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Tribunal — Master Game Design Document v4.0

A fantasy courtroom where justice is decided by tactical combat. You are the Judge. The noble refuses evidence. The bailiffs march into a pocket dimension. "Who thought these rules would work?!"Updated: July 22, 2026 — Major thematic pivot. Setting rebased around fantasy tribunal.


What This Document Is

The single entry point to the project. Every system has a short summary here and a full design doc in design/. Architecture decisions and open technical questions live in architecture/. Reference material from our source inspirations lives in reference/.


Elevator Pitch

You are a fantasy Judge presiding over a trial. A noble defendant — arrogant, powerful, and legally untouchable — refuses to accept witnesses or evidence. Instead, they invoke an ancient, absurd law: Trial by Combat.

You dispatch your bailiffs into a pocket dimension — a sealed arena generated by the court's magic — where they face the noble's hired champions in tactical combat. Enemy intentions are telegraphed: you see what they plan to do, but not exact numbers. Height matters. Speed matters. Positioning IS survival.

When a bailiff falls, they're gone for the trial. Lose all of them and the noble walks free. Win, and justice is served — unlocking new Aspects, bailiffs, and relics for future cases. Your inner monologue never stops: "Who thought these rules would work?!"

Co-op: Two judges preside together. Shared grid, shared CT timeline — Speed decides turn order for all units. Joint synergies. (Co-op narrative fiction TBD.)


Core Loop

SUMMON bailiffs → BATTLE (~10 min) → UPGRADE (relic, aspect, recruit)
    → CHOOSE PATH (branching case docket) → REPEAT → NOBLE'S CHAMPION → VERDICT

Bailiff downed? → 3-turn counter to extract → 0 = PERMADEATH for the case.
All bailiffs dead? → Case dismissed. Noble walks. Claim meta-currency. Try again.
Defeat the noble's champion? → Guilty verdict. Unlock next difficulty.

Solo case: 30–40 minutes. Co-op case: 40–60 minutes. Full details: Roguelike Structure


Design Pillars

Every decision traces back to one of these:

#PillarSourceMeaning
1Build ExpressionFFTThe Aspect system lets players express themselves through builds. No two runs feel identical.
2Readable CombatFFT + ITBEnemy intentions are telegraphed. RNG is tight and bounded — you can plan around ranges. Losses are your fault. Wins are earned.
3Position IS PowerFFT + ITBHeight, displacement, and terrain are the core mechanics. Damage is secondary to position.
4Speed As StrategyFFTThe CT timeline is a resource. Manipulating turn order is as important as dealing damage.
5Comedic AbsurdityDisgaea + Phoenix WrightSelf-aware, funny. The legal framing is inherently ridiculous — trial by combat, pocket dimensions as courtrooms, a judge screaming internally. Even permadeath is darkly humorous ("Bailiff Briggs has been held in contempt... of life.").
6Roguelike ReplayabilityITB + StS45–60 minute runs. Procedural variety. Meta-progression. Every run is a fresh puzzle.
7Anti-GrindITB + StSNo grinding. No random encounters. No filler. Every node is meaningful.
8Together Is BetterNEWCo-op amplifies the core mechanic. Two players building synergies creates moments neither could achieve alone.
9Solo-Dev ScopedReality5 Key Aspects, not 20. 2 islands at launch. Procedural gen fills gaps hand-crafted content can't.

Systems Overview

Battle System

8×8 isometric grid with 5 height tiers (−1 to +3) inside a pocket dimension arena. CT timeline determines turn order (Speed fills CT, CT ≥ 100 = act). Enemy intentions are telegraphed — the player sees what the enemy plans to do (e.g., "will charge in," "will cast offensive spell," "will heal ally") but not exact numbers or targets. Spells have charge time — cancellable by damaging/displacing the caster. RNG is present (like FFT) but damage/spread ranges are tight to keep outcomes readable.

Full doc: Battle System

Aspect System (Character Building)

No classes. Five typed slots per bailiff: Key (permanent), Function, Movement, Defense, Utility. 30 aspects at MVP launch (51 post-MVP). Aspects are equipment-like items dropped by enemies and swapped freely between battles. After each battle, the player manually allocates earned EXP between two paths: Level Up (raises raw stats: HP, Speed, Attack, etc.) or Aspect Invest (improves the abilities and power of a chosen equipped Aspect). Synergies between Aspects are discoverable and celebrated.

