# 01 — Player Experience *"What do players do, feel, think, see?"* This is the minute-by-minute fantasy. If a feature doesn't serve a moment described here, it gets cut. --- ## 1. The first 60 seconds (the hook) **SEE:** Terminal opens. Black. A phosphor-green prompt blinks: ``` HEXWORK v1.0 — a lantern in the deep · new delver [n] · continue [c] · demo [d] · help [?] ``` Pick `n`. The screen *resolves* — ASCII density crawling out of darkness like developing film. You're standing on a cobbled road at dusk. To the left, a half-timbered coaching inn, warm amber windows (`#` glass glowing). To the right, wheat fields rendered as whispering `,` `;` `'` drifting in wind. Above: a sky of dim `.` stars and a huge low moon — a ring of `O`. A signpost reads `MILTHOLLOW — pop. 312 — BY LANTERN-LAW`. Your lantern throws a cone of `+*` light; beyond it, honest darkness. **DO:** Walk (arrow keys / WASD / hjkl all work). Bump into the signpost — it rattles with a `*clack*` log line. Bump into the inn door — it swings open with a creak rendered as expanding `(` arcs. **FEEL:** "Wait, this is IN my terminal?" Disbelief → delight. It looks like 1982 dreaming about 2032. **THINK:** "I can go anywhere. Let me check that field." ## 2. The first 10 minutes (illiteracy) You wander Milthollow. A bell tolls (the chapel's `∩` bell visibly swings). NPCs with names and jobs walk home: `MARA the MILLER [carrying flour]`, `TOMM the LAMPLIGHTER [lighting lamp 4/9]`. A notice board bristles with contracts — this is the Witcher heartbeat: ``` > rats in the granary (2c) — easy? > drowned bell in the mere (18c) — BRING ROPE, BRING A FRIEND > my husband walks since the Last Boot (talk to Widow Rennick) ``` You take the rats job because you're genre-literate. The granary is dark. Your lantern gutters. Something the size of a dog moves *above* you in the rafters — represented by shifting `?` glyphs at the edge of light. You throw a stone. It arcs (true parabola, you see the `·` trail), misses, clatters three floors down through a knothole — and something down *there* squeaks. **FEEL:** Vertigo. NetHack never had an "above you." Your instincts are wrong here, and that's thrilling. **THINK:** "I need to look UP. How do I look up?" (You learn: `x` = look mode, mouse-drag = orbit, `>` = tilt camera up. The game never told you; the key-hint ribbon glowed subtly when you stared into darkness.) You kill one "rat." It was a **cable-rat**, belly full of copper wire, sparking. Its corpse *hums*. Do you butcher it? Eat it? Sell the wire? (Pocket the wire. The miller pays for copper. Everything has *some* use — that's the promise.) ## 3. The first hour (first dungeon, first real story) The granary cellar connects to the **Shallows** — dungeon floor 1, an old Aetherium relay station dressed as a root cellar: brick arches plus dead server shrines, cable-ducts like roots. Core loop crystallizes — **DELVE → HAUL → PREP → DESCEND:** 1. **DELVE:** Push into darkness with limited lantern oil, rope, rations. Light is a resource. Sound is a resource (sneak vs. slam). 2. **HAUL:** Fill your pack with wire, relics, unidentified phials, a punchcard-scroll. Every kilo slows you. Dropping loot to flee *hurts*. 3. **PREP:** Back in town: identify (pay the tinker, or drink-and-see), mend, buy oil, read the board, sleep (the dungeon respawns *around* your absence — factions move). 