respawn.monster

open /planning/progression.md

Early, mid, and late game shape.

The POC should prove the loop quickly, then reveal that the toy is actually a sim ecology: creatures respawn, biomes diverge, alchemy changes conditions, and some memories survive the runtime.

early game // 0-20 min

Teach the loop

  • One biome: Starter Meadow / Snootmoogle Safari.
  • Respawn creature variants and compare outcomes.
  • Keep in Stable or Release to Wild.
  • First traces appear: snootprint, glowspore, echo fur.
  • Unlock Forge Ruins quickly so biomes make sense.
mid game // 20 min-3 hr

Make choices matter

  • Alchemy changes biome water, atmosphere, signal, or memory pressure.
  • Biome firewalls mean local decisions stay local.
  • Research tree opens tuning controls and new recipes.
  • Released creatures begin affecting wild logs and future respawns.
  • Bank first advanced product to carry across a firewall.
late game // future

Reveal depth

  • Cross-biome products create shortcuts and weird consequences.
  • Creatures reference prior sessions and previous incarnations.
  • Rare respawn events feel like encounters, not loot drops.
  • Players build a personal research style: curator, alchemist, ecologist.
  • Steam-scale version adds saves, profiles, richer sim feedback.