RAGEFALLTHE V8GAME DESIGN DOCUMENTBACK TO THE WORLD
GDD / OVERVIEW

CHAPTER 01 / CURRENT GAME DESIGN

Extraction shooter design

Current design 2.0: a multiplayer third-person PvPvE extraction shooter set in the world of the Signal.

VERSION 2.034 MIN READ

Current game design 2.0 · Owner-directed genre change to a multiplayer third-person PvPvE extraction shooter. This supersedes the archive and revision 1.0. Gameplay implementation and numerical balance remain unverified.

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1. Status, authority and scope

Current design revision 2.0, 4 November 2026. The owner explicitly changed the primary genre to an extraction shooter. This specification supersedes the MMORPG structure in the October 2024 archive and the earlier revision 1.0 assumption that extraction was an additional mode. It governs the whole current game design. The original exports remain historical references.

RageFall - The V8 is a post-apocalyptic multiplayer third-person PvPvE extraction shooter. Enter Signal-scarred districts alone or with a squad, recover valuable supplies, face hostile factions and rival players, and extract to rebuild your equipment and safe haven.

The genre change is owner-directed. Numerical balance, technical architecture and content phases remain prototype proposals to validate during implementation. This revision changes the GDD and local website content; it does not claim a converted playable build or completed map placement.

The Signal, five faction identities, salvaged technology and the world’s visual language remain the creative foundation. Character progression, contracts, facilities, equipment and any vehicle experiment must support the finite-session extraction loop.

The comparison covers the player-facing systems relevant to the requested looting, equipment, progression and social loop through 4 November 2026. It is not an exhaustive reproduction of every weapon, patch fix, commercial offer or proprietary implementation. Historical and test-only systems are labelled. Pending systems remain visible in the backlog.

2. The genre change across the whole game

Primary genre: Multiplayer Third-Person PvPvE Extraction Shooter. The safe haven stores persistent progress between outings. District instances contain temporary loot, PvE encounters and rival squads. Returning alive, rather than clearing a leveling zone or owning territory, secures carried value.

The two cities are candidates for separate extraction maps. Each needs insertion, contextual salvage, encounter space and multiple return routes. Their exact names, buildings and socket positions await the city-authoring session; they are not assumed to be connected continents.

The baseline playlist is PvPvE. Training is an isolated tutorial without live-economy rewards. No separate arena, large-party raid, open-world quest or territory-war mode is part of the current production scope.

2. The genre change across the whole game
SystemRetired structureCurrent extraction-shooter structure
World topologySeamless, persistent MMORPG worldSeparate timed district instances; safe-haven progression persists outside them.
Main objectiveLevel, unlock regions and control territoryRecover useful supplies and complete contracts, then extract with the carried investment.
CombatTank/healer/DPS dependence and large ability rotationsThird-person shooting, movement, cover, limited healing and finite utility with clear counters.
ClassesPermanent Sentinel/Reaver/Scavenger/Nomad/Technomancer classesOptional equipment specializations selected before deployment; every solo player can fight, heal and leave.
Origins and factionsInherited power and faction-wide territory buffsNarrative origin, vendor reputation, contract choices and visual identity; no better starting PvP statistics.
ProgressionLevel-scaled damage/health and gated regionsEarned recipes, research, equipment sidegrades, reputation and facilities; account level never grants raw combat stats.
Story and questsPersistent quest zones and chapter-gated travelContract chains, recovered records, surveys and hub conversations carried across independent sessions.
Bosses and eventsSeparate dungeons, scheduled raids and mass warsContested encounters and telegraphed Signal conditions inside the live map.
Home and clansRaidable land and clan-HQ siege economyA safe personal haven; parties and optional social groups support outings without territorial income.
VehiclesSeven-class open-world combat fleetA later cargo/recovery experiment with exposed investment, constrained routes and viable infantry counterplay.
EconomyPaid power and token-linked assetsEarned loot/crafting, fixed vendors initially, finite sinks and optional cosmetics-only purchases.

3. What the original GDD already establishes

3. What the original GDD already establishes
ChapterEstablished designGap or tension to resolve
World & factions 0.2The Signal, Survivors, Deserters, Miners, Imperials and Signallists; fragile alliances and old-world technology.Hostility cannot silently determine whether a player is legally lootable; operation rules must be explicit.
Regions 0.1Old Metropolis, Wilds, Underground, Imperial Enclaves and Wastelands with distinct hazards and resources.The two built city environments are not identified as specific lore regions yet.
Landmarks 0.1Signal Core, Echo Library, Shimmering Plaza, Forge Cities, Black Iron Vault, Imperial Vaults and Grave of Titans.Convert broad promises into container themes and recoverable objectives; do not label an unverified map as a finished landmark.
Classes & backgrounds 0.3Sentinel, Reaver, Scavenger, Nomad, Technomancer; independent faction origins.Unlimited supplies, invulnerability, wall vision, teleportation and superior inherited gear conflict with contested extraction.
Vehicles & weaponry 0.2Recon bike, buggy, siege truck, tank, command vehicle, walker and recon van; faction aesthetics.Cargo ownership, abandonment, destruction, garage persistence and extraction boundaries are undefined.
Gameplay & events 0.1Story, dungeons, large raids, arena, clan wars, territory control, scavenging and Signal Storms.No complete match/return/loss contract. Suggested 50+ battles and content cadence are aspirations, not current capacity.
Economy & crafting 0.3Scraps, