diff --git a/CHANGELOG.md b/CHANGELOG.md index 44c94e8..2ac097b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -87,6 +87,9 @@ versioned release tag yet, so entries are organized as pre-alpha snapshots. by loading the server-owned Nakama NPC Frame list on Play Mode start. - Prototype debug panels now default to hidden hotkey toggles so they no longer overlap the main HUD in Play Mode. +- Gate, dungeon, and Pioneer Charter design doc for ranked Gates, + server-issued first-clear rights, common Tower/Gate genre mechanics, and + in-game-only Clearance Royalty loops. ### Changed diff --git a/ROADMAP.md b/ROADMAP.md index d1c2b3a..77da322 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -1,7 +1,7 @@ # SECOND SPAWN Roadmap Status: Pre-alpha, vertical slice foundation in development. -Last updated: 2026-05-18. +Last updated: 2026-05-19. This roadmap tracks implementation status. Detailed design remains in `docs/`, especially `docs/design/02-vertical-slice-spec.md` and @@ -209,6 +209,11 @@ MVP, and a visible offline-agent prototype. - [ ] Implement the first server-authoritative contested loot rule for taking BodyTime or SECOND from another user after a validated PvP or zone event. - [ ] Add one dungeon instance with one boss and grounded dialogue. +- [ ] Add a server-owned dungeon clear ledger before any Pioneer Charter + rewards. +- [ ] Add a non-economic first-clear record for the first Gate or dungeon. +- [ ] Design capped in-game Pioneer Charter / Clearance Royalty rules after + combat, dungeon validation, and reward ledgers exist. - [ ] Add one Hunter NFT skin equip placeholder with DOS Chain escrow design still server-authoritative. - [ ] Run Multiplayer Play Mode smoke for 2-4 local clients. @@ -232,6 +237,7 @@ MVP, and a visible offline-agent prototype. - [ ] Pet breeding system. - [ ] Movement-only mount system. - [ ] Economy balancing. +- [ ] Gate tiering, Pioneer Charter, and in-game Clearance Royalty balancing. - [ ] Live ops infrastructure. - [ ] Public beta launch. diff --git a/docs/README.md b/docs/README.md index dd6c290..3f9b2be 100644 --- a/docs/README.md +++ b/docs/README.md @@ -28,6 +28,7 @@ Relevant docs: - [Overview Design](design/06-overview-design.md) - [Networked Player Controller Prototype](design/07-player-controller-prototype.md) - [Pirate Adventure Reference Review](design/09-pirate-adventure-reference-review.md) +- [Gate, Dungeon, and Pioneer Charter System](design/15-gate-dungeon-pioneer-charter-system.md) ## Signature Features diff --git a/docs/SUMMARY.md b/docs/SUMMARY.md index f968747..620d0b7 100644 --- a/docs/SUMMARY.md +++ b/docs/SUMMARY.md @@ -20,6 +20,7 @@ - [Pirate Adventure Reference Review](design/09-pirate-adventure-reference-review.md) - [Character Profile, Soul, and Agent Memory](design/10-character-profile-agent-memory.md) - [NPC Agent Brain Architecture](design/11-npc-agent-brain-architecture.md) +- [Gate, Dungeon, and Pioneer Charter System](design/15-gate-dungeon-pioneer-charter-system.md) ## Architecture Decision Records diff --git a/docs/design/02-vertical-slice-spec.md b/docs/design/02-vertical-slice-spec.md index 90577e3..0f6e8f0 100644 --- a/docs/design/02-vertical-slice-spec.md +++ b/docs/design/02-vertical-slice-spec.md @@ -2,7 +2,7 @@ *Status: Spec with prototype progress* *Created: 2026-05-14* -*Last updated: 2026-05-17* +*Last updated: 2026-05-19* *Target completion: 3-6 months from setup (T+3 to T+6 from 2026-05-14)* > Note: This is the SPEC version (planning the slice). After slice is built, rename to `02-vertical-slice-report.md` and fill the report template (build velocity, playtest results, recommendation PROCEED/PIVOT/KILL). @@ -24,6 +24,7 @@ This is two questions in one: **does the design loop fun?** AND **is the archite | **Zone** | 1 small open area + 1 hub town | | **Character class** | 1 combat Frame archetype (may use one MetaDOS Hunter Frame skin as the visual direction) | | **Dungeon instance** | 1 (single instance with 1 boss encounter) | +| **Gate first-clear record** | Concept-only slice surface: one server-owned clear log or badge if dungeon validation exists; no in-game royalty payout yet | | **Boss with LLM dialogue** | 1 (Convai-driven, grounded in zone state) | | **Quest line** | 1 (3-5 quests sequential) | | **Reincarnation MVP** | Die -> test SECOND -> new Frame with current-body reset | @@ -63,6 +64,8 @@ Still missing from the playable slice: - Normal-play TIME earn and spend sources outside debug controls. - Player-vs-player or contested-zone