4. **DESCEND:** Floor 2's elevator is dead. Drop a boulder down the shaft first — classic delver wisdom — and hear it *not* land. "How deep IS this place?" (Hook for the session.) **A canonical first-hour story (emergent, unscripted, typical):** > You find a sealed copper door with a grate. Behind it, glinting. You pour > lamp oil under the door and light it — smoke gets sucked *through* the > grate (airflow! rooms breathe). Inside, something coughs. The door's lock > is rusted; you remember cable-rat blood is acidic (you watched it pit your > spare knife). You smear blood on the hinges, wait, kick — the door sags. > Inside: a dead delver, your oil-smoke choking out the **mimic-vending > machine** that killed him, still sparking. You loot his lantern, his map > (fog-of-war partially filled!), and a punchcard labeled `ELEVATOR HYMN`. > You feel like a genius. Nobody scripted this. **FEEL:** Cleverness. The game *respected* your reasoning. ## 4. The first 10 hours (literacy begins, hubris follows) Now you have opinions: which oil burns longest, which god answers fastest, which tinker waters the identification ink. You've died twice (rat-king + your own fire — the replay showed the exact rule chain; you laughed, then changed loadouts). **Mid-game verbs unlocked:** contracts get stranger (haunted millstone, a saint's ghost in the machine-chapel, a toll-bridge troll unionizing), factions court you (the Lampwrights vs. the Salvage Congregation), gods notice you (small boons, smaller print). You buy a mule. You name the mule. You will lose the mule. (Everyone loses the mule. The mule's death-replay is a rite of passage.) **Signature mid-game moment:** the **storm-cellar descent** — Floor 5 to 6 is a flooded vertical shaft. You must rig a rope, douse the lantern (oil and water...), navigate by tinker-moss glow, while **drowned bells** ring below (sound pulls things). Half the players descend headfirst. Half lower the mule first with a light. Both halves get stories. ## 5. The endgame (the Deep and the Choice) The Deep (floors 9–12): the machine-god's corpse — the **Core Vault**. Reality thins: gravity stutters (falls go sideways), dead delvers' lanterns still burn, gods speak plainly for the first time (they're scared). **The final choice (no wrong answer, both cost):** - **SEAL THE CORE** (Lantern-law ending): bury the machine, end the salvage economy, towns go dark but free. Your name on the chapel wall. - **CROWN YOURSELF** (Saint-of-the-Deep ending): take the Core's seat, become the thing future delvers loot. New Game+ as a dungeon *boss* haunting other players' demo-replays. **FEEL:** Weight. The world kept receipts — every faction, debt, and spared monster tallies into who stands with you at the Vault door. ## 6. Moment-to-moment texture (always-on) - **Light:** lantern cone + carried glow + muzzle-flash of wands. Darkness is nearly total. The player *loves* their lantern like a pet. - **Sound rendered visually:** `(` ripples for noise, direction + intensity. Slamming doors is a tactical choice with upstairs consequences. - **Smell/weight words:** terse NetHack-voice log: *"You smell ozone and wet wool. Something large passed here recently."* - **Camera:** first-person default; press `Tab` to toggle chase-orbit and first-person; `M` toggles the playable north-up tactical map, preserving the prior perspective angles. Perspective movement follows horizontal camera heading; tactical movement remains world-relative on the player's floor. `x` enters spatial look (movement keys rotate/tilt; `x`/Esc closes). All three share one sim: Classic remains live; Story tactical pauses between accepted actions. Canonical replay/headless directions remain world-relative. These approved interface controls are under recovery validation; see `player-interface-audit.md` for evidence and outstanding human acceptance. - **Death:** slow zoom on the `@`, cause-of-death epitaph in NetHack voice (*"Slain by own cleverness, via falling boulder, while overburdened"*), then the replay prompt: `[r] watch how it happened [e] epitaph [n] new delver`. ## 7. Kindness layer (modern QoL, non-negotiable) Auto-explore, auto-loot filters, searchable log (`/`), undo-able *interface* mistakes (never sim mistakes), persistent tooltips with identification state, full keyboard + optional mouse, colorblind palettes, screenreader mode (sim events → text stream), gamma/FOV/shake sliders, story mode (checkpoint at town entries, same sim, no shame). **Rule:** kindness removes *friction*, never *consequence*.