Full doc: Aspect Catalog

Procedural Level Generation

Template + Fill approach. Grammar rules for height, cover, hazard, and path generation. Four mission templates (Standard, Ambush, Escort, King of the Hill). Solvability validator ensures no unfair scenarios. Dynamic mid-battle events (floods, cave-ins, eruptions). Boss maps are hand-crafted.

Full doc: Level Generation

Enemy & AI

Enemies follow visible behavior scripts — they create puzzles, not play to win. Six archetypes: Brute, Flanker, Artillery, Guardian, Swarm, Trickster. Two factions at launch (Unwoven, Ember Court), 10 enemy types. Two hand-crafted boss fights. Difficulty scales through new behaviors and speed, not HP bloat.

Full doc: Enemy & AI Design

Tone & Narrative

Fantasy courtroom drama meets tactical combat. The player is a Judge — a lowly commoner who rose to the bench through sheer conviction rate, now saddled with an absurd legal system. Inner monologue drives the comedy: weary, sarcastic, increasingly incredulous. Each case (run) pits you against a noble who has exploited an ancient loophole: Trial by Combat. The pocket dimension is visually a standard RPG arena (forest, volcanic, etc.) — the court's magic conjures a battlefield, not a themed courtroom. Three starting bailiffs with distinct courtroom roles and voices (e.g. veteran enforcer, idealistic rookie, cynical clerk). Permadeath generates procedurally-written "Court Transcripts." Narrative nodes feature defendant taunts, witness cameos, and legal absurdities. Mystery events offer narrative choices with mechanical consequences.

Full doc: Tone & Narrative

Meta-Progression

Court Prestige (meta-currency) earned per case. Spent on permanent unlocks: new Key Aspects, bailiffs, starting relic slots, difficulty modes, and Aspect pool expansions. Hub screen between cases: Case Archive, Memorial Wall, Prestige Exchange. Target: ~50 cases to full unlock.

Full doc: Meta-Progression

Co-op

Two judges, one trial. Shared grid and shared CT timeline — all units (both players' and enemies) act in Speed-determined order, not fixed player turns. Steam invite. Both draft from shared bailiff pool, share rewards, and trigger cross-player Aspect synergies. Ghost Mode when one player loses all bailiffs (can still ping, emote, spectate). ~15–20% additional dev overhead on solo. Co-op narrative framing is an open decision.

Full doc: Co-op Design


Reference Material

These documents track what we're borrowing from each source inspiration:

GameReference DocWhat We Take
Final Fantasy Tacticsref/fft-mechanics.mdCT timeline, height system, job→aspect evolution, isometric grid
Into the Breachref/itb-mechanics.mdDeterministic combat, telegraphed actions, roguelike structure, push/displacement
Disgaearef/disgaea-tone.mdComedic tone, character voice, self-aware humor
Phoenix Wright: Ace Attorneyref/ace-attorney-tone.mdCourtroom framing, legal absurdity as comedy, judge inner monologue, defendant personalities
Slay the Spire / Hades / ITBref/roguelike-benchmarks.mdRun duration targets, meta-progression pacing, unlock curves

Architecture

Technical decisions live here. All files are stubs — questions documented, answers pending.

DocStatus
Tech StackSTUB — Unity version, packages, rendering pipeline TBD
Grid SystemSTUB — coordinate model, pathfinding, LOS
Aspect Data ModelSTUB — ScriptableObject schema, slot validation, serialization
Proc-Gen PipelineSTUB — grammar engine, validation, dynamic events
Save SystemSTUB — run state, meta-progression, save slots
NetworkingSTUB — turn-passing protocol, Steamworks, ghost mode
Folder StructureSTUB — Unity Assets/ conventions

Scope & Production

MVP (20–24 weeks, part-time solo)

CategoryScope
Key Aspects5 (Knight, Mage, Rogue, Archer, Priest)
Flex Aspects10 (4 Function, 3 Movement, 3 Defense). No Utility aspects at launch.
Squad size3 bailiffs (solo), 3 each (co-op)
Islands (Case Domains)2 (Plains, Caldera). Domain 3 (Spire) v0.2.
Mission templates4 (Standard, Ambush, Escort, King of the Hill) + Noble's Champion
Bosses2 noble champions (Golem-Lord, Wyrm)
Enemy factions2 (House Guard, Ember Court), 10 types
Relics20 (14 common, 5 rare, 1 legendary)
Node types3 (Contest, Acquire, Recess) + Noble's Champion per domain
PermadeathFull downed state + 3-turn counter + Court Transcript
Co-opNon-negotiable. Direct invite, shared grid, ping system, ghost mode.
DifficultyNormal + Hard at launch. Lethal post-MVP.
Case length30–40 min solo, 40–60 min co-op
HubCase Archive, Memorial Wall, Prestige Exchange
TechUnity (C#), custom grid, grammar proc-gen, TextMeshPro, Steamworks.NET