time-loot rules. - Questline, dungeon, boss, and grounded dialogue content. +- Pioneer Charter runtime reward payouts. The slice may add a first-clear debug + record after dungeon clear validation exists, but not Clearance Royalty. - Production HUD and reincarnation presentation flow. - NFT skin equip and escrow. - Dedicated server deployment and 4-20 player load validation. @@ -147,6 +150,7 @@ When slice is complete, decision tree: | ---- | ---- | ---- | | SECOND economy (cost per reincarnation, source, sink) | Phase 5 | JOY (input later) | | TIME economy tuning (drain, earn, spend, transfer, top-up rules) | Phase 6 | JOY (input later) | +| Pioneer Charter first-clear reward resource and duration | Post-slice / Alpha | JOY (input later) | | Hunter Frame NFT integration approach (Option 1 vs Hybrid 1+3) | Phase 6 | JOY (input later) | | Voice NPC vendor | NOT in slice | Defer | | Hetzner VPS specs | Phase 8 (load test) | JOY | diff --git a/docs/design/03-systems-index.md b/docs/design/03-systems-index.md index 2ca6bd8..529dae1 100644 --- a/docs/design/03-systems-index.md +++ b/docs/design/03-systems-index.md @@ -2,7 +2,7 @@ *Status: Living index* *Created: 2026-05-14* -*Last updated: 2026-05-18* +*Last updated: 2026-05-19* --- @@ -19,6 +19,7 @@ SECOND SPAWN is a hybrid MMO + top-down ARPG. The mechanical scope spans: - Level/stat progression - Reincarnation loop (death -> SECOND -> new Frame) - TIME / SECOND body lifespan economy +- Gate first-clear economy through server-issued Pioneer Charter records - NFT integration (DOS Chain via thirdweb) - Server-authoritative invariants (anti-cheat assumes open source) @@ -46,6 +47,7 @@ This index enumerates every system the game needs, categorizes by Core/Gameplay/ | 13 | Reincarnation flow (death -> SECOND -> new Frame) | Progression | VS | Prototype | [12-game-design-document.md](12-game-design-document.md) | Level/stats, NFT escrow, Persistence | | 14 | SECOND economy | Economy | VS | Not designed | (GDD pending - JOY input) | DOS Chain integration | | 36 | TIME / SECOND economy | Economy | VS | Prototype | [08-time-as-currency.md](08-time-as-currency.md) | Reincarnation, Combat, Persistence | +| 38 | Gate first-clear and Pioneer Charter economy | Economy / Gameplay | Alpha | Concept | [15-gate-dungeon-pioneer-charter-system.md](15-gate-dungeon-pioneer-charter-system.md) | Dungeon, Combat, Persistence, Rewards, Anti-cheat | | 15 | NFT inventory (Hunter Frame skin slice scope) | Economy | VS | Not started | (TDD pending) | thirdweb-api MCP, Persistence | | 16 | NFT escrow (lock on equip, release on unequip) | Economy | VS | Not started | (TDD pending) | NFT inventory, DOS Chain | | 17 | Loot / drop tables | Economy | VS | Not started | (TDD pending) | Combat, persistence | @@ -68,7 +70,7 @@ This index enumerates every system the game needs, categorizes by Core/Gameplay/ | 34 | Telemetry / monitoring (Sentry + Grafana) | Meta | Alpha | Deferred | - | All systems | | 35 | Onboarding / tutorial | Meta | VS | Deferred (assume slice = no tutorial) | - | All gameplay systems | -**Total: 37 systems identified for slice scope and post-slice roadmap.** +**Total: 38 systems identified for slice scope and post-slice roadmap.** --- @@ -79,7 +81,7 @@ This index enumerates every system the game needs, categorizes by Core/Gameplay/ | **Core** | Foundation systems everything depends on | 5 (NetworkRunner, Controller, Camera, Input, Zone management) | | **Gameplay** | The systems that make the game fun | 7 (Combat, NPC dialogue, Quest, Dungeon, Boss LLM, AI agent, OpenClaw-connected NPC bridge) | | **Progression** | How the player grows over time | 2 (Level/stats, Reincarnation) | -| **Economy** | Resource creation and consumption | 5 (SECOND, TIME / SECOND economy, NFT inventory, NFT escrow, Loot) | +| **Economy** | Resource creation and consumption | 6 (SECOND, TIME / SECOND economy, Pioneer Charter, NFT inventory, NFT escrow, Loot) | | **Persistence** | Save state and continuity | 5 (Profile, Inventory, Quest, Level/stats, Auth) | | **UI** | Player-facing information displays | 6 (HUD, Inventory UI, NPC dialogue UI, Quest tracker, Reincarnation UI, Agent log) | | **Audio** | Sound and music systems | 1 (placeholder for slice) | @@ -127,23 +129,24 @@ This index enumerates every system the game needs, categorizes by Core/Gameplay/ 24. TIME / SECOND economy (#36) - depends on: Reincarnation, Combat, Persistence 25. SECOND economy (#14) - depends on: DOS Chain integration, Reincarnation 26. AI agent