Decisions

Everything the bible needs Foster to decide, in one place, each with a recommendation. Numbers are stable: a decided item moves to the settled list with its number, and new items take the next free number. Documents cite decisions as D1, D2, and so on.

Open: before Phase 0 ends or Phase 1 starts

# Decision Options Recommendation Owner doc
D4 US hosting on OVH Rise (Vint Hill) instead of Hetzner OVH Rise; Hetzner US cloud OVH Rise. Hetzner has no US dedicated servers. Replication runs over WireGuard on the public NIC (no private bandwidth on Rise-S) 04-architecture.md §3
D9 Wend, the fallen titan A beast (long heron-millipede); a humanoid giant Beast. Every titan is an animal; a humanoid giant reads as a fallen god and confuses the theme. Its ribs and spine make the region 05-art-audio.md
D10 Moth Queen redo (her true wing-light is cyan, which reads as enemy) Cream “dusted” wings until level 68, true cold wing-light after the Pale Tenant; cyan from the start; warm wings always Dusted until 68. The cream powder is her disguise and Lampblack’s trade; the reveal is the Act III event. Needs one extra undusted sprite sheet 05-art-audio.md
D11 Branch change Brass fee with a 7-day cooldown; one-time choice Fee and cooldown 03-systems.md

Open: Phase 1, the Mossway and the Glasslands

# Decision Options Recommendation Owner doc

Open: Phase 1 art

# Decision Options Recommendation Owner doc
D50 Glasslands palette (05-art-audio.md has none; two proposals) A: the darker red dusk in 05-art-audio.md Phase 1 art (sky #1E1A30 / #3E2C44 / #8A3A2E, glass #E0A060 / #5A3A3A, ambient #2A2240 at 0.45); B: the brighter sunset in 02-atlas.md §6.4 (sky #2A2240 / #6A4258 / #E08A4E, sun band #F7B25E, glass #E9C79A / #9C7A5E / #3E2E2C, ambient #3A2E4A at 0.55) B, revised after the first glass/far and glass/mid layers: the Glasslands are walked toward the sun, and B carries the sun band. Either way glass stays warm amber and rose, never cyan 05-art-audio.md Phase 1 art, 02-atlas.md §6.4

Open: before beta

# Decision Options Recommendation Owner doc
D29 What the public reveal is (the game is private until then, D28) An open beta that is the launch moment (wipes allowed, store releases after); straight to the full store release Open beta as the reveal. Real players are the first retention and load data, and a beta label buys room to wipe and retune; the marketing beat is the same 06-roadmap.md
D13 Desktop distribution Steam; direct download; both Both; Steam for discovery 04-architecture.md §6.4
D14 Maintenance at launch Weekly window ≤ 60 min; zero downtime from day one Accept the window, aligned with the Turning reset 04-architecture.md §11.5
D15 Storage shared across an account’s characters; cross-channel trade only by mail Yes; per-character storage Yes to both 04-architecture.md §7
D16 Tradeable subscription item (Hearth Writ) as the main anti-RMT lever Yes; no Yes. It makes brass indirectly buyable with money; that is the price of taking the trade from the gray market. Cap Writ listings per account per week 03-systems.md
D17 Chat at launch Pings, markers, raid callouts and preset phrases at launch, guild free chat for 16+ later; free chat at launch Pings, markers and presets at launch; guild free chat for verified 16+ once moderation ops exist (10-operations.md) 03-systems.md
D18 Raid size Flexible 12–18; fixed 18 Flexible 03-systems.md
D19 Music fallback if ACE-Step 1.5 falls short Suno (output not owned; label suits open); ElevenLabs Enterprise Neither until the audio spike fails; then ElevenLabs 05-art-audio.md
D20 Fonts Fraunces, Nunito, Lilita One, Noto Sans, Atkinson Hyperlegible Yes (all OFL) 05-art-audio.md
D21 Time to cap Keep ~150 h to 120 (about 32 h to the launch cap of 60); stretch Keep 03-systems.md
D22 Stable Audio 3.0 license trigger (Community License ends at $1M annual revenue) Buy the Enterprise license at the trigger; replace Stable Audio SFX before it Plan the Enterprise license at $750k trailing revenue, and keep every generated SFX’s prompt and seed so a replacement pass is possible 05-art-audio.md
D23 Fixed UTC times for the Charge and Glassbreak (time-zone fairness) One fixed UTC time each Turning; rotate the time each Turning so every region gets a good slot; a repeat Charge 12 h later with the same rewards Rotate across three slots (Americas, Europe, Asia-Pacific evenings), published a Turning ahead. A fixed time always lands at 3 a.m. for someone; a repeat halves the event 03-systems.md §8.5
D30 Point-in-time backups: pgBackRest with WAL archiving and an offsite copy pgBackRest to S3 or B2; keep the nightly pg_dump only pgBackRest before beta. Costs money for the bucket, and archive_mode is cluster-wide and needs a Postgres restart, which touches everyage on the same host, so it waits for the owner. Nightly dumps on the host until then (10-operations.md §8) 04-architecture.md §7.5

Open: before the creator platform (P4)

# Decision Options Recommendation Owner doc
D24 Creator payout share A share of revenue earned in a creator’s experience (avatar items sold there, playtime share of subscriptions); flat contest prizes only; none A published share from day one of P4, paid only from real revenue and capped, plus contests. MapleStory Worlds paid creators $33.2M in a year and that is what pulls creators; Rec Room shows payouts above revenue kill a platform docs/platform.md
D25 Companion game An idle or mobile-first spin-off on the same world and characters after Act III; none After Act III, if retention holds. MapleStory: Idle RPG drove much of the franchise’s 2026 growth, but it splits the team before the main game is finished 06-roadmap.md

Settled

Recorded here so nobody reopens them; each is now canon or owned by the named document.

Item Settled as Where
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