Status markers:
locked: should guide implementation unless a deliberate reversal is documentedprovisional: preferred default, but still open to change after paper or prototype testingopen: intentionally unresolved
| Date | Topic | Status | Decision | Why |
|---|---|---|---|---|
| 2026-03-11 | Simulation priority | locked |
The game is simulation-first and not avatar-first. | This is the core product identity. |
| 2026-03-11 | World model | locked |
The authoritative model is a true 3D discrete grid. | Fake 3D would weaken the main differentiator. |
| 2026-03-11 | Presentation | locked |
The default presentation is constrained 3D with slicing and overlays. | Readability matters more than immersion. |
| 2026-03-11 | Engine choice | provisional |
Build the runtime in Bevy. | It fits the code-first workflow and ECS-heavy view layer. |
| 2026-03-11 | Architecture split | locked |
Keep the simulation core separate from Bevy-facing entity state. | This is required for tests, saves, and replay. |
| 2026-03-11 | Theme direction | provisional |
Use an arcane-industrial core with a bio-industrial secondary layer. | It preserves the factory identity without collapsing into generic fantasy. |
| 2026-03-11 | Enemy pressure | locked |
Exclude enemies from the first playable slice. | The first milestone is about building and inspection clarity. |
| 2026-03-11 | Machine scale | provisional |
Most slice machines are 1 x 1 x 1, with limited multi-cell infrastructure. |
This keeps placement readable while still proving 3D occupancy. |
| 2026-03-11 | Transport subset | locked |
Use belts, lift wheels, and wires for the first playable slice. | This is enough to prove horizontal routing, vertical routing, and power topology. |
| 2026-03-11 | Resource model | locked |
Use discrete solid items plus an explicit power network and contamination field for the first playable slice. | It gives mixed systemic behavior without overbuilding chemistry. |
| 2026-03-11 | Contamination model | provisional |
Model contamination as a volumetric field plus occasional material impurity. | It creates spatial pressure without infecting every recipe with bookkeeping. |
| 2026-03-11 | Time controls | locked |
Support pause, 1x, 4x, and single-step in the first playable slice. |
Simulation debugging and inspection need all four. |
| 2026-03-11 | Inspection tooling | locked |
Slice controls, placement ghosting, blocked feedback, and at least connectivity/throughput overlays are required in the first playable slice. | 3D density is unreadable without them. |
| 2026-03-11 | Prototype exclusions | locked |
Exclude enemies, avatar mode, procedural maps, fluids, long-range logistics, moving contraptions, and multiplayer from the first playable slice. | The slice must stay narrow enough to validate the core idea. |
| 2026-03-12 | Build inventory model | provisional |
Keep a shared global build inventory for the first playable slice. | It keeps fabrication, placement, and UI simpler while the core loop is still being validated. |
| 2026-03-12 | UI screen model | provisional |
Prefer one continuous in-world HUD plus contextual panels over multiple modal inventory/configuration screens. | This keeps the player in the build/inspect loop and avoids UI sprawl. |
| 2026-03-12 | UI tone | locked |
Keep navigation and diagnostics GUI-first rather than diegetic in the first playable slice. | The game is analytical and slice-driven; diegetic UI would obscure state instead of clarifying it. |
| 2026-03-12 | Asset sequencing | locked |
Finish a final pre-asset UI pass before the first serious Blender blockout pass. | Machine silhouettes should answer a stable interaction contract, not chase moving HUD/inspect/slice decisions. |
- Should the long-term game stay mostly industrial or push harder into bio-industrial and arcane systems?
- Does contamination deserve active mitigation machines after the first paper design pass?
- Should the first scenario use one handcrafted objective or a short chain of milestone objectives?
- At what point do multi-cell production machines become necessary instead of just multi-cell infrastructure?
- How much progression should exist before the project has proven the base building loop?