for offline players (#11) - depends on: NetworkRunner, api.dos.ai model service, intent schema, Combat, TIME / SECOND economy +27. Gate first-clear and Pioneer Charter economy (#38) - depends on: Dungeon, Combat, Persistence, Rewards, Anti-cheat ### Presentation Layer (depends on features) -27. HUD (#23) -28. Inventory UI (#24) -29. NPC dialogue UI (#25) -30. Quest tracker UI (#26) -31. Reincarnation UI (#27) -32. AI agent activity log UI (#28) -33. Audio (#29) +28. HUD (#23) +29. Inventory UI (#24) +30. NPC dialogue UI (#25) +31. Quest tracker UI (#26) +32. Reincarnation UI (#27) +33. AI agent activity log UI (#28) +34. Audio (#29) ### Meta Layer -34. Anti-cheat verification (#33) - cuts across everything -35. Quest progress persistence (#20) - depends on: Quest system -36. Telemetry (#34) - depends on: everything -37. Onboarding (#35) - depends on: all gameplay (deferred for slice) +35. Anti-cheat verification (#33) - cuts across everything +36. Quest progress persistence (#20) - depends on: Quest system +37. Telemetry (#34) - depends on: everything +38. Onboarding (#35) - depends on: all gameplay (deferred for slice) --- @@ -157,6 +160,7 @@ This index enumerates every system the game needs, categorizes by Core/Gameplay/ | NFT escrow (#16) | Technical | Latency between Unity equip action and DOS Chain confirmation | Optimistic UI + reconcile-on-failure; cache lock state in Supabase | | Reincarnation flow (#13) | Design | Carryover too generous = no death weight; too punitive = grind | Tune cost during slice playtests | | TIME / SECOND economy (#36) | Design + Economy | Constant drain can feel oppressive; weak drain can feel invisible | Start with danger-zone drain, one earn source, one spend sink | +| Gate first-clear and Pioneer Charter economy (#38) | Economy + Anti-cheat | First-clear rewards can become exploit magnets or feel unfair if autonomous agents claim them while players sleep | Start with non-economic first-clear records; require server clear logs, caps, expiry, and human-led eligibility for economic Charters | | Photon Fusion 2 dedicated server (#1) | Technical | Solo dev capacity to run dedicated infra | Slice uses Photon Cloud free 20 CCU; production migration is post-slice | | Convai SDK in Unity (#7) | Technical | 3rd-party SDK may not test against Unity 6.5 beta | Have phase 2 fallback (`api.dos.ai` / api.dos.ai model service + custom LLM) ready in design | @@ -190,6 +194,7 @@ Aligned with [02-vertical-slice-spec.md](02-vertical-slice-spec.md) build phases | 20 | Audio placeholder (#29) | Phase 9 | S | Slice-quality only | | 21 | Chat (#30) | Phase 9 | M | Nakama channel first, Supabase sidecar only if useful | | 22 | Polish + playtest | Phase 9 | XL | | +| 23 | Gate first-clear and Pioneer Charter economy (#38) | Post-slice / Alpha | L | Start with ledger and badge before in-game royalty | Effort estimate: S = 1-3 days, M = 4-7 days, L = 1-2 weeks, XL = 2-4 weeks (solo dev + AI agent). @@ -199,9 +204,9 @@ Effort estimate: S = 1-3 days, M = 4-7 days, L = 1-2 weeks, XL = 2-4 weeks (solo | Metric | Count | | ---- | ---- | -| Total systems identified | 37 | +| Total systems identified | 38 | | Systems with prototype implementation | 14 | -| Design docs started | 12 | +| Design docs started | 13 | | Design docs reviewed | 0 | | Design docs approved | 0 | | MVP systems with TDD started | 0 | @@ -216,3 +221,4 @@ Effort estimate: S = 1-3 days, M = 4-7 days, L = 1-2 weeks, XL = 2-4 weeks (solo - [ ] Per-system TDD as each system is started (use `templates/technical-design-document.md`) - [ ] Re-run systems-index review at slice midpoint to add missed systems - [ ] Decompose AI agent autoplay (#11) into sub-systems before Phase 7 (highest risk) +- [ ] Write TDD for Gate clear logs before implementing Pioneer Charter rewards diff --git a/docs/design/12-game-design-document.md b/docs/design/12-game-design-document.md index 576b423..dbad167 100644 --- a/docs/design/12-game-design-document.md +++ b/docs/design/12-game-design-document.md @@ -2,7 +2,7 @@ *Status: Pre-alpha GDD* *Created: 2026-05-16* -*Last updated: 2026-05-18* +*Last updated: 2026-05-19* *Source of truth level: Consolidates current design decisions from `docs/design/`, `AGENTS.md`, and accepted architecture direction. Per-system docs remain authoritative for implementation details.