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Design post-slice Bonebound Frame hidden class spec #264

@JOY

Description

@JOY

Purpose

Design the post-slice Bonebound Frame hidden class after the vertical slice is stable.

Source Doc

  • docs/design/84-post-slice-bonebound-frame-hidden-class-spec.md

Status

Design handoff exists. This is not approved for the first playable alpha route and must not become an alpha implementation task without a new split issue.

Scope

  • Limited checkpoint reconstitution as a rare body anomaly, not a normal respawn.
  • Fracture Anchor / fracture charges.
  • Body-progress rollback and impaired post-fracture states.
  • Gear, TIME, and SECOND loss rules.
  • Memory scars and NPC reactions.
  • Server-authoritative guardrails.
  • Future test matrix for promotion after the main alpha loop exists.

Forbidden For Current Vertical Slice

  • Unity implementation.
  • Nakama implementation.
  • Runtime payload migration.
  • Playable hidden-class UI.
  • Purchasable revive charges.
  • Account-wide checkpointing.
  • Wallet top-up bypass rules.
  • Alpha hotbar skills.

Promotion Gate

Do not split Bonebound into implementation until these are already evidenced:

  • Body death loop and reinhabitation.
  • Gate outcome report with death, failure, and reward denial.
  • Injury or body condition state.
  • Server-authoritative lethal combat event.
  • Ledger authority for body, reward, TIME, SECOND, memory, and denial reasons.
  • Body Hall or clinic UI for unstable/recovery-gated bodies.
  • Economy guardrails for recovery cost, TIME loss, gear custody, reward denial, and wallet non-bypass.
  • Offline-agent policy that prevents anomaly farming.

Notes

Keep this as post-slice lore/design seed. Future implementation must split focused issues with server authority, economy, UI, and test ownership.

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    area:designGame design, economy rules, lore, and GDD workarea:economyBodyTime, SECOND token, rewards, sinks, and loot economydocumentationImprovements or additions to documentationpriority:p3Nice to have or latersize:mMedium task

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