE (silence bubble), FLUCTUS (push water/air), MEMORIA (recall to last lit chapel — drops everything flammable? the ink costs...), CARO VALE (speak with corpse — one question, corpse chooses honesty). Casting = conduct roll (Aether + card condition + copper nearby + weather in the Deep). Miscasts follow debugging logic: wrong target, swapped args, infinite echo (sound!), kernel panic (summon Audit cherub — everyone groans).
Bargains = god transactions (§lore). Kneel (anywhere, but altars give receipt), ask, accept small print. Examples: Lamplighter holds your light when you cannot (your lantern stays lit one tick past empty — debt: bury the next dead you find); Tollkeeper opens anything for exact change (debt: never pass a toll unpaid again — the bridges know); Rustmother mends all iron (debt: your blood rusts — max HP down until you waste nothing for a day — track leftovers!). Blasphemy = collections (see Audit cherub).
3.6 NPCs & towns — the sim runs without you #
Townsfolk have names, jobs, homes, debts, gossip. Schedules: lamplighters at dusk, mills at dawn, chapels at bell, taverns at night, coaches between towns carrying gossip/goods/prices. Services: inn (sleep = world advances), tinker (identify/mend/copy), lampwright (lamps/oil/scrip), warden post (bounties, seal-law), menders (healing + curse triage), fences (Congregation), auction (Audit — buy back your own confiscated loot, humiliating, beloved).
Shopkeepers NetHack-law: ledgers, memory, grudges; break, steal, or kill and the town knows; Audit sells the debt to collectors who visit dungeon floors. Shop floors are physics: shelves topple, oil + shelves = arson-murder, dropping a Drowned bell in a shop empties it (customers AND keeper — then the keeper bills you).
3.7 Contracts (the Witcher heartbeat) & quests (Elder-Scrolls mud) #
Notice boards in every town: 60+ launch contracts across tiers (vermin → hauntings → saints → Deep doors). Each lists: pay, known hazards, what the poster didn't know (discoverable by asking around — gossip checks). Prep-before-fight law: every hard contract is solvable cleanly with the right loadout + questions asked; charging in is legal and educational.
No quest compass. Directions are landmark + depth + draft ("below the mill, where the air tastes of copper, third landing where the bell-rope hangs"). Player chalk + map annotations + mule-pathing replace markers. (Kindness: the log records every direction verbatim and searchably.)
Main thread (thin, ignorable to floor 8): the Widow Rennick's husband (walks since the Last Boot) → the Drowned Saint → the Deep Door → the Vault Choice. Factions pull; the Audit bills; the Choir sings your name after floor 9 (diegetic difficulty warning — players LOVE this).
3.8 Dungeons — the 12-floor Deep #
Generation: hand-designed anchor rooms + systemic fill (NetHack + Spelunky law). Every floor: 3+ vertical connections (stairs, shaft, vent, well, collapse-risk dig, elevator), airflow network, water path, faction presence, secret vent layer. Strata: Shallows 1–3 (cellar/sewer/relay — tutorializes verticality kindly), Works 4–8 (elevators, audit vaults, flooded shafts, server-shrines — the game proper), Deep 9–12 (dream-logic, sideways falls, saint-bosses, Choir territory). Difficulty = depth + debt + noise + light discipline, never raw stat walls.
Bosses as puzzles with HP: Rat-king (lure apart, burn nests), Saint of Rust (the name bargain), Toll-troll Matriarch (negotiate mid-fight — union rules), Audit Seraph (pay, bankrupt it with cursed assets, or drown its ledger), the Drowned Saint (bring it the husband — or don't).
3.9 Death, lineage & story modes #
Classic (default): permadeath. Epitaph + cause-chain + .hexdemo replay + ghost left in-world (your next delver may meet them — they remember one item ID and one warning). Lineage vault: maps, recipes, translated hymns persist; gear does not (the Audit auctions it — you may buy back YOUR OWN sword three runs later; this is beloved, keep it).
Story mode: same sim, checkpoint at town entries, death = wake at chapel owing the Corpse-tender (debt quest, not game over). No shame, same stories.
Ironcartographer (opt-in): one map, no recalls, seeded daily — the streamer mode.
3.10 QoL & accessibility (kindness layer — ships in slice, not later) #
Auto-explore (stops on: new smell/sound/light, veins of copper, grates above, any ?), auto-loot filters, searchable log, look mode with full rules-tooltips, death replay with rule-chain subtitles, colorblind + high-contrast + no-flicker palettes, screen-reader event stream, remappable keys (hjkl/WASD/arrows all first-class), gamma/FOV/shake sliders, motion-sickness camera lock, dyslexia-friendly log font option, pause-step hybrid always available offline.
3.11 Content volume targets (1.0) #
40+ monsters (habit/tell/use each), 120+ items (2+ uses each), 40+ hymns, 5 gods with full bargain tables, 3 towns + 6 hamlets, 60+ contracts, 12 floors + testing chapel + auction house, 200+ epitaphs, 100+ death-replay tutorial subtitles ("the smoke ROSE because heat rises; the mimic BREATHED because rooms breathe").