* --- @@ -63,6 +63,7 @@ promise that the same UI or tuning will ship. | Permanent NPCs | `ZoneTest_Hub` can seed and display 10 permanent prototype NPC Frames from Nakama, each with fixed body identity and visual variant. | | Prototype NPC brain | Permanent NPC brains sense nearby actors, call the model-backed Nakama decision path, speak through model-selected `say` intent, and persist model speech through Nakama memory and relationship records. | | Backend foundation | Nakama owns durable game profile state, model-decision RPCs, and server-side intent validation before gameplay systems consume LLM output. | +| Gate / dungeon economy | Design now includes temporary `Pioneer Charter` terminology for server-issued first-clear rights and in-game-only Clearance Royalty loops. No runtime implementation yet. | | Not implemented yet | Real combat damage, enemy loot, quest rewards, production HUD, player-vs-player time loot, wallet escrow, dungeon boss, and dedicated server deployment. | --- @@ -171,6 +172,40 @@ Tone requirements: but TIME is the player-facing life medium. Do not add Nibiru-derived XP, cultivation tiers, rituals, or vertical-slice progression. +### Gate and Dungeon Fantasy + +SECOND SPAWN can use the Korean manhwa-style fantasy of ranked Gates appearing +in the real world, but the explanation remains sci-fi. Gates are unstable +Nibiru-influenced breaches where ruined infrastructure, memory residue, spatial +collapse, and TIME density form bounded combat instances. + +Useful reference pool: + +- Solo Leveling. +- Omniscient Reader's Viewpoint. +- Leveling with the Gods. +- The Player Who Can't Level Up. +- My S-Class Hunters. +- SSS-Class Revival Hunter. +- Second Life Ranker. +- Return to Player. + +Secondary references include Murim Login, Solo Max-Level Newbie, The Advanced +Player of the Tutorial Tower, Kill the Hero, Return of the Disaster-Class Hero, +and Seoul Station's Necromancer. Do not use Tomb Raider King as a primary +reference. + +Working vocabulary: + +- `Gate`, `Breach`, or `Shard Dungeon`: dungeon portal or instance source. +- `Pioneer Charter`: temporary name for the server-issued first-clear right. +- `Clearance Royalty`: temporary name for the in-game reward pool paid from + later clears of the same Gate version. + +All revenue language in this system means in-game resources only. It does not +mean real-world revenue share, external yield, securities-like ownership, or +passive income. See [15-gate-dungeon-pioneer-charter-system.md](15-gate-dungeon-pioneer-charter-system.md). + ### MetaDOS Continuity / Timeline This timeline is inherited from the MetaDOS GDD and adapted for SECOND SPAWN: @@ -620,6 +655,9 @@ Session model: - Players join instanced zones of roughly 4-20 players in the vertical slice. - Dungeons are separate instances. +- Ranked Gates can become the fiction and discovery layer around dungeon + instances. The current rank vocabulary is F, E, D, C, B, A, and S, with S+, + SS, and SSS deferred until live-ops scale justifies them. - Guild PvP up to 50v50 is a future target, not vertical slice scope. - Server interest management must keep replication bounded. - Offline agents act inside server-approved contexts, not client-local simulations. @@ -799,6 +837,7 @@ The economy is not fully designed. This GDD only defines resource roles and boun | TIME | Life medium loaded into humans and Frames, measured in SECOND | Body-bound once loaded, lost on body death unless future rules say otherwise | | SECOND | Unit, currency, and tokenized measure of TIME, used for rewards and reincarnation | Account or wallet-level, exact source and sink design undecided | | Loot and supplies | Tactical power and run support | Server-owned, no client-granted drops | +| Pioneer Charter | Server-issued first-clear right for a Gate version | Concept only; can grant in-game prestige or capped in-game Clearance Royalty later | | NFT assets | Ownership-linked skins, weapons, pets | Bound through DOS Chain and escrow rules | Design constraints: @@ -808,6 +847,8 @@ Design constraints: - Do not let LLMs mutate economy state. - Do not place chain or wallet mutation authority in the Unity client. - Keep vertical slice economy small: one SECOND earn source, one TIME spend sink, and test-token reincarnation. +- Keep Gate first-clear rewards in-game only. Pioneer Charter and Clearance + Royalty must never be framed as real-world revenue share or external yield. ### TIME and SECOND Relationship @@ -825,8 +866,54 @@ Open economy decisions: - Whether SECOND directly seeds body TIME or only gates body creation: [TODO: JOY input] - SECOND earning and sink design beyond reincarnation: [TODO: JOY input] - TIME