# Incremental Delve System - Design Document v2 ## Core Concept Player-controlled crawler descends through underground network. Progression constrained by pressure accumulation and structural stability. No combat, no hard failure states, no forced resets. --- ## Progression System ### Prestige Mechanic - Player-triggered reset at any time - **Total resources ever generated = prestige XP** (fairest, no tradeoff with upgrades) - XP converts to skill points via exponential curve - All purchased upgrades persist across prestiges - Restarts crawler at depth 0 with improved capabilities - Target prestige duration: 2-4 hours (prevent grinding feel) ### Upgrade System NOT a PoE-style skill tree. Instead: **visible upgrade tracks with escalating costs** ``` Resource Generation [Level 22] Cost: 1200 → + Pressure Reduction Rate [Level 8] Cost: 450 → + Movement Speed [Level 15] Cost: 890 → + Movement Cost Reduction [Level 5] Cost: 320 → + Collapse Resistance [Level 3] Cost: 180 → + Stability Threshold [Level 11] Cost: 650 → + Auto-Stabilize Upgrade [Level 2] Cost: 500 → + Idle Efficiency [Level 4] Cost: 280 → + ``` - Each level costs more (1.15× multiplier or similar) - All options visible from start - Player allocates points based on current needs - Can pump into one track or spread points - No hidden unlocks, no blind choices ### Keystones (needs better name) Separate from upgrade tracks - rare prestige unlocks or achievement rewards: - **Rule modifiers with meaningful tradeoffs** - Limited active slots: start with 1, unlock 2→3→4 via upgrades - Examples: - "Pressure Immunity / Half Movement Speed" - "Auto-Stabilize / No Manual Control" - "Double Depth Rewards / Double Pressure Accumulation" - "Fast Retreat / Cannot Dig Laterally" - Define playstyle, not raw power - Always have downsides ### Level/XP Scaling - Target: ~800 total levels for dedicated long-term players - First 10-20 levels quick (hook phase) - Level 200+ is where multipliers explode - Exponential scaling (Cookie Clicker model: level 98-100 = same XP as 1-98) - Must balance early hook vs endgame grind ### Fresh Start - Complete new save, separate from prestige - Zero progress, zero points - Player choice for build experimentation - No mechanical benefit --- ## Resource System ### Single Unified Resource Generated by digging/traversing nodes. Used for: - **Movement** - digging to adjacent nodes (cost scales with depth) - **Pressure reduction** - stabilization actions (rate-limited) - **Upgrades** - permanent improvements (persistent across prestige) ### Dynamic Allocation Model Resources flow from generation and must be allocated: ``` Generation: 5.2/sec Allocation (player-controlled): → Stabilization: 0.1/sec (98% effective at current depth) → Movement: 4.8/sec → Surplus: 0.3/sec (accumulates for upgrades) ``` **Depth scaling:** - Same allocation (0.1/sec) becomes less effective deeper - 98% → 95% → 90% → 80%... - Eventually must reallocate more to stabilization (slower movement) - Creates organic pacing: fast early, careful mid-game, crawling at extreme depth **Design question for feedback:** - Manual allocation (player sets sliders) vs automatic with toggle modes (aggressive/balanced/safe)? - How much micromanagement is fun vs tedious? ### Generation - Rate increases with depth (high risk = high reward) - Both vertical and lateral digging generate resources - Deeper nodes = better generation rates --- ## Movement System ### Vertical Descent - Automatic downward progression at player-controlled speed - Faster speed = more pressure buildup + higher per-node cost - Movement cost scales with depth ### Horizontal Movement - Cost scales with current depth - Used for pressure relief and resource generation - Safer than vertical at extreme depths ### Upward Movement - **Always free** (anti-deadlock safeguard) - Allows retreat to manageable depth - Completed nodes stay completed - **Cost**: partial progress on incomplete node is lost - Implicit defeat (wasted time) without mechanical punishment ### Node Completion - Only fully completed nodes count as progress - Incomplete nodes reset if abandoned - Creates risk/reward: finish node before retreating or cut losses? --- ## Pressure System ### Accumulation Pressure increases from: - Current depth (exponential scaling) - Movement speed - Traversing unstable nodes ### Effects at High Pressure - Reduced operational efficiency - Increased collapse probability - Lower resource generation throughput ### Reduction Mechanics - Costs resources (from allocation pool) - **Rate-limited**: maximum reduction per time unit - **Depth-scaled costs**: reduction at depth 500 costs far more than depth 100 - Cannot