respawn.monster --init

cat ROADMAP.md

How the game hangs together over time

This is the progression spine for Respawn Monster — from first weird Snootmoogle encounter to a richer sim ecology with cross-biome strategy, memory echoes, and portable alchemy outcomes.

early game // boot sequence

Learn the loop

  • Meet Snootmoogle in the first sim biome
  • Respawn variants and learn what changes
  • Use Keep / Release to understand the world remembers choices
  • Collect first materials and discover the first synthesis chain
  • Unlock biome #2 quickly so tuning starts to matter

mid game // divergence

Understand sealed experiments

  • Biomes diverge more strongly in chemistry and ecology
  • Creatures respond differently to tuned parameters
  • Alchemy starts changing biome conditions, not just giving items
  • Stable space becomes meaningful and forces curation
  • Rare creatures start recalling fragments from earlier sessions

late game // cross-firewall

Carry discoveries across worlds

  • Advanced synthesis products become portable
  • Player can seed later biomes with banked outcomes
  • Cross-biome planning becomes part of strategy
  • Creature lineages and ritual-touched variants deepen the ecology
  • The sim starts to feel like one world made of many sealed realities

echo progression_principles

Progression principles

Early game should feel toy-like and welcoming. One creature family, one strong loop, one quick reveal that biomes matter.

Mid game should make the player think in systems: ecology, chemistry, memory, curation, and divergence.

Late game should reward planning. The player should feel like a keeper of a living network of experiments, not just a reroller of creature cards.

Throughout, the game should stay visual, weird, and gently philosophical without becoming heavy-handed.