earn, spend, drain, and transfer values: [TODO: JOY input] +- First Pioneer Charter reward resource and duration: [TODO: JOY input] - Marketplace design: [TODO: JOY input] +### Gate First-Clear Economy + +The temporary design direction is `Pioneer Charter`: when a party is the first +to clear a newly discovered Gate version under server-validated conditions, the +server may issue a first-clear right. In the short term this should be a badge, +title, guild record, or debug ledger entry. Later it may grant a capped, +time-limited in-game `Clearance Royalty` from later clears of that Gate. + +Pioneer Charter requirements: + +- The server records `gate_id`, `gate_version`, seed, party members, controller + types, clear time, objective hash, combat log hash, deaths, reincarnations, + reward ledger, and exploit-review state. +- Clients, LLMs, offline agents, and OpenClaw-connected actors cannot grant or + self-report first-clear rights. +- Human-led clears should be the first eligible category. Agent-assisted clears + can earn normal loot and activity, but should not claim the primary economic + Charter in the MVP. +- Any in-game royalty must have caps, expiry, and exploit invalidation. + +Candidate royalty tuning remains placeholder only: F-E Gates could pay a small +1-2 percent in-game pool for roughly a week, while high-rank Gates could pay +larger capped shares for a season or until stabilization. Do not implement these +numbers until combat, dungeon clear validation, append-only reward ledgers, and +abuse review exist. + +Genre mechanics that should inform this system: + +- Gates, Towers, Scenarios, and dungeon rules are a visible rule layer added to + a modern world. +- Rank exists at multiple levels: Frame, Gate, monster, item, guild, and clear + record. +- Leveling is body-bound in SECOND SPAWN. Current-body level and stat growth can + reset on reincarnation while durable memories, titles, and clear records can + remain on the soul or account layer. +- Skills should be layered as Frame skills, Soul/title records, and Agent + behavior policy instead of one generic fantasy skill sheet. +- Hidden knowledge should come from NPC memory, Gate intel, previous clear + records, and agent logs rather than random untelegraphed secrets. +- Rank is a public estimate and social permission layer, not absolute truth. + Body traits, equipment, TIME pressure, AI policy, memory, and Gate intel can + all make the real outcome diverge from rank. +- Guilds, associations, registries, insurance, and clear records should become + useful social infrastructure, not just villains or quest flavor. + ### Loot, Items, and Cosmetics Loot and itemization should support the ARPG loop without diluting the reincarnation pillar. diff --git a/docs/design/15-gate-dungeon-pioneer-charter-system.md b/docs/design/15-gate-dungeon-pioneer-charter-system.md new file mode 100644 index 0000000..53e7d69 --- /dev/null +++ b/docs/design/15-gate-dungeon-pioneer-charter-system.md @@ -0,0 +1,300 @@ +# Gate, Dungeon, and Pioneer Charter System + +*Status: Concept design* +*Created: 2026-05-19* +*Source of truth level: Design direction for dungeon discovery, first-clear prestige, and in-game dungeon revenue loops. Implementation details still require TDDs before build.* + +--- + +## 1. Purpose + +This document defines the working direction for SECOND SPAWN's Gate and dungeon economy. It turns the manga and manhwa-inspired "first clear" fantasy into a bounded in-game system that can support competitive dungeon discovery, guild prestige, and server-owned rewards without creating real-world revenue-share promises. + +Working names: + +- Dungeon portal: `Gate`, `Breach`, or `Shard Dungeon` +- First-clear right: `Pioneer Charter` +- In-game revenue share: `Clearance Royalty` + +`Pioneer Charter` is the temporary canonical name until naming is revisited. + +--- + +## 2. Reference Pool + +Core references: + +- Solo Leveling: ranked Gates, Hunters, guild pressure, public emergency stakes. +- Omniscient Reader's Viewpoint: scenario rules, hidden conditions, sponsors, and clear conditions. A major global reference for meta-system storytelling. +- Leveling with the Gods: Tower climbing, god-level stakes, regression knowledge, and rank escalation. +- The Player Who Can't Level Up: Gate and Tower pressure around player identity, plus a leveling exception hook. +- My S-Class Hunters: Hunter society, guild politics, support value, and relationship-driven S-rank networks. +- SSS-Class Revival