DESIGN v1.1 / OWNER + IMPLEMENTATION TEAM

Dungeon Cleanup Crew

Complete Game Design + UI Design Specification

CURRENT BASELINE 90f429a RUNTIME EVIDENCE 1122112 PROPOSED TARGETS ARE NOT RUNTIME Interactive prototype
A

EXECUTIVE GAME CONTRACT

A dangerous worksite becomes a company that can clean itself

The player is the field foreman of a small monster cleanup crew. They read a physical dungeon, demonstrate safe work, automate solved labor, intervene at valuable moments, and turn each cleared region into a permanent operating capability.

Fantasy

Lead an earnest monster crew through ruined industrial dungeons and leave each site visibly safer, sorted and useful.

Primary action

Select a visible mess or hazard, choose Safe / Fast / Survey, and see the object, crew pose, risk and materials change together.

Intended emotion

Practical satisfaction: chaos becomes a legible production line because the player understood it.

Mastery

Read stop reasons, forecast risk/capacity, encode SOP rules and reserve Focus for exceptions rather than routine tapping.

Continuation

Facilities, projects, SOP mastery and certifications automate old labor while the next chapter changes the constraint.

Completion

Restore twelve regions, resolve the Dungeon Heart, choose a world-repair ending, then enter bounded inspections or an optional second shift.

ANTI-PILLARS No generic clickerNo invisible waitingNo multiplier-only choiceNo card-wall dashboardNo random punishment without telegraphNo endless prestige treadmill
IMPLEMENTED CURRENT

Chapter 1 registry and company-cycle authority; Chapter 2 entry slice contracts 1-4; 4-room current sites; 3 core crew plus registered unlocks; Safe/Fast/Survey; Focus, SOP, facilities, persistent transformations, 8-hour offline cap and save v8. Exact authority remains in cited Godot/content files.

PROPOSED DESIGN TARGET

Release contract of 12 chapters, 144 story contracts, 36 crisis operations, 60 regional projects and 120 postgame inspections. Proposed rows in this book do not exist in runtime and require later milestone approval, implementation and evidence.

B

COMPLETE INFORMATION ARCHITECTURE

World first, work decision second, company detail on demand

FIELD / 现场
Live workOpeningManual cleanupAutomatic workBottleneckIncident / recoveryRewardNext cycle
Crew / 员工RosterEmployee detailAssignment
Base / 基地EquipmentSOP rulesCertification
Archive / 档案Work ordersCompany changesHelp
Settings / 设置Language + textMotion + powerAudio

Page contracts

ID / pagePurpose + routesPriority informationActions + backRequired dataVariants

Modal contracts

ID / parent / triggerPurpose + exact contentChoicesClose/backError + resulting state
C

FULL UI ARTBOARD ATLAS

Every named surface is visible together

The frames below render deterministic states from the secondary interactive prototype. They are design artboards, not Godot runtime captures.

Page and control-state artboards

Modal artboards in parent context

Coverage matrix

IDInventoryArtboardENZH100%130%State variants
D

GAMEPLAY SYSTEM DESIGN

The incremental chain changes responsibility, not only speed

Important action contracts

Action / inputAuthoritative resultWorld feedbackUI + audio feedbackReject / recovery

Unlock and automation order

    Failure and recovery

      Save, offline and reset

        1-3 minute decision clock

          E

          NUMERIC + ECONOMY DESIGN

          Every number names its authority and reset boundary

          CURRENT values cite repository authority. PROPOSED values are targets and never presented as implemented.

          Resource dictionary

          ID / unitStart + visibilitySourcesConverters / sinksCapacityReset / carryoverAuthority

          Generators and production processes

          Process IDOwned / active countInput / consumptionBase productionCap / stopUnlock / authority

          Workers and tools

          IDStatus / ownedPower / safetyConsumption / growth costUnlockSpecialty / tool + responsibilityUpgrade effect

          Facility levels and exact costs

          Facility / levelOwned / unlockCostBehavior changeBottleneck answeredAuthority

          Formula sheet

          Worked examples

          Five pacing profiles

          ProfileFirst actionFirst rewardAutomationBottleneckIndependent choiceTransformationChapter exit / endingMax no-decision
          F

          STRATEGY + CHOICE DESIGN

          Options change value with forecast, capacity and build

          ChoiceKnown / uncertainImmediate benefitOpportunity costFuture consequenceTwo rational statesRecovery / anti-dominance

          Build specialization matrix

          BuildOperations / dispatchRecovery / surveySafety / stabilityWeaknessBest state

          Synergy and incompatibility

          Failure diagnosis and anti-exploit rules

            G

            LEVEL / CHAPTER / CAMPAIGN DESIGN

            12 chapters, 144 bounded story contracts, one ending

            Chapter 1 and Chapter 2 entry-slice rows retain current IDs and status. All other rows use design.* IDs and are explicitly proposed.

            Campaign beat map

            Current room units

            Stable ID / statusPlayer goalMechanic + decisionPressure / numeric gateFailure / recoveryReward / next bridge

            Proposed release room-prototype map

            Design ID / chapterTheme + player goalIntroduced / practiced / testedPrimary decisionPressure / numeric gateDurationFailure / recoveryReward / persistent useBridge

            Contract-level release map

            ID / statusTheme + goalIntroduced / practiced / combined / testedPrimary decisionPressure / numeric gateDurationFailure / recoveryReward + persistent changeBridge

            Cycle and reset units

            Cycle ID / statusEntryPlayer decisionResetCarryoverCompletion / next difference

            Cycle, ending and postgame

            H

            PRESENTATION + IMPLEMENTATION SPECIFICATION

            Genuine pixel worksite, clear engine text, restrained industrial audio

            Component inventory and stable dependencies

            Component IDResponsibilityData dependencyStatesAcceptance

            Feedback, art, VFX and audio event intent

            EventVisual timingWorld proofMusic / SFX intentAccessibility / low power

            Localization and accessibility

            Asset and evidence boundary

            I

            VERIFICATION

            Completeness is measurable; runtime and human gates stay separate

            Acceptance matrix

            GateMethodResultEvidenceNot proven
            DESIGN-SPEC EVIDENCE ONLY

            This book does not grant human fun, human visual review, human listening, Godot runtime equivalence, physical-device verification, signing, store acceptance or release acceptance.