| D1 Launch scope |
A: Acts I–II, cap 60 at launch (regions 1–5, 3
holds, 2 dungeons), curated by Foster with agents, about 14–16 months;
Acts III–V follow as major updates that raise the cap. First decided as
B (the full game, cap 120, 2+ years), reversed the same day; C (paid
curators) rejected (2026-10-03) |
06-roadmap.md |
| D2 Story state |
Server-wide Acts. Each opens on a published date
(Acts I–II at launch, 4–6 weeks apart; III–V as updates, per D1); each
world event happens once per world; no per-player phasing
(2026-10-03) |
00-canon.md, 03-systems.md §9.1 |
| D3 Rename “Hollow” |
Lampghosts (a Lampghost); hollowlight is coldlight;
the Shade branch is Ghostsworn, the debuff Keyholed, renamed Coldburnt
(proposed) when the keyhole was dropped (2026-10-04). “Hollow” clashed
with Hollow Knight and was generic (2026-10-03) |
09-glossary.md |
| D12 Tick budget |
GDExtension shared core, committed; S1b started
2026-10-03. If it misses ≤ 2 µs per body-tick, region split next; 30 Hz
only as a last resort |
04-architecture.md
§5.3 |
| Genre |
Traditional side-view 2D MMORPG; no digging |
00-canon.md |
| World |
Titans at nightfall |
00-canon.md |
| Art |
HD painted-look, layered equipment, fully AI-generated, curated |
00-canon.md |
| Scale and platforms |
1–5k CCU, desktop, web and mobile, one world |
00-canon.md |
| Classes |
Chosen at creation; Lodge induction at 10; branch at 30; 12
branches; healers Tender and Pocketsmith at launch |
00-canon.md, 01-world.md §7 |
| Time |
3 h cycle (Glow 2 h, Under 1 h), 15-min Bells, 7-day Turning on the
weekly reset |
00-canon.md |
| Currency |
Brass |
00-canon.md |
| Motes |
Released by put-out Lampghosts and caught by lanterns; in the fields
they bank as caught, below the surface they are carried cargo (see the
next row). Was “carried cargo, banked at a titan or beacon, scattered on
death” everywhere until 2026-10-04 |
00-canon.md, 03-systems.md §7.2 |
| Lantern (slimmed 2026-10-04) |
Fields play like MapleStory: no fuel burn, motes
bank automatically as caught (like meso), no carry capacity, no spill on
death. Light stays the identity: Lampghosts take less
damage outside light, light pools, the dusk look, the lantern as the
signature; banked motes still feed the Sunline (the titans pay a
lantern’s upkeep instead of its fuel gauge). The carry-home,
fuel and risk loop lives only in the strata and the Deep, the
roguelite mode, behind a map’s carry_motes flag, which also
adds the fuel boons (Slow Wick, Steady Glass, Thrifty Wick) to the trip
boon pool; fields offer light boons instead. Lantern Rank stays, aimed
at light radius and utility and Deep fuel and capacity, paid from the
banked total. Why: MapleStory has nothing like a forced trip home, and
forced trips fight the grind loop the game is built on; risk belongs
where the player chose it |
03-systems.md §1, §6, §7,
§7.9, 08-scale.md §1, §4 |
| The Sunline |
Net titan vigor; lighting spends it, banked motes add to it;
thresholds act at the Turning; the sun moves only after Morrow |
08-scale.md §1 |
| Scale |
1920×1080 reference; 1 unit = 4 px; tile = 8 units = 32 px;
footholds |
00-canon.md, 04-architecture.md
§5.2 |
| Channels |
Channel = one process; map cap 150; world bosses 60 attackers |
04-architecture.md
§4 |
| Cyan |
Means absence, not “enemy”; hostility reads by the coloured
coldlight body plus the stolen ember |
05-art-audio.md |
| Lampghost look |
Coloured coldlight bodies with a stolen ember; no black voids, no
keyhole (Foster, 2026-10-04). Each kind has its own cool tint, small
eyes and a mouth; the ember sits in the belly, throat or tail tip and
grows with the fire it holds |
05-art-audio.md
signature 4 |
| Monster AI |
Data behaviours run by native sim code; sandbox scripts only for
creator hooks, as D7 does for skills (S1 reopened after S1b, 2026-10-03;
was sandbox for all monsters) |
04-architecture.md
§5.3 |
| Combat and runs |
MapleStory-style action combat (hotkey skills, platform clearing,
soft trinity in dungeons and raids); each trip is a roguelite run with
trip boons lost on return or death; the Deep is the full roguelite.
