Skip to content

Roguelike Structure Design

Source: Extracted and expanded from master_gdd.md §5.
Status: DRAFT — node balance and pacing need playtesting.


Table of Contents

  1. Run Overview
  2. The Overworld Map
  3. Two Islands
  4. Node Types
  5. Relic System
  6. Consumables
  7. Pacing & Difficulty Curve
  8. MVP Scope
  9. Open Questions

1. Run Overview

DRAFT → ISLAND 1 (3 fights + shop + boss) → ISLAND 2 (3 fights + camp + boss) → VICTORY

Between islands: brief narrative interlude.
Run won: beat Island 2 boss.
Run lost: all units permadead.
(Island 3 — Spire of Echoes — planned for v0.2.)

Timing Targets

PhaseSoloCo-op
Draft + intro event2–3 min3–5 min
Island 112–16 min18–24 min
Island 214–18 min20–28 min
Total30–40 min40–60 min

2. The Overworld Map

Layout Pattern

                         [BOSS]

              ┌────────────┼────────────┐
              │            │            │
          [NODE]       [NODE]       [NODE]
              │            │            │
          ┌───┴───┐        │        ┌───┴───┐
          │       │        │        │       │
       [NODE] [NODE]       │     [NODE] [NODE]
          └───┬───┘        │        └───┬───┘
              └────────────┼────────────┘
                         [START]

Each island presents 3–4 rows of nodes. The player picks a path from START to BOSS. Nodes have visible types (icons) and sometimes rewards (shown on hover).

Branching Rules

RuleReason
At least 2 distinct paths from START to BOSSPlayer agency
No dead-end paths (all paths reach BOSS)No wasted nodes
At most 1 HARD FIGHT per islandDifficulty pacing
At least 1 non-combat node per island (SHOP, CAMP, or MYSTERY)Pacing variety
MYSTERY nodes always have an alternate path around themRisk/reward choice
After Island 1: RECRUIT node guaranteed (if player has empty slot)Catch-up mechanic

Path Visibility

  • Next row of nodes: fully visible (icon + type)
  • Nodes beyond: dimmed but icon visible
  • Node connections: visible lines showing valid paths
  • BOSS node: always visible, taunting

3. Three Islands

Island 1: The Fractured Plains

PropertyValue
ThemeGrassland, ruins, shallow water
New mechanicHeight advantage, basic elements
BossGolem — slow, highly telegraphed, teaches positioning
Node count4–5 nodes total (START → 2-3 mid → BOSS)
Node pool2 FIGHT, 1 SHOP, 1 MYSTERY (RECRUIT available if needed)
DifficultyTutorial+. Players should win with basic competency.
Boss mechanicGolem has 3 phases: ground slam (AoE around self), boulder throw (line AoE, telegraphed 2 ticks), rage (moves faster below 50% HP).

Island 2: The Ashen Caldera

PropertyValue
ThemeVolcanic, lava, smoke vents
New mechanicHazardous terrain, LOS blocking, environmental interactions
BossWyrm — burrows between turns, erupts from ground
Node count5–6 nodes total
Node pool2 FIGHT, 1 HARD FIGHT, 1 SHOP, 1 CAMP
DifficultyReal challenge begins. Player should need their build online.
Boss mechanicWyrm phases: burrowed (untargetable, chooses eruption tile), emerged (attacks for 2 turns, then re-burrows). Player must predict eruption and position accordingly.

Island 3 (Spire of Echoes) — v0.2. Floating platforms, void pits, teleport pads. Boss: Time Warden (manipulates CT timeline). Fully designed but deferred to post-MVP.


4. Node Types

4.1 Fight (⚔️)

PropertyValue
Frequency2–3 per island
Enemies4–6 common, 0–1 elite
RewardsEXP (100 base + bonuses), Gold (50–80), 1 Relic (pick 1 of 3)
Aspect drops1 per enemy killed
Duration target8–12 minutes

4.2 Hard Fight (💀)

PropertyValue
Frequency0–1 per island (max 1)
Enemies4–6 elite + common mix, 1 mini-boss
RewardsEXP (150 base + bonuses), Gold (100–150), 1 Relic (pick 1 of 5, all Uncommon+)
Aspect drops1 per enemy (Uncommon+ from elites)
Duration target12–16 minutes
AdditionalMore environmental hazards. Tougher enemy combos.

