⧉ FORGEFRONT WIKI

FLAGSHIP REALIGNMENT — Starborne Engagement Blueprint (CANONICAL COPY)

STATUS: ACTIVE CANON — 2026-07-05, locked with Lucas. Supersedes older priorities on:
survival defaults (weakness, not death — "Full Count" hard mode keeps the old rule), farming
(world-planting on any grass tile), onboarding pacing (first kill <90s), and P0/P1 order.
The HARD target in DESIGN-PIPELINE.md still governs combat/dungeon/gear difficulty —
hard but fair; never chore-friction, never unfair deaths.
starborne-design: pull list priorities from §4 Roadmap below. starborne-autobuild:
execute via the "P0 — FLAGSHIP REALIGNMENT" section in INTEGRATION-BACKLOG.md.
Canon partners: BOOK-CANON.md · 00-LORE.md · STARBORNE-VISION · GAME1-ALIGNMENT.md.

STARBORNE — Flagship Engagement Blueprint

Status: Master design realignment (supersedes the farm-demotion spec, which is folded into P0 below).

Identity: Pokémon GBA × Zelda OoT × Minecraft — a lore-heavy survival-combat RPG with dungeon

progression to a final boss, engineered with behavioral science for maximum honest engagement.

Prime rule: every hook must make the game more fun, never merely more sticky. Premium trust is

the viral engine (Wordle spread on scarcity and fairness, not grind). Never slop, never dark patterns.


1. The three pillars and what each one borrows

Pokémon GBA — a well-defined chain of objectives ending in a final challenge; level + stat

progression with evolution stages (baby Lyra → child Lyra → …); the world itself is the

leveling ground (explore to grow); a strict 4-spell loadout (the move-slot constraint that

makes builds identity). *Psychology: goal gradient along the objective chain, visible

transformation as the strongest progress feedback there is, loadout constraint = ownership.*

Zelda OoT — dungeon-structured progression; curiosity-gated world; deep universe; combat that

relies heavily on shielding/blocking enemy attacks; chests as the reward heartbeat —

multiple per dungeon, every dungeon; an intelligent key system (small keys pacing rooms, boss

keys crowning them); key items that trespass blocks (hookshot/megaton-hammer pattern: items

that unlock world traversal, not just power). *Psychology: curiosity gap, competence through

readable defense, variable-ratio chest rewards, metroidvania re-exploration loops ("I remember a

ledge I couldn't reach").*

Minecraft — tile-based world exploration under fog of war; gathering resources from the

world itself; sleep clears the monsters and turns the day; **darkness level drives enemy

spawns**; crafting of equipment and consumables; survival that matters. *Psychology: autonomy,

preparation-as-gameplay, night as appointment-threat, the map as personal territory.*

The lore spine unifies all three: the Count / the Ledger. The world audits everything — and the

player's meta-progression is to become the better auditor. Collection isn't a menu bolted on;

it's the player keeping a truer ledger than the dark does. This is the franchise identity.

1.1 Pillar compliance — what the code already has (audited July 2026)

MechanicStatus in starborne.html
4-spell loadoutEXISTS — h.equipped = h.spells.slice(0,4), skill-tree equip UI live
Shield/guard combatEXISTS (partial) — guarding/guardBreak system in code; extend enemy roster coverage & guard-feel juice
Level + stat progressionEXISTS — levels, XP, anti-grind scaling past 15
Evolution stages (baby → child Lyra)BUILD — heroes exist (Gildeon/Lyra, Gael/Bran pairs); add staged forms w/ visual transformation at level thresholds
Objective chain → final challengeEXISTS — 12-Medal spine live (badge case, Ministry door sealed until 12/12, done 2026-06-29) + quest journal w/ tracking
Dungeon structureEXISTS — dungeon1–3 scenes, faster survival drain inside
Chests (multiple per dungeon)BUILD — essentially absent (1 stray mention). The reward heartbeat is missing
Small key / boss key systemBUILD — absent
Key items as traversal gatesPARTIAL — lantern (Z1) + frostbrand-nail (Z2) live as dungeon key items w/ 70/30 gating (done 2026-06-29); P1 extends the pattern to world-traversal retro-gates (hookshot/megaton pattern)
Sleep → monsters clear + day turnsEXISTS — advanceDay clears enemies; Blood Moon blocks sleep
Darkness-driven spawnsPARTIAL — biome-gated (dusk/gloam/sable) + time; add a true light-level value (lanterns, campfires, buffGlow feeding it)
Fog of warBUILD — map exists, no fog
Resource gathering / craftingEXISTS — ore→smelt→forge, foraging, hunting, cooking
SurvivalEXISTS — kitchen slices 1–5, tune per §2.3

2. The science → the mechanics

Each entry: mechanism → Starborne implementation → status (KEEP exists & stays / TUNE exists,

adjust / BUILD new).