Tab-target and permadeath rejected (2026-10-04) |
03-systems.md §7.9 |
| Loot and scaling |
Personal loot; every eligible player (party on the map or tagger)
rolls their own drops at the XP party share, so group size never changes
loot per hour; drops scale with level difference and old maps drop no
gear; counters cap bad luck; time to kill fixed at level; the best
character of a level deals at most 2x an at-level Glass-grade one, and
nothing sold enters that budget (2026-10-04) |
03-systems.md §5.6,
§13 |
| Gear generator |
FLUX.2 Klein 4B edit (spike A, 2026-10-03) |
05-art-audio.md |
| Event bus |
Postgres LISTEN/NOTIFY through worldd |
04-architecture.md
§3 |
| Post-launch |
Outposts and Guild Holdings in season 2; Morrow’s Road is the
expansion |
06-roadmap.md |
| D26 Alts |
Lodgemarks: Wayfarer’s Mark plus account-wide
unlocks for each class at 30 and branch at 60 (titles, cosmetics, one
class convenience each), no combat stats; a power roster bonus rejected
(2026-10-04) |
03-systems.md §5.4 |
| D27 Boss ladder |
Trials: instanced 1–6 player versions of each world
boss in Normal, Hard and Deep-touched tiers, weekly loot lockout per
tier, highest clear on the character card (2026-10-04) |
03-systems.md §15.6 |
| Staffing and hosting |
No hires for now: agents build, Foster curates; an art director
would be the first hire. halvesper.fdhproperty.com is the only public
build; GitHub Pages turned off (2026-10-04) |
06-roadmap.md |
| D28 Private until launch |
No invited testers, closed alpha, player council or public posts
before the reveal; Foster plus bots and AI playtesters test every phase;
the accepted risk is no outside fun or retention signal before launch
(2026-10-04) |
06-roadmap.md, 10-operations.md |
| D5 Accounts |
Nakama adopted, self-hosted (Apache 2.0, no fees)
on the game host, behind nginx /nakama/; guest device login
live (2026-10-04, #75) |
04-architecture.md |
| D6 Backend |
worldd in Go: characters, item uids, the ledger,
join tickets, parties (2026-10-04, #76, #83) |
04-architecture.md |
| D7 Skills |
Data run by native sim code, predicted by the
client; sandbox scripts only for server-side hooks (as built for the
Warden, #51) |
04-architecture.md
§5.6 |
| D8 Animation |
Native Godot cutout, poses in code (as built for
the player, #44) |
05-art-audio.md |
| D67 Lantern glass colors |
Eight, no blues (Foster, 2026-10-05): Amber
#FFC46B (the painted glass, the default), Rose
#FF8FA3, Garnet #D9475A, Copper
#E07B45, Honey #F2D65E, Moss
#9CCB5A, Heather #C98FD9, Pearl
#FFF0D8; coldlight stays the Shade’s crack alone (as built,
#106) |
03-systems.md §1,
game/sim/glass.gd |
| D63 The Stair’s leap gap |
32 u, not 40 (Foster, 2026-10-05), so a slow
newcomer clears it with a standing jump (#110) |
11-prologue.md |
| D31 The prologue beat sheet’s inventions: Fen’s and Lume’s verbal
habits and lines, the Wick lift and the Lamplighters’ chute, the
curtain-side descent, group Lightings (8 s window), per-player Fen, 12
per instance for 3 min, the Stair map at 1200 x 960 u and the Wick at
640 x 270 u, the Kneeling cue, the waiting ladder (45, 90, 180
s), the title Kindled the Low Lamp |
Accept as written. (Claude for Foster, 2026-10-05)
Each fits the five-minute budget and the one-lesson-per-beat rule, and
all are cheap to change before the maps are built |
11-prologue.md |
| D32 Prologue skip for alts |
Short Lighting after the first finish, full skip with a
Lodgemark. (Claude for Foster, 2026-10-05) Every character’s
Lighting is a drawn step, so it is shown every time, however short; 10-operations.md §4 already
requires every screen skippable after the first time |
11-prologue.md §6.4 |