be bypassed by stockpiling resources - Upgrades increase rate-limit by 1.15× per level ### Anti-Exploit Design Prevents "dig laterally for days then blast downward": - Lateral mining reduces current pressure + generates resources - But pressure accumulation resumes immediately when descending - Rate-limits prevent burning stockpiled resources for trivial progression - Depth-scaling ensures shallow resources don't trivialize deep content --- ## Unstable Nodes & Collapse ### Unstable Nodes - Marked nodes that rapidly increase pressure - Higher collapse risk when overstressed ### Collapse Consequences - Local area becomes inaccessible - Surrounding areas destabilize - Temporary pressure spike - Requires rerouting **Does NOT cause:** - Progress loss - Upgrade resets - Game over Collapse = topological challenge, not punishment. --- ## Active vs Passive Play ### Auto-Stabilize System **ON:** - Maintains stable pressure automatically - Costs 20-30% more resources (inefficient AI) - Good for idle/away time **OFF:** - Manual control required - Optimal efficiency if played well - Risk of pressure spike if neglected - Rewards active engagement ### Other Potential Auto-Systems - Auto-retreat: pulls up when stuck, costs resources - Auto-upgrade: buys upgrades when affordable, picks sub-optimally - Auto-allocate: balances resources conservatively **Philosophy:** Active play = better efficiency. Idle = still progresses, just slower. --- ## Offline Progress ### Implementation - Crawler stays parked at current node - Generates resources at minimal rate (5-10% of active rate) - No pressure changes, no movement, no risk - Capped at 24-48 hours max ### On Login Message "Crawler maintenance complete. Extracted 342 resources from debris and system cleanup." **Simple calculation:** ``` offline_time = min(time_since_logout, 48_hours) idle_resources = offline_time × base_idle_rate × depth_multiplier ``` **Philosophy:** - Rewards active play (10-20× better) - Casuals still progress - Can't be exploited (time-capped) - No complex simulation needed --- ## Upgrade Categories (To Be Expanded) ### Crawler Systems - Dig speed - Movement efficiency (lower cost per node) - Durability (collapse resistance) ### Pressure Management - Stabilization effectiveness - Rate-limit increase - Passive pressure decay - Emergency vent systems ### Resource Processing - Extraction efficiency - Processing multipliers - Storage capacity (if relevant) ### Detection/Automation - Collapse prediction - Auto-stabilize triggers - Hazard scanning range - Auto-retreat thresholds ### Infrastructure - Supply line efficiency - Backup power systems - Redundant stabilizers ### Depth Unlocks - New tech available only at certain depths - Deep-specific upgrades **Design goal:** Upgrades should feel qualitatively different, not just "number goes up" --- ## Engagement Problem & Solutions ### Identified Issue Player engagement drops when progress shifts from hours → days/weeks per milestone. ### Proposed Solutions **1. Multiple Parallel Progression Tracks** - When prestige levels slow, skill points keep coming - When skill points slow, depth unlocks appear - When depth slows, keystone options unlock - Always multiple things progressing at different rates **2. Frequent Prestige Loops** - Target 2-4 hours per prestige - Reset before grind sets in - Maintain dopamine flow **3. Qualitative Unlocks** - Every X prestiges: new mechanic/system/rule - Not "10% more resources" but "unlocked auto-retreat" - Gameplay changes, not just scaling **4. Front-Loaded Design** - Accept game may be 30-50 engaging hours - Design for quality over infinite scaling - Natural endpoint when content exhausted --- ## Core Design Loop 1. Descend at chosen speed 2. Pressure accumulates 3. Allocate resource flow: - Movement vs stabilization vs surplus 4. Monitor collapse risk 5. Make upgrade purchases 6. Choose when to prestige 7. Reset stronger with more options **Strategic tension:** Speed vs safety vs optimization vs prestige timing. --- ## Design Constraints - No permanent loss - No hard failure states - No forced idle waiting - Active play always better than passive - Older saves always stronger than fresh starts - Progress measured by efficiency, not raw numbers --- ## Open Questions for Feedback 1. Manual resource allocation (sliders) vs automatic with mode toggles? 2. How many upgrade categories before it becomes overwhelming? 3. Prestige curve tuning - what feels right for 2-4 hour loops? 4. How to maintain engagement past 30-40 hours of play? 5. Balance between active rewards vs idle accessibility? 6. Is the pressure/stability system engaging enough as core constraint? ---