INTEGRATION BACKLOG — design that's ready but NOT yet in the game
STATUS: NEW — pipeline upgrade. The priority queue for starborne-autobuild. Design grows fast in the bibles+gamedata.json, but only a little reachesstarborne.htmleach run. This file tells the integrator **what to
port next, ranked by value** — so it stops picking arbitrary increments. Source of truth for "is it in the game":
theinGameflag ingamedata.json. Autobuild: take the top unchecked item, port it, flipinGame:true, check it
off here with a 1-line note + date.
HOW TO USE (autobuild, each run)
- Read
gamedata.json+ this file. Pick the highest-priority unchecked item below (or the highest-value
inGame:false record if this list is exhausted).
- Back up
starborne.html(copy to.backups/), make ONE validated change,node --checkif available. - Flip the record's
inGame:trueingamedata.json; check the box here with— done YYYY-MM-DD. - Gate as today: Horror-mood ≥86 + Game-Director ≥86. Revert from backup on regression.
P1 — core loop / progression (do first)
- [ ] Key items as real game objects — implement
lantern(Z1) +frostbrand-nail(Z2) as Key Items that drop
~70% through their dungeon and gate the final 30% (ZONES §2). Populate the menu's Key Items region.
- [ ] Named bosses as enemy KINDS —
the-assessor(Z1),the-frost-auditor(Z2) as distinct foes (not reskinned
husks): unique attack + tell, per ENEMIES.md. Currently all non-animal foes share the generic husk.
- [ ] Dungeon entrances (D1 mouth) — a real enterable D1 with the 70/30 key-gate beat.
P2 — zones / world
- [ ] Zone tier scaling — enemy spawn weights + resource tiers keyed to
zones[].tier(BALANCE.md), not just
distance-from-home.
- [ ] Random quest-buildings — 1–3 per zone with a region-scaled quest pool (QUESTS.md), pulling one at a time.
- [ ] Animals (ambient fauna) — hare/songbird/elk per biome with flee behavior + small drops.
- [ ] Fixed-asset templates (T1–T5) —
tplfield on cabin/road/NPC; visual-only skin switch.
P3 — systems / menu depth
- [ ] Bottles + Ammo functional — consumable bottles (water/tonic/revive) + charged ammo, type-locked in the menu.
- [ ] Map purchase — region maps bought from shop random pools; gate the Map panel per region.
- [ ] Armor sets — Leather/Iron/Diamond (head/chest/legs/feet) with real defense (next equipment pass).
- [ ] Seedable world —
srand(worldSeed)UI + per-seed resource/tile/equipment variation (ZONES §4).
DONE (most recent first)
- [x] Rare ore tiers + pickaxe ladder (copper/gold/gem/black-diamond) — done 2026-06-25
- [x] Biome tree density + axe-chop→wood/sticks — done 2026-06-25
- [x] Procedural monster/item sprites in wiki — done 2026-06-28
1051 linked entries · source: content · living wiki, auto-synced from the game's design.