Hunter: death-loop cost, memory continuity, skill acquisition, and emotional consequences. +- Second Life Ranker: Tower factions, inherited knowledge, guild power, and route optimization. +- Return to Player: modern Earth becoming a game-like survival scenario. + +Secondary references: + +- Murim Login: modern dungeon society plus a second rule layer. +- Solo Max-Level Newbie: old game knowledge becoming real-world survival advantage. +- The Advanced Player of the Tutorial Tower: tutorial tower, first-generation clear prestige, and broad global popularity. +- Kill the Hero: guild betrayal, dungeon politics, and anti-hero reward pressure. +- Return of the Disaster-Class Hero: public disaster stakes and high-rank hero return. +- Seoul Station's Necromancer: dungeon-for-cash, returner power, and modern gate normalization. + +Do not use Tomb Raider King as a primary reference. It has relic and claim-right ideas, but it is not a strong tone or popularity anchor for SECOND SPAWN. + +--- + +## 3. Common Genre Mechanics + +The shared genre skeleton across these works: + +| Mechanic | Common Pattern | SECOND SPAWN Adaptation | +| ---- | ---- | ---- | +| World rule layer | Modern Earth gains Gates, Towers, Scenarios, System windows, or dungeon rules | Gates are Nibiru-influenced breaches with server-owned rules and clear conditions | +| Rank ladder | Hunters, players, dungeons, monsters, items, and guilds use F/E/D/C/B/A/S or similar ranks | Use Frame rank, Gate rank, Charter rank, and later agent clearance grade | +| Leveling | Combat and clears grant level, stats, skill slots, or class evolution | Current-body level and stats grow inside the Frame, with reincarnation reset rules | +| Leveling exception | A protagonist cannot level, levels alone, regresses, copies skills, or knows hidden rules | Keep exceptions as content hooks, not baseline player power creep | +| Skill layers | Active skills, passive skills, unique skills, title skills, and hidden-condition skills | Split into Frame skills, Soul/title records, Agent behavior policy, and Gate rewards | +| Dungeon loop | Scan rank, register party, enter, discover hidden rule, clear boss/objective, receive reward | Fusion validates combat; Nakama records clear logs, rewards, and Pioneer Charter eligibility | +| Hidden knowledge | Regression, reader knowledge, game knowledge, diaries, or memory lets the hero exploit rules | Use NPC memory, Gate intel, agent logs, and previous clear records as learnable knowledge | +| Guild and association | Guilds bid for Gates, associations regulate rank, S-ranks become strategic assets | Future guilds can register Gate attempts and hold Charters, but not in the vertical slice | +| First clear prestige | First clear, no-death clear, solo clear, hidden clear, and fastest clear become social proof | Pioneer Charter starts as server-owned prestige, then may add capped in-game royalty | +| Disaster escalation | Failed Gates can break, leak monsters, or trigger public crisis | High-rank Gates can become timed regional events later | + +Mechanics to avoid copying directly: + +- A protagonist-only power fantasy where one player invalidates all party and guild play. +- Infinite passive income from dungeon ownership. +- Client-side System windows that grant rewards without server validation. +- Rank inflation too early, especially SSS content before the combat game is stable. +- Hidden conditions that feel random instead of learnable from world clues, memory, or NPC intel. +- Guilds existing only as villains or disposable cannon fodder. SECOND SPAWN + needs guilds, associations, and registries to feel like useful social + infrastructure. + +--- + +## 4. Design Goals + +- Make dungeon discovery and first clear feel important enough to create social stories. +- Give players and guilds a reason to race for new Gates without turning the game into a passive idle economy. +- Support the ranked Gate fantasy while grounding the fiction in SECOND SPAWN's sci-fi TIME, SECOND, Frame, and Nibiru continuity. +- Keep all revenue in-game. Do not frame this as external passive income, securities-like revenue share, or real-money yield. +- Make first-clear rewards server-authoritative, auditable, revocable on exploit, and resistant to LLM or client self-reporting. +- Leave room for AI agents and OpenClaw-connected actors without letting autonomous agents capture the most economically sensitive rights by themselves in the MVP. + +--- + +## 5. Fiction + +Gates are unstable Nibiru-influenced