4.3 Shop (🛒)

PropertyValue
Frequency1 per island
Stock3–5 items (equipment, consumables, aspects)
CurrencyGold
Aspect slot1 guaranteed slot sells a Random Uncommon Aspect
HireOption to recruit replacement unit (if squad has empty slot). Cost: 100 gold.

Shop stock table (Island 1):

SlotItemCost
1Weapon (Common, random type)60–80 gold
2Armor (Common, random type)50–70 gold
3Consumable ×2 (Potion, Antidote, or Speed Seed)20–30 gold
4Random Uncommon Aspect100 gold
5Phoenix Down150 gold

Prices scale per island (Island 2: +20%).

4.4 Camp (🏕️)

PropertyValue
Frequency1 per island (Island 2+ only; Island 1 has no camp)
EffectsFull party heal. Remove all negative statuses.
BonusFree aspect swap for one unit (any slot except Key).
NarrativeCharacter banter (2–3 lines per character present).
Co-opCross-player banter (characters from different players interact).

4.5 Boss (👑)

PropertyValue
Frequency1 per island (fixed, end of island)
Map100% hand-crafted.
MechanicsUnique boss patterns, phases, arena hazards.
RewardsEXP (200 base), Gold (200–300), Boss Relic (pick 1 of 3, Legendary or unique).
DifficultyGatekeeper. If you can't beat this, you weren't ready for the next island.

5. Relic System

Acquisition

After every Fight/Hard Fight/Boss: pick 1 relic from a choice of 3 (or 5 for Hard Fight).

Rarity Distribution

RarityColorDrop FromPool Size (MVP)
CommonWhiteNormal fights, events20
RareBlueHard fights, Island 2+ fights8
LegendaryGoldBosses, Relic Forge4 (2 boss, 2 forge)

Relic Catalog (MVP: 30 Total)

Common Relics (20)

#RelicEffect
1Spare ShieldAll units start battle with +3 DEF. Fades after 1 hit.
2EXP ScrollEarn +50% EXP from all sources this run.
3Feather BootsAll units gain +1 move range.
4Spare BladeAll units start battle with +3 ATK. Fades after 1 hit.
5Gold PouchStart battles with +20 bonus gold. +10% gold from all sources.
6Healing SalveAll units heal 5 HP at the start of each battle.
7Lucky Charm+10% chance for positive Mystery event outcomes.
8Scout's MapSee 1 extra row of nodes on the overworld map.
9Traveler's Pack+1 consumable slot for all units.
10Sturdy BootsAll units: move through difficult terrain at normal cost.
11Smith's HammerCamp nodes: upgrade 1 piece of equipment for free. One use.
12Mana SpringAll units start battle with +10 CT.
13Thorned GreavesThorns: enemies take 1 damage when hitting you in melee.
14Wanderer's MapMystery events always reveal their odds before choosing.
15Echoing BladeFirst Strike each battle deals +3 damage.
16Potion BeltPotions heal +20% more.
17Spare PartsEngineer constructs have +3 HP.
18Herbal RemedyAntidote also heals 10 HP.
19Battle StandardAll units gain +3 ATK when adjacent to 2+ enemies.
20Lucky DiceGambler buff table: removes the "no buff" result. (Requires Gambler aspect.)

Rare Relics (8)

#RelicEffect
1Quickening CharmAll units' CT fills 15% faster.
2Phoenix Down SupplyRevive ability gains +1 use per battle.
3Gravity AnomalyFall damage ×2 for enemies. Allies immune.
4Arcane FocusSpells charge 1 tick faster (min 0).
5Bloodlust Amulet+3 ATK for each unit this unit kills in a battle. Resets each battle.
6Mirror Shield15% chance to reflect any ranged attack.
7Tactician's MapReposition ALL units before battle starts.
8Conduit StoneAdjacent allies gain +2 MAG. Adjacent enemies lose −2 MAG.

