Historical/design reference: this document captures the expansion planning and implementation notes that informed the current late-campaign content. The game state in
README.mdand the live config undersrc/config/levels/are the authoritative sources for what is currently shipped.
- Destination / setting: Orpheus Relay convoy graveyard
- Visual theme: teal salvage glow, drifting hull plates, cold sparks
- Core gameplay idea: weave through wreckage while enemy fire uses debris as pseudo-cover
- Enemy composition: fighters, gunships, bomber support, light scouts
- Hazards: debris surges, collapsing wreck lanes, tighter corridor moments
- Pacing: eerie opening → tightening debris squeeze → heavy carrier arrival
- Boss concept: Scrap Regent, a salvage carrier using scrap shields and drone summons
- Music direction: metallic synth pulse with haunted lead fragments; boss cue adds heavier bass churn
- Difficulty role: first post-inferno step-up, teaching route reading through authored terrain
- Destination / setting: Nacre Reach nebula wall
- Visual theme: pale violet fog, ghost glows, low-visibility pockets
- Core gameplay idea: ambush timing and information pressure instead of pure density
- Enemy composition: swarms, fighters, bombers, gunship cleanup pressure
- Hazards: fog ambush bands, mine pockets, misleading quiet sections
- Pacing: calm drift → repeated pincer ambushes → cloaking boss duel
- Boss concept: Veil Manta, a stealthy hunter with disappearance/re-entry attack phases
- Music direction: drifting mystery tones over a hidden pulse; boss cue turns that pulse into pursuit
- Difficulty role: escalates tension by reducing certainty, not just adding more bullets
- Destination / setting: Astraea IX ring lanes
- Visual theme: gold-violet ring dust, shard trails, giant planet light bands
- Core gameplay idea: orbital hazards create moving safe lanes while interceptors punish late decisions
- Enemy composition: fast fighters, gunships, bombers anchoring denial zones
- Hazards: ring-crossfire sweeps, mine clusters, orbital debris arcs
- Pacing: scenic wide opening → organized ring hazard sequences → rotating artillery boss
- Boss concept: Ring Shepherd, an orbital artillery platform that rotates denial lanes
- Music direction: regal synth-brass lead over urgent arcade pulse; boss cue becomes artillery fanfare
- Difficulty role: tests lane prediction and movement planning under faster pressure
- Destination / setting: shattered moon canyon at Kharon Rift
- Visual theme: black rock walls, ember seams, claustrophobic canyon light
- Core gameplay idea: standout canyon flight section through damaging rock formations on both sides
- Enemy composition: fighters and swarms in the corridor, gunships guarding the exit
- Hazards: rock corridor walls, falling debris, narrow turns, controlled projectile pressure
- Pacing: open approach → sustained canyon gauntlet → predator boss in exit chamber
- Boss concept: Maw Serpent, a canyon hunter with pursuit behavior and rotating denial patterns
- Music direction: low synth rumble with sharp stabs and ticking percussion; boss cue becomes relentless chase music
- Difficulty role: signature piloting test and one of the run’s hardest authored set pieces
- Destination / setting: anomaly gate at Acheron Gate
- Visual theme: near-black void, bent starlight, fracture flashes, gravity distortion
- Core gameplay idea: final synthesis of elite waves, anomaly hazards, and boss mastery
- Enemy composition: high-speed mixed elite roster with coordinated windows
- Hazards: gravity wells, anomaly surges, sustained crossfire, minimal downtime
- Pacing: ominous quiet → escalating distortion gauntlet → climactic multi-role boss battle
- Boss concept: Null Crown, a gate sentinel with shields, chase phases, summons, and rotating area denial
- Music direction: cosmic ambient intro collapsing into maximum-pressure synth assault; boss cue never releases tension
- Difficulty role: final exam for positioning, adaptation, and composure
- Level 6: tighter authored movement and more gunship pressure
- Level 7: higher uncertainty, ambush timing, and visibility stress
- Level 8: faster lane decisions and hazard prediction
- Level 9: precision piloting under controlled enemy pressure
- Level 10: full-system mastery with elite wave density and boss escalation
Design rule: challenge rises through clarity-preserving pressure—denser threats, faster reactions, narrower routing, and bosses that evolve level lessons.
- Wreckfield Run: haunted metallic pulse, mid-tempo, salvage tension, heavier boss churn
- Ghostlight Veil: mysterious drifting tone, hidden rhythmic pulse, pursuit boss variation
- Crown of Rings: majestic but urgent, bright synth lead, ceremonial intensity, artillery boss surge
- Obsidian Maw: claustrophobic rumble and ticking pressure, chase-driven boss escalation
- Terminus Black: cosmic dread into hard final-drive synth assault, maximum boss intensity
- Extend
LevelsConfiginto a richer authored campaign schema:- theme metadata
- music config
- authored level sections
- hazard descriptors
- boss identity data
- Keep
GameSceneas orchestration only; route content through config and systems - Upgrade
AudioManagerto consume per-level procedural track data - Upgrade
WaveManagerto read reusable section/hazard scripts instead of only weighted random waves - Extend boss behavior through config-backed pattern styles rather than separate one-off bosses
Completed in this pass:
- Added richer level config types and all five expansion level definitions
- Added per-level procedural music assignment with boss cue handoff
- Added reusable section / hazard scripting in
WaveManager - Implemented the rock corridor with collision-safe fairness controls
- Added new boss pattern logic for carrier, pursuit, and bulwark fights
- Validated the repo with build, lint, and knip
- Playtest late-campaign hazard readability under full load
- Tune escort density on carrier bosses if needed
- Either implement or remove currently provisional hazard config fields such as
durationMs