breaches where space, ruined infrastructure, memory residue, and TIME density collapse into bounded combat instances. The public sees them as dungeon portals because they have ranks, entry rules, bosses, and clear conditions. DOS Labs, local authorities, guilds, and Frame operators treat them as both disaster zones and resource claims. + +A Gate has: + +- A physical or projected entry point in the world. +- A rank from F to S, with room for later S+, SS, and SSS escalation. +- A stability timer or outbreak risk. +- Clear conditions. +- Server-owned reward tables. +- A recorded first-clear ledger. + +When a party clears a newly discovered Gate under validated conditions, the server may issue a `Pioneer Charter`. The Charter proves that the party opened the safe exploitation path for that Gate version. + +Gate society can include public or semi-public institutions: + +- Association-style registries for Frame rank, Gate access, and death liability. +- Guild bids or permits for dangerous Gate attempts. +- Insurance or escrow rules for body loss, party wipes, and TIME debt. +- Reputation effects when a party abandons, stabilizes, or exploits a Gate. + +--- + +## 6. Dungeon Tiering + +Initial public-facing ranks: + +| Rank | Meaning | Early Gameplay Role | +| ---- | ---- | ---- | +| F | Weak anomaly | Solo-friendly tutorial or low-risk farm | +| E | Minor breach | Entry-level party content | +| D | Local threat | First meaningful dungeon clear race | +| C | Dangerous breach | Guild preparation starts to matter | +| B | Severe breach | Requires tuned builds and coordination | +| A | Regional threat | Seasonal competition target | +| S | Critical breach | Server event, public prestige, high validation burden | + +Future escalation ranks can add S+, SS, and SSS after the game has enough content, economy controls, and live-ops support. Do not add those ranks to vertical-slice tuning yet. + +Rank should be a public estimate, not absolute truth. A low-ranked Frame with +rare memory, strong equipment, better AI policy, or better Gate intel can +outperform the estimate. A high-ranked Gate can hide special rules, wrong scan +data, or disaster modifiers. + +--- + +## 7. Pioneer Charter + +A `Pioneer Charter` is a server-issued in-game right attached to a specific Gate, Gate version, and clear condition. + +It can grant: + +- First-clear title, badge, banner, or guild record. +- Public record: first human-led clear, first party clear, first no-death clear, + first low-TIME clear, or first hidden clear. +- A time-limited `Clearance Royalty` paid in in-game resources when other players clear that same Gate version. +- Priority entry or discovery reputation, if later systems need it. +- Lore recognition from NPCs, factions, or hub boards. + +It must not grant: + +- Real-world revenue share. +- Direct external cash claim. +- Permanent uncapped passive yield. +- Authority to mutate dungeon reward tables. +- Authority to bypass entry rules, combat validation, or economy ledgers. + +### Suggested Clearance Royalty Shape + +These numbers are placeholders for balance discussion, not implementation-ready tuning. + +| Gate Rank | Candidate Royalty | Candidate Duration | +| ---- | ---- | ---- | +| F-E | 1-2 percent of in-game Gate fee pool | 7 days | +| D-C | 2-5 percent of in-game Gate fee pool | 14 days | +| B-A | 5-8 percent of in-game Gate fee pool | 30 days | +| S | Up to 10 percent of in-game Gate fee pool | Season, Gate stabilization, or live-ops event duration | + +The pool can be denominated in a server-owned in-game ledger, dungeon keys, crafting materials, guild contribution points, or another approved in-game resource. Use one pool first. Do not mix wallet, token, and item flows until the economy model is explicit. SECOND-denominated royalties require a later explicit economy decision. + +--- + +## 8. Revenue Sources Are In-Game Only + +`Clearance Royalty` is an in-game reward pool. Candidate sources: + +- Gate entry fee. +- Dungeon key or attunement cost. +- Retry fee after party wipe. +- Guild expedition permit. +- Crafting or stabilization material sink. +- Later marketplace tax from Gate-specific loot, if marketplace systems exist. +- Body insurance or recovery fee, only after body-loss economics are explicit. + +The first implementation should use a single server-owned in-game source. Recommended MVP candidate: a small percentage of the Gate entry or dungeon-key sink paid into a non-wallet in-game ledger value until the reward