| D33 Which beacon Phase 1 builds |
The Low Lamp. (Claude for Foster, 2026-10-05) One
beacon then serves the Phase 1 stratum’s bank and the kindling lesson,
and it sits under Mossback’s kneeling ground, so a Drawn kindle can echo
the Lighting’s lurch. Chime Dunes keeps its beacons for launch |
11-prologue.md §5 |
| D34 Where Phase 1 runs the prologue instance |
In the channel process (Claude for Foster,
2026-10-05) until instance processes exist for dungeons. The prologue is
three small maps with no monsters; a ticketed transfer per newcomer buys
nothing yet |
04-architecture.md
§4 |
D35 Class kit numbers to level 20 (every
“(proposed)” figure in 03-systems.md §4.9: boxes,
ticks, cooldowns, resource rules, the Warden’s Lodge tier, weapon use
times, Quick Cut hitting 2) |
Adopt. (Claude for Foster, 2026-10-05)
Single-target DPS sits within 9% at 5, 10 and 20 once Lanternbash gains
Kindled; the bots and the balance pass tune it in data. Heartfire Lance
is set to 6 targets, not 4.4’s 8, to keep 3.1’s Lodge-tier cap |
03-systems.md §4.9 |
| D36 Which hits apply Kindled and Cut |
Only skills that name it. (Claude for Foster,
2026-10-05) On every hit, Kindled (+80% of the hit over 4 s) and Cut
(+90% over 6 s) would make each basic 1.8x and break the budget |
03-systems.md §3.6,
§4.9 |
| D37 Lodge skills before skill points exist |
Scale 70% to 100%. (Claude for Foster, 2026-10-05)
Mirrors the Warden, which has no ranks, gives a visible gain each level,
and avoids a power spike at 10. Goes away when the 4.6 tree lands |
03-systems.md §4.6,
§4.9 |
| D38 Class weapons in the Mossway |
As listed. (Claude for Foster, 2026-10-05) Ammo is
a MapleStory chore with no decision in it, and the formula needs the
same ATK curve for every class |
03-systems.md §4.9,
§10.9, §11.2 |
| D40 The rest of the Mossway and the Glasslands as maps: ids 5–19,
sizes, the portal graph (Hedgerows off Mossy Field, the Soak off the
tollbridge’s riverbed, the Glasslands walked left toward the sun), the
camps (the Tollhouse, the Last Milepost), the arenas (the Drain, the
Kiln), the hidden maps (the Lost Print, the Still Lamp) and their
cosmetics, the Omens, the Glasslands palette |
Accept as written. (Claude for Foster, 2026-10-05)
Every field sits at the built maps’ scale and density, inside the
six-map budget, and nothing is built yet, so a change costs a table
edit |
02-atlas.md §6.1–6.5 |
| D41 New creature kinds 8–25: Snagcat, Rustpuff, Bog Puddling,
Runlet, Wickwren, Sump Puddling and Sump Dimwing are new names; every
kind’s single level, its aggro and its materials |
Accept. (Claude for Foster, 2026-10-05) The atlas’s
kinds leave the Hedgerows without a level-7 kind, the Slopes and the
Soak without 8–9, and the Lantern Road with no Lampghost to teach Dim;
the Sump kinds are shader recolors |
02-atlas.md §6.6, 03-systems.md §3.3, §13.6 |
| D42 The Sump’s band |
12–14 (Claude for Foster, 2026-10-05), and note the
Mossway as the rule’s exception: nothing below the Lodge burns fuel |
02-atlas.md §1 Strata,
§6.3 |
D43 The first two bosses: the Puddle Mayor’s phases and Runlets, the
Cinder Eye’s Sweep, pillars and Weeping; Trial life as a dungeon boss
(400x) times 15.3’s party scale; the bot fights as 2-player Trials in
3–5 min; the Cinder Eye releases no motes (Cinderkin), so its built
boss_motes goes |
Accept. (Claude for Foster, 2026-10-05) Open-world
life (2,500x) cannot be cleared by two bots; the Trial is the settled
small-group form (D27). Motes from the Eye break 7.2’s Cinderkin rule
and the lore (its fire goes west, not home) |
02-atlas.md §6.7, 03-systems.md §15.1 |
| D44 The quest lines: givers Nettie Briar, Tansy Scutt, Ansel Ford,
