STARBORNE — RAPID DESIGN PIPELINE (work order)
Phase shift: we are NOT integrating code right now. We are **designing the resource
lists rapidly** as markdown design docs in design/. Code integration (the oldstarborne-autobuild) stays PAUSED until these lists are filled. Overall difficulty target:HARD. Progression must feel like a satisfying grind (Minecraft-style chase for better gear)
— fun, challenging, earned.
Two scheduled workers run this phase:
starborne-design(~every 15 min) — fills the lists below, top-down, fast (a real batch
per run, not one line). Self-disables when every list hits its done-criteria.
starborne-balance(every 12 h) — the math. KeepsBALANCE.mdcorrect as the lists grow.
Canon is authoritative: BOOK-CANON.md, 00-LORE.md, REGIONS.md, SERIES-BIBLE.md.
World = Eldoria · surname Starborne · hero Gideon · daughter Lyra · magic = blood/nail/counting
ritual · antagonists = the Ministry ("auditors"/"takings") · finale = Black Glass Observatory vs Alex.
PRIORITY ORDER (dependency-aware)
The user's seven items are covered below. Enemies + Equipment are front-loaded because Balance
and Dungeons both depend on them; Dungeons go last because each one assembles the others.
- Enemies →
ENEMIES.md(foundation) - Equipment →
EQUIPMENT.md(foundation for progression + rewards)
2b. Items master taxonomy → ITEMS.md (4 categories: Equipment [→EQUIPMENT.md] · Consumables · Crafting Materials · Miscellaneous; one home for every pack item)
2c. Resource crafting chain → RESOURCES.md (the RESOURCE tag — 13 base resources: Leather + 6 metals + 6 gems; all non-unique equipment is craftable from them)
2d. Ore caves → CAVES.md (5 tiered instanced cave scenes + ore-generation algorithm + overworld veins/mouths)
2e. Procedural equipment → PROCGEN-EQUIPMENT.md (template×material×gem generation + equipped/used visuals — design; flagged for the build pass)
2f. Quests → QUESTS.md (main spine + side + bounty + companion + faction; book-aligned)
2g. Book-aligned cast propagation → take the region rosters in GAME1-ALIGNMENT.md and ADD the new
characters/bosses/enemies into NPCS.md, ENEMIES.md, BUILDINGS.md (and note in BOOK-CANON.md), so the
game data matches the book. Reconcile to the new dragon/Order/Veil-purgatory macro.
- Puzzles →
PUZZLES.md - NPCs (Core + Side) →
NPCS.md - Special Buildings →
BUILDINGS.md - Dungeons + Finale →
DUNGEONS.md(composes 1–5, increasing difficulty)
(Balance — item 1 in the user's list — runs continuously every 12 h via its own worker, below.)
Each list carries a STATUS: line at its top: filled X / target Y. A list is done when it
hits target and every entry has all required fields. Mark progress each run.
1. ENEMIES — ENEMIES.md · target = 50 full specs
Roster already has ~12 detailed. Fill to 50. Each entry needs:
name · level band (1–50) · region/biome gate · archetype (skirmisher/caster/swarm/bruiser/ambusher/flyer/boss-minion) · behavior · attack TELL (colourblind-safe, shape+timing) · attack + on-hit effect · warm/cold read · drops (materials/gold band) · POWER value (set with BALANCE.md scale) · 1-line dread flavor (book-canon).
Spread evenly across the 12 regions and the difficulty curve. Reserve the strongest for dungeon bosses (see Dungeons).
DONE when 50 entries exist, each with all fields + a POWER value.
2. EQUIPMENT — EQUIPMENT.md · satisfying HARD grind
Tiers (weak → endgame): Scavenged → Forged Iron → Smith-Steel → Veil-Touched → Starborne (set).
Categories: Weapon · Tool · Light source · Armor · Trinket · Material.
Each item: **name · category · tier · POWER value (from BALANCE scale) · what it does (verbs > numbers) · how it's earned (craft recipe / dungeon drop / boss / vendor) · the grind step it gates**.
Progression rule: every tier should clearly beat the last, but the jump must be earned (rarer mats,
harder dungeon, more grind). Light sources matter (light = weapon vs the dark). Mark which items are
the chase items players grind for.
DONE when every tier has a full weapon/tool/light/armor/trinket line + the material chains that feed them.
3. PUZZLES — PUZZLES.md · 20 main types + 13 signature
- 20 MAIN puzzle TYPES — reusable across regions, feasible in a top-down RPG, fun not tedious:
e.g. light/torch routing, counting/tally locks (canon!), weight/pressure plates, block-push (sokoban),
mirror/beam redirect, sequence-memory, timed gates, companion-swap (Gideon strength / Lyra arcana),
water/flow, ice-slide, sound/echo, day-night state, nail-placement (canon), key-ledger, etc.