resource is explicitly approved. + +--- + +## 9. Server Authority and Ledger Requirements + +The server must record enough data to prove a clear: + +- `gate_id` +- `gate_version` +- `gate_seed` +- `rank` +- `party_member_ids` +- `controller_types` for human, offline agent, OpenClaw, or game AI participation +- `clear_started_at` +- `clear_completed_at` +- `objective_state_hash` +- `combat_log_hash` +- `death_count` +- `reincarnation_count` +- `reward_ledger_id` +- `pioneer_charter_id`, if granted +- `exploit_review_state` + +Clients, LLMs, and connected agents never grant a Charter. They can only emit intent or display server-owned results. + +--- + +## 10. AI Agent Fairness + +SECOND SPAWN's 24/7 AI agent feature makes first-clear rights unusually sensitive. If fully autonomous agents can claim all Pioneer Charters while players sleep, the feature may feel unfair. + +MVP rule recommendation: + +- Human-led or human-present clears can qualify for `Pioneer Charter`. +- Offline-agent-assisted clears can earn normal loot, activity progress, and memory, but should not claim the primary economic Charter unless a future policy explicitly allows it. +- OpenClaw-connected NPCs can participate as validated actors only within their consent and rate limits. They do not own Pioneer Charters by default. +- Server UI should label clear records by control mix: `Human-led`, `Agent-assisted`, `NPC-assisted`, or `Automated`. + +Future variants can experiment with separate leaderboards: + +- First human-led clear. +- First agent-assisted clear. +- First solo clear. +- First no-death clear. +- First low-TIME clear. +- First hidden-condition clear. + +If agent participation is allowed later, the UI should disclose it rather than +hiding it. Automated clears can be impressive, but player-led discovery should +remain socially valuable. + +--- + +## 11. Gameplay Loop + +1. A Gate appears or is discovered. +2. Players inspect rank, rules, stability, entry cost, and suspected reward type. +3. Party enters the instance. +4. Fusion server validates movement, combat, death, and objective state. +5. Nakama records dungeon run state and economy events. +6. Clear condition is met. +7. Server validates first-clear eligibility. +8. If eligible, server issues a `Pioneer Charter`. +9. Later clears contribute to the in-game `Clearance Royalty` pool until duration or cap expires. + +Hidden knowledge loop: + +1. A run reveals partial Gate intel through NPC rumors, previous logs, failed + party records, or agent observations. +2. The player chooses whether to share, sell, hide, or act on that knowledge. +3. The next run can discover hidden conditions without the game feeling random. +4. The server records which hidden condition was actually met. + +--- + +## 12. Vertical Slice Scope + +The vertical slice should not implement full Pioneer Charter economics yet. It can prepare the design surface. + +Recommended vertical-slice scope: + +- One F or E rank test dungeon. +- One clear condition. +- One server-owned clear log. +- One non-economic first-clear badge or debug record. +- No real Clearance Royalty payouts. +- No marketplace tax. +- No agent-only Charter eligibility. + +The first economy implementation should come after combat, dungeon clear validation, append-only reward ledgers, and anti-exploit review states exist. + +--- + +## 13. Open Questions + +- Should Charter ownership belong to the party, party leader, guild, or split ledger? +- Should player-inhabited NPC-like Frames carry Charter fame after reincarnation, or should it stay on the durable player profile? +- Should high-rank Gates require public registration before entry? +- Should S-rank Gates be live events with server announcements? +- What is the first in-game royalty resource: SECOND, dungeon keys, guild contribution, crafting material, or a separate non-wallet ledger? +- How should invalidated clears claw back already-paid in-game royalties? + +--- + +## 14. Implementation Notes + +Do not implement this from the Unity client first. The build order should be: + +1. Server-owned dungeon run ledger. +2. Server-owned clear validation from Fusion combat and objective state. +3. Append-only reward ledger. +4. First-clear badge or non-economic Charter record. +5. Clearance Royalty pool after economy caps and abuse review exist. + +This system touches combat, dungeon instance, economy, persistence, UI, guilds, offline agents, and anti-cheat. Any production implementation should get a TDD before code changes.