respawn.monster

open /planning/game_structure.md

Game structure: First Contact → Branching Out → The Simulation.

The game begins as a simple creature toy, then unfolds into a biome-based alchemy sim where the player slowly realises the creatures are not just outputs. They are runtime lives with traces, habits, and questions.

early game // First Contact

Snootmoogle Safari only

  • Duration: first session or two.
  • Core loop: spawn, keep/release, extract essence, combine 2-base materials.
  • Tech: Tier 0 and Tier 1 only.
  • Goal: learn what creatures are, why choices matter, and what “respawn” means.
  • Unlock: extract 5 unique essences → Cinder Burrow.
mid game // Branching Out

2-3 biomes and cross-recipes

  • Available: Safari, Cinder Burrow, Moonpetal Canopy.
  • Core loop: move between biomes, extract local materials, craft cross-biome keys.
  • Tech: Tier 2 materials, biome keys, scanner/stable upgrades.
  • Goal: understand alchemy as simulation intervention.
  • Unlock: first Tier 3 material → Glitterbog.
late game // The Simulation

Mastery and anomalies

  • Available: all standard biomes + event/ritual spaces.
  • Core loop: tune parameters, hunt rare respawns, complete bestiary, chase hidden recipes.
  • Tech: Tier 3, anomaly materials, cross-firewall products.
  • Goal: philosophical payoff without saying the quiet question out loud.
  • Event: rare Respawn Event asks “What do you remember from last time?”