Each TYPE: name · core mechanic · player verbs used · difficulty knobs · why it's fun.
- 13 SIGNATURE puzzles — one bespoke set-piece per dungeon (12) + one for the **Black Glass
Observatory. Each: dungeon/region · the trick · which main types it fuses · the "aha" · the reward gate**.
The Observatory signature ties to the counting/ledger finale.
DONE when 20 main types + 13 signature puzzles are specced.
4. NPCs — NPCS.md · two classes: CORE + SIDE
- CORE (story-critical): Gideon, Lyra, Alex, the dog, Aurelia (memory), Ministry auditors, the
12 town anchors who carry the spine, key quest-givers. Each: **name · role · region · book tie ·
what they want · quest(s) they drive · arc across Vol. 1**.
- SIDE (flavor/utility): vendors, ambient villagers, one-line dread voices, optional side-quests.
Each: name · role · location · service or side-quest · 1-line voice.
DONE when every region has its CORE anchors + a healthy SIDE pool (label each NPC CORE or SIDE).
5. SPECIAL BUILDINGS — BUILDINGS.md
Beyond the basics (forge-house, shop, well, anvil, furnace, Observatory), design the **special
buildings that give regions identity + function: e.g. Ministry office (the taking), Shrine/Veil
altar (medal use), Apothecary, Library/Records, Stable/fast-travel, Bathhouse-rest, Smithy upgrade,
Black-market, Chapel, Watchtower. Each: name · function (player verb) · where it appears · how it
ties to a loop (craft/heal/travel/quest/save) · book-canon flavor**.
DONE when ~10–14 special buildings are specced and assigned to regions.
6. DUNGEONS + FINALE — DUNGEONS.md · 12 dungeons + Observatory, increasing difficulty
One dungeon per region (1 = easiest near Hearthvale → 12 = hardest near Concordia), then the
Black Glass Observatory as the capstone. Each dungeon: **name · region · level band · theme/hazard ·
its SIGNATURE puzzle (from PUZZLES) · enemy set (from ENEMIES) · miniboss + BOSS (POWER from BALANCE) ·
Veil Medal granted (a verb/traversal unlock used later) · equipment reward (from EQUIPMENT) · the book
chapter it dramatizes**. The Observatory: the finale ledger-duel vs Alex (already built) + its signature
puzzle + seal/claim stakes. Difficulty + rewards must climb monotonically.
DONE when 12 dungeons + the Observatory are fully specced with non-decreasing difficulty.
BALANCE WORKER — BALANCE.md (every 12 h)
Make the numbers coherent and the grind HARD-but-fair.
- Define a single POWER metric for both heroes/equipment and enemies (e.g. effective DPS ×
effective survivability), so anything can be compared on one scale.
- From player base stats (Gideon fixed; Lyra scales — see
mkGideon/mkLyra) + the level curve,
chart the player power curve L1→L50.
- Assign each equipment tier a POWER band that sits a deliberate step ahead of the content of
its act — a satisfying chase, but gated behind grind (rarer mats / harder dungeon). Output the
tier→POWER table + the recommended craft/drop rarity that paces it.
- Audit enemy POWER vs their level/type/region: flag any beast that's too strong/weak for where
it appears; recommend fixes. Bosses should spike, trash should not.
- Keep overall difficulty HARD (player should need the right gear + skill, not out-level by grind alone).
- Write/refresh
BALANCE.md: the POWER formula, player curve, equipment tier table, enemy audit
table, and a short "tuning changes recommended" list. Do NOT edit game code — design only.
WIKI (kept in sync — public, full mirror)
Every spec is published to a public wiki at the website /wiki/ (Forgefront Studios/wiki/index.php).
Local XAMPP reads this design/ folder live (always in sync); the starborne-wiki worker mirrors all
design/*.md (+ book chapters) into Forgefront Studios/wiki/content/ + manifest.json so the deployed
forgefrontstudios.com server stays current. Rule going forward: a spec exists in BOTH the game and the wiki —
authoring a bible automatically reaches the wiki via the live read (local) and the sync worker (server).
NOTES
- These workers DESIGN ONLY (markdown). No
starborne.htmledits this phase. - Quality bar: apply the Horror + Game-Director lenses lightly, but throughput is the goal — fill fast.
- When all six lists are done,
starborne-designself-disables and reports; then we resume integration.