Legendary Relics (4)

#RelicEffect
1Second ChanceFirst unit that would permadie instead revives at 1 HP. Once per run.
2Echo of the Sage30% chance to double-cast any spell (free, instant, same target).
3Time LoopRewind time and replay a battle from start. Keep better result. Once per run.
4Geomancer's CrownAll units can Raise/Lower Terrain regardless of aspects.

6. Consumables

ItemEffectCost (Shop)Max Per Unit
PotionHeal 30% max HP. Instant. Adjacent.201 (+ slots from Quartermaster)
Hi-PotionHeal 60% max HP. Instant. Adjacent.401
EtherRestore 50% MP. Instant. Self.301
Phoenix DownRevive downed unit at 25% HP. Adjacent.1501
AntidoteRemove Poison/Plague. Adjacent.152
Speed SeedHaste effect. Self.251
Smoke BombCreate smoke on self tile. LOS blocked 2 ticks.201
Bomb8 fire damage in 2×2 AoE. Range 3.301

7. Pacing & Difficulty Curve

Island-Level Difficulty

IslandExpected Player PowerEnemy HP MultiplierEnemy Count
1Base Aspects only, Tier 0 abilities1.0×3–5 per fight
2Some Tier 1 upgrades, 2–4 relics1.3×4–6 per fight

Win Rate Targets

DifficultyTarget Win RateNotes
Normal30–40%First-time player: ~10%. Experienced: ~50%.
Hard15–25%Unlocked after first win.
Lethal5–10%For masochists.
Breach<5%Achievement bait.

Catch-Up Mechanics

SituationMechanic
Lost a unitNext island guarantees RECRUIT node
Behind on goldMYSTERY events skew toward gold rewards
Behind on AspectsElite enemies have +20% drop rarity
Co-op: partner in Ghost ModeNext CAMP node offers free Phoenix Down
Behind on EXPEXP Scroll relic appears more frequently in relic choices

8. MVP Scope

Included (20–24 weeks)

  • [x] 2 islands: Plains + Caldera
  • [x] 3 node types: Fight, Shop, Camp (+ Boss per island)
  • [x] 20 relics (14 Common, 5 Rare, 1 Legendary — reduced from full catalog for 2-island scope)
  • [x] 8 consumable types
  • [x] 2 difficulty levels: Normal, Hard (Lethal post-MVP)
  • [x] Full permadeath + downed state
  • [x] Shop replacement unit hire (covers RECRUIT functionality without a separate node type)

Deferred to Post-MVP

  • [ ] Island 3 (Spire of Echoes) — v0.2
  • [ ] Node types: Mystery, Recruit (separate node), Relic Forge — v0.3
  • [ ] Catch-up mechanics (needs playtesting to tune)
  • [ ] Lethal + Breach difficulties
  • [ ] Expanded relic pool (30 total)

9. Open Questions

  1. 2-island run length: Target 30–40 minutes solo. Is this enough for a satisfying roguelike? ITB runs are 30–60 min with 2–4 islands. StS runs are 45–90 min. A 30-min run feels short — should we add more nodes per island (5–6 instead of 3–4)?
  2. Shop replacement hire: Covers RECRUIT as a shop feature instead of a separate node. Is this discoverable enough, or do we need a "Hey, your squad slot is empty — the Shop can hire" tutorial prompt?
  3. Relic stacking: Can you have duplicate relics? If you find a second Feather Boots, does move range stack? (Recommendation: no duplicates. Duplicates re-roll to another relic of same rarity.)
  4. Relic pool size: 20 relics for 2 islands (~6 relic choices per run). Is this enough variety for replayability, or will players see the same relics every run? StS has ~175 relics with ~15 per run. Our ratio is much tighter.
  5. Boss relic pool: Are boss relics a separate pool or just Legendaries with boss-specific theming? (Recommend: boss relics are unique. They only drop from bosses.)
  6. Shop restocking: Does the shop refresh? Currently: no. One visit per island. Sufficient with 2 islands?
  7. Relic Forge post-MVP: Deferred to v0.3. Players may expect a way to upgrade relics at launch. Is the Shop sufficient?

Next: Level Generation

Markdown is the canonical GDD source.