2.1 Collection & open loops — the Pokémon engine

enemy intro proses already written — premium content currently seen once and lost), Meals cooked,

Biomes entered, Quests settled. Empty rows create the Zeigarnik itch; the prose makes filling them

literature. Mostly a UI + flags job — the content already exists in the code.

count slipped; this one was written twice." The shiny-Pokémon mechanic, native to the lore.

Variable-ratio rarity = the strongest reinforcement schedule known; cheap to implement.

from your predecessor's book"). Nunes & Drèze: progress that starts non-zero completes far more.

2.2 Curiosity & mastery — the Zelda engine

before they open ("the storm reads you before you enter"). Visible-but-locked = curiosity gap.

gradient: effort accelerates near completion — show the bar).

mastery is competence-satisfaction. Extend the pattern to any untelegraphed hits.

2.3 Survival & autonomy — the Minecraft engine

"the deep places spend you faster" — all stay as designed.

bridge that makes the farm serve combat.

damage −25%, "the count weakens you") instead of HP death. "Full Count" hard mode keeps the

Fibonacci starvation tally for players who want true survival — realism as opt-in, not churn.

anywhere** (Minecraft), so planting happens along the exploration route (Pokémon GBA berry

patches) and pays off on return trips (Zelda magic beans) — all three pillars converge on this

exact shape. Crops advance daily unwatered; watering grants +1 bonus stage. Cap simultaneous

plantings (~12–16: "the field only keeps so many counts"). Optional stakes: Blood Moons threaten

unharvested crops. Harvest circuits + key-item retro-unlocks = two reasons to re-walk old ground.

risen platform) — farming graduates into the key-item system. The magic bean, ledger-flavored.

day and Blood Moon untouched. "The field kept the count without you." The comeback hook.

anticipation; survival = story to tell.

2.4 Stakes & fairness — loss aversion, tuned honest

corpse persists through logout for one real day. Loss aversion with trust intact.

missed you by a breath" on low-HP escapes. These are the clip-worthy moments.

2.5 Ritual, rhythm & return

(hoe/seeds/pot) introduced after first blood. Audit intro flow before implementation.

everyone, one attempt, shareable ledger-page result card). The Wordle loop, Starborne-flavored.

fresh-start effect converts lapsed players.

2.6 Social & identity

results written as ledger entries. Relatedness without servers.

recorded, misprints found, boss progress. "Can you keep a truer count?"

Google login, leaderboard.php already live) — portal players pulled home, no revenue cut.


3. Ethics guardrail (the premium moat)

No pay-to-win, no odds obfuscation, no infinite-grind treadmills, no punishing lapsed players.

Scarcity (one daily attempt) over compulsion; celebration over FOMO. Players feel respectful

design even when they can't name it — and it's the only engagement strategy compatible with the

ForgeFront quality bar and with portals' family audiences.


4. Roadmap

P0 — this week (all small, localized edits):

  1. Field keeps its own count (advanceDay, ~1 line + copy)
  2. Offline crop growth (save-load path)
  3. Starvation → weakness default + Full Count toggle (starve block ~1799 + settings)
  4. Ledger v1: Beasts tab from existing Met-flags + prose; visible empty slots
  5. First-90s intro audit → resequence spec

P1 — the pillar builds (the real flagship work):

  1. Chests + key system — multiple chests per dungeon (wards, gear, ledger pages, keys),

small-key room pacing, boss key per dungeon. The Zelda reward heartbeat.

  1. Key items as traversal gates — 2–3 items in the hookshot/megaton pattern (lore candidates:

an Auditor's Seal that opens counted doors, a Mass-Writ that presses the weight-plates already

in the code, a Lantern-Eye that survives crossing true-dark zones). Each retro-unlocks earlier

areas → re-exploration loops.

  1. Evolution stages — staged hero forms at level thresholds (baby → child → …) with visible

transformation moments; the single strongest progress-feedback event in the Pokémon canon.

  1. Fog-of-war map + biome threshold hints · light-level spawn system (lanterns/campfires/

buffGlow raise light, darkness spawns scale with it) · dungeon completion % · misprints ·

corpse-run persistence · guard-feel juice pass (hit-stop on perfect blocks) · endowed ledger starts

P2 — then: Daily Expedition + ledger share card · Ritual Duel async · house-site leaderboard ·

Boon→portal SDK adapter · launch per forgefront-marketing checklist (CrazyGames first window)

KPIs that decide everything: D1 retention (target >30%), avg session length, ledger completion

rate vs. retention correlation, daily-expedition participation, share-card generation rate.


5. Portfolio note

Starborne becomes the flagship; Antigrav still ships to CrazyGames first (it's re

1103 linked entries · source: content · living wiki, auto-synced from the game's design.