Hedda Lark; rewards under 12.1’s ranges below level 10 (2 min each),
because §5.2’s 55% of a 32-minute band is about 20 minutes of quest
XP |
Accept (Claude for Foster, 2026-10-05), and amend
12.1 to say its ranges apply from level 10 |
02-atlas.md §6.8, 03-systems.md §12.1 |
D45 Engine asks the maps and kinds need: a boss flag beyond the
Cinder Eye, a Runlet rejoin behaviour with a heal,
reflect (Glassback), passive (Pilgrim
Afternooner), BURROW and dynamic footholds (Slagworm), a hook
call answer (Chimehound), heat vents, melting pillars (prop
state), the reflection render flag, rare spawn rows, the Footfall map
flag |
Build the boss flag, Runlets, pillars and vents with their
maps; ship the rest on their fallbacks (Claude for Foster,
2026-10-05) (HOP for the Slagworm, adds for the Chimehound,
no Teacup rarity) and add them when a bot or Foster finds the map
flat |
02-atlas.md §6.6–6.7, 04-architecture.md |
| D51 Lodge yard and class-select dressing |
As stated. (Claude for Foster, 2026-10-05) Dummies
are objects, not monsters (no stolen ember, no live eyes); the shed
gives the Shade a dark spot without a map light rig |
05-art-audio.md, 10-operations.md §4 |
| D52 Where each class carries its lantern (05 says “depending on
class”) |
As stated. (Claude for Foster, 2026-10-05) The
lantern then reads in each class’s silhouette, and the Shade’s crack is
its one cold light |
05-art-audio.md |
| D53 Fen Cobble’s look |
As stated. (Claude for Foster, 2026-10-05) It says
“first day” without a line of dialogue |
01-world.md §4.1 |
| D54 A branch climbable for the Dewline Hedgerows |
Add it. (Claude for Foster, 2026-10-05) “Vertical
climbing through branches” is the map’s identity, and ropes in hedges
read as scaffolding |
05-art-audio.md, 02-atlas.md §2.1 |
| D55 Puddle Mayor size |
100 u. (Claude for Foster, 2026-10-05) “The size of
a cottage” next to a 28 u player, and its split Puddlings still read as
its children |
02-atlas.md §2.1, 05-art-audio.md |
| D56 How a rare kind stands in at a spawn point |
Counted (as built). (Claude for Foster, 2026-10-05)
No new RNG draw, so seeds replay unchanged, and “1 in 50” is exact
rather than a streak. Omens that raise the rate (Teacup Season, 1 in 10)
change every |
02-atlas.md §6.3 |
| D57 The Hedgerows’ lightbridge to the Lost Print |
Continuous for now (as built). (Claude for Foster,
2026-10-05) The bots’ reachability check needs every surface reachable
on foot; the Lost Print is a quiet room with nothing in it yet, so
nothing is given away |
02-atlas.md §6.3, 03-systems.md §6.9 |
| D58 Mossway material prices and the Teacup |
As stated. (Claude for Foster, 2026-10-05) The
budget test holds a field’s income to brass_per_hour ±5%; a
1-brass material keeps it, and a 1-in-50 kind that always drops a
4-brass curio is noise, not income |
03-systems.md §13.4,
§13.6 |
D60 The Runlet’s behaviour (D45 asked for a rejoin
archetype) |
The WALK, as built. (Claude for Foster, 2026-10-05)
No new archetype to mirror in C++, and any later add that runs to a
point reuses it |
02-atlas.md §6.7 |
| D61 How telegraphs reach clients |
The key, as built. (Claude for Foster, 2026-10-05)
Bosses’ timings stay server-side; a fight with none up costs
nothing |
04-architecture.md |
| D62 The Mayor’s iL 10 piece and its Tricorn and Chain |
The sword, as built (Claude for Foster,
2026-10-05); the Tricorn and Chain wait for equipment slots |
03-systems.md §13.6 |
| D75 The kindle’s rules where 03 §6.8 is silent |
As built. (Claude for Foster, 2026-10-05) A
100-point flame that each wave monster touching the brazier drains 10 a
second (out: the kindle fails, the wave drains away); the wave spawns
