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.
P0 — FLAGSHIP REALIGNMENT (NEW 2026-07-05 · do before everything below · canon: FLAGSHIP-REALIGNMENT.md)
2026-07-05 REPAIR NOTE: starborne.html was found tail-truncated (~119 lines lost mid-rdCast, gamecould not boot). Restored by splicing the intact tail from the live server copy onto the newer local
body (settings/rebind system, rare-Watcher redesign preserved). Backups in .backups/.Run starborne-backup.bat and schedule it hourly — the git history it creates is the real safety net.- [x] World-planting — any grass tile tillable anywhere (remove farm-scene gating on till/plant/water);
cap simultaneous plantings at 12–16 ("the field only keeps so many counts"). Watering becomes a
+1-bonus-stage accelerator, never a requirement. — done 2026-07-05 (grass Till offered once the hoe
is carried; Camp keeps verb priority on grass; cap = 16 growing at once)
- [x] The field keeps its own count —
advanceDay: crops advance one stage daily even unwatered
(+1 extra stage if watered). Kill the watered-gate, keep the watered-reward. — done 2026-07-05
- [x] Offline crop growth — on save-load: every 8 real hours away = 1 field-day (cap 3), advancing
CROPS ONLY — world day, Blood Moon, enemies untouched. Toast: "the field kept the count without you."
— done 2026-07-05
- [x] Starvation → weakness default + "Full Count" toggle — at 0 food/thirst: stamina cap halved,
damage −25% ("the count weakens you") instead of HP chip. The Fibonacci starvation tally moves
behind a Full Count hard-mode setting (default OFF). Drain rates, teaching toasts, dungeon
drain-multiplier all unchanged. — done 2026-07-05 (toggle in Settings → Display; Hardcore mode
keeps the lethal rule automatically; weakness = ½ stamina cap + −25% melee/spell damage)
- [ ] Ledger v1 — Beasts codex — collection UI built from the existing first-met flags + enemy intro
proses (they're already written in starborne.html); visible empty slots from hour one; complements
the 12-Medal spine (medals = spine, ledger = breadth), does not compete with it.
- [ ] First-90-seconds resequence — weapon in hand + threat on screen + first kill inside 90s;
camp/hoe/pot introduced after first blood (audit intro flow first; keep all faction starts intact).
P1 — core loop / progression (do first)
- [x] 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. — done 2026-06-29
- [x] 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. — done 2026-06-29
- [x] Dungeon entrances (D1 mouth) — a real enterable D1 with the 70/30 key-gate beat. — done 2026-06-29
- [x] The 12-Medal spine (the Pokémon hook) — a visible badge-case in the menu (Medals x/12), the Ministry door sealed until 12/12, and the finale unlock when all medals are bound. This is the game's heartbeat goal (STARBORNE-VISION §spine). — done 2026-06-29
- [x] JUICE pass — reward moments — medals / level-ups / dungeon-clears get a real beat (glow + rise + chord + particle bloom + brief slow-mo); combat hitstop/shake/flash polish; vignette pulse on dread spikes. Restrained to the gold/crimson/cold mood (STARBORNE-VISION §juice). — done 2026-06-29
P1b — CAMPAIGNS & PROGRESSION TREE (NEW · top priority · see CAMPAIGNS.md)
- [x] Campaign select + 3 start points — 3 campaigns chosen at New Game (premium card screen); each spawns at its home region; per-campaign active hero + identity; saved. — done 2026-06-29
- [x] Per-campaign homes — full home loop at all 3 start cities; exitHouse + spawn use the campaign's home; homeCity saved; buildCity skips the 3 homes. — done 2026-06-29
- [x] Distinct hero rosters — per-campaign anchor/ward reskin: Lyra&Gideon · Jarl Hakon&Balkan · Direhound&Gael (own names/stats/traits/colors; Gael starts as Gael and swaps into the Direhound — first taste of animal-control). Portrait logic keys off
img; training text generalized. — done 2026-06-29. NEXT: distinct hero SPRITES (currently archetype placeholders) · Gael's full mid-world animal-possession (multiple beasts) · per-campaign spell sets · continue-load roster reskin. - [x] Tree gating — trunk roads blocked by a KEY-GATE (a medal's verb opens the way) OR an OBJECTIVE-GATE (clear a road blockage: counting-storm / salted bridge / checkpoint); diegetic marker + hint-on-approach; side branches stay free to roam. — done 2026-06-29
- [ ] Gael's animal possession — swap control into special wild animals (scout-bird / wolf / burrower) for traversal + stealth; some gated branches only open while piloting the right beast. (Gael starts bonded to the eagle Bran.)
- [x] Hunting mechanic — track + kill game animals (deer/elk/boar) for food + hides; the survival pillar for the North (Astrid/Balkan) camp and Gael's forest. Replaces farming where there's no farm. — done 2026-06-30
- [x] Berry foraging — interact forest bushes to gather berries (food) — Gael's southern forest. (Bushes already render; make them forageable.) — done 2026-06-30
- [ ] Progression scaling (P/T) — enemies scale by Progression Level P = medals2 + trunkObjectives + floor(level/3); T = 1 + 0.075P; clamp to each zone's floor/ceil band (add floorP/ceilP to zones[]). Replaces strict day/region scaling.
- [ ] Ministry convergence — at 12/12 medals the two UNPICKED heroes appear as NPCs and open the Concordia door (extend the existing medal gate) → finale.
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