Post-MVP Content Pipeline

UpdateContent
v0.2Domain 3 (Spire), +4 Key Aspects (Monk/Berserker/Shaman/Bard), expanded relics
v0.3Mystery/Recruit/Relic Forge nodes, cross-player synergy codex, remaining flex aspects
v0.4Utility aspects, Lethal + Breach difficulty, unlockable bailiffs
v1.0Steam achievements, cloud saves, full unlock catalog, cosmetics, polish

Open Questions (Cross-Cutting)

  1. Co-op narrative framing: Solo is Judge + bailiffs vs noble. What is the co-op fiction? Two judges? Judge + prosecutor? DECIDED: defer to later.
  2. Pocket Dimension flavor: The arena visually reflects a standard RPG biome (forest, volcanic, etc.), not a themed courtroom. DECIDED.
  3. Judge character: Fixed personality — a lowly commoner who rose to the bench through conviction rate. Voiced inner monologue. DECIDED.
  4. Defendant count per domain: DECIDED: defer to later.
  5. Island 3 timing: Deferred to v0.2. Does this delay hurt the launch value proposition? A 30–40 minute roguelike is short by genre standards — is 2 domains enough for "1.0" or does Spire need to ship in the launch window?
  6. Aspect duplicates: Auto-convert to EXP, or let players combine duplicates to craft higher rarity? Design question with economic implications.
  7. Win rate target on Normal: 30–40% proposed. Needs playtesting to validate.
  8. Co-op save/resume: Can a co-op case be saved mid-trial and resumed? Solo cases are short enough to not need this. Co-op at 40–60 minutes might.
  9. Utility slot: The slot exists on units but has zero Utility aspects at launch. Should the slot be hidden until v0.4, or visible but greyed out to build anticipation?
  10. Relic pool size: 20 relics for 2 domains (~6 relics per run). Is this enough variety, or will runs feel samey? StS has ~175 relics in the pool.

Document Map

gdd/
├── master_gdd.md                  ← You are here
├── gdd-folder-plan.md             # This folder's governance

├── design/
│   ├── battle-system.md           # Grid, CT timeline, damage, height, verbs, downed state
│   ├── aspect-catalog.md          # All 51 aspects, progression, synergy, balance
│   ├── roguelike-structure.md     # Islands, nodes, relics, consumables, pacing
│   ├── level-generation.md        # Grammar rules, templates, biomes, validation
│   ├── enemy-catalog.md           # AI philosophy, factions, bosses, scaling
│   ├── narrative-tone.md          # Meta-narrative, characters, last wills, banter
│   ├── meta-progression.md        # Echoes economy, unlock shop, hub, difficulty
│   ├── co-op-design.md            # Turn flow, synergies, ghost mode, networking
│   └── ui-ux-design.md            # HUD layout, timeline bar, tooltips, menus, input

├── architecture/
│   ├── tech-stack.md              # Unity version, packages, rendering pipeline
│   ├── grid-system.md             # Coordinate data model, pathfinding, LOS
│   ├── aspect-data-model.md       # ScriptableObject schema, serialization
│   ├── proc-gen-pipeline.md       # Grammar engine, validation, performance
│   ├── save-system.md             # Run state, meta-progress, save slots
│   ├── networking.md              # Turn-passing protocol, Steamworks, ghost mode
│   └── folder-structure.md        # Unity Assets/ conventions

└── reference/
    ├── fft-mechanics.md           # What we borrow from FFT
    ├── itb-mechanics.md           # What we borrow from Into the Breach
    ├── disgaea-tone.md            # Tone reference from Disgaea
    └── roguelike-benchmarks.md    # Run duration, meta-progression benchmarks

Master Design Document v3.0 — July 19, 2026Next: Resolve architecture stubs. Then prototype the CT timeline + grid + 3 Key Aspects in Unity.

Markdown is the canonical GDD source.