one every 2 s, alternating 200 u either side, from the map’s own
Lampghost kinds; it catches at 60 s once the whole wave is out; E
kindles Drawn and Down+E Poured, from the kindler’s carried then banked
motes only; banking holds E 2 s within 24 u. Pouring by others waits for
a pour UI |
game/sim/beacon.gd |
| D76 Lit and Surge numbers |
As built. (Claude for Foster, 2026-10-05) Light
radius 20 tiles at intensity 2; refuel and bank only within reach of the
brazier, on a carrying map; the fallen relight at the brazier without
leaving the map; a Surge is the kindle’s wave size at once, its first
monster an elite at 10x life, and has no flame (it only has to be put
out within 2 min); a beacon on a map nobody is on burns down and goes
dark with no Surge, and a kindle or Surge with nobody left goes
dark |
game/sim/beacon.gd |
| D77 The Sump as built, and The First Kindle |
Wait for the quest’s goal types. (Claude for
Foster, 2026-10-05) The Sump and the Low Lamp ship without the quest and
without Fen at the beacon: quests.gd (#115) has no goal for
being at a kindle or banking at a beacon, and Fen is no quest giver yet;
the Dimwing Membrane is item 54 (51–53 went to the quests); the Sump’s
look is a dark cave with no sky, sun or titan (under,
exempt from the one-titan rule) until its own art |
02-atlas.md §6.3 |
| D78 Where quest progress lives |
progress.quests, as built. (Claude for
Foster, 2026-10-05) It is the jsonb 04 §7.1 meant for progress read and
written whole; worldd already validates and keeps it, the client already
gets it in the class block only when it changes, so there is no
migration and no protocol bump, and a kill costs no save |
04-architecture.md
§7.1, 03-systems.md §12 |
| D79 Taking and finishing quests before dialogue scripts |
E, as built (Claude for Foster, 2026-10-05), until
12.2’s scripts. The Chain is a quest item handed to Tamsey, not D62’s
accessory |
03-systems.md §12.1 |
| D80 Mossway quest rewards the table cannot pay yet |
As built. (Claude for Foster, 2026-10-05) 11.2
spreads a grind-hour over the region’s quests; six quests and 2 minutes
of XP each keep D44’s 20 minutes, and nothing is given that cannot be
used later |
02-atlas.md §6.8 |
D81 Placeholder audio before spikes F and G (canon: all audio
AI-generated, 00-canon.md) |
Synthesize, as built (Claude for Foster,
2026-10-05): tools/audio/synth.py (seed 81) writes 2 themes
and 15 SFX, 2.0 MB, with assets/audio/audio.prov.json; no
third-party audio to license or credit. Every file is a stand-in for the
AI pipeline’s cue of the same mus_/sfx_ name,
and the themes need a real pass: they are pleasant, in key and loop
cleanly, but sound like a music box of simple instruments, not 05’s
acoustic band |
05-art-audio.md
Audio |
| D82 How much of 05’s mix and settings to build now |
The three buses, as built (Claude for Foster,
2026-10-05): made at runtime by client/audio.gd, volumes
kept in user://audio.cfg and set in a Sound window (O).
Lantern Town plays in the town, the Lodge yard, the Tollhouse, the Wick
and at login; the Mossway theme on every Mossway map including the
Drain; the Stair is silent until Kneeling. Only one’s own
character sounds; others, party and the rest of the tree wait for their
content |
05-art-audio.md Audio,
10-operations.md |
| D83 Name |
Halvesper (Foster, 2026-10-05): “half-evening”, the
sunset that never finishes. Wanderhold was taken by a live browser RPG
(playwanderhold.com). Players see Halvesper at halvesper.fdhproperty.com
(the delve.* names redirect); the repo, host paths, services, databases
and the Nakama server key stay
delve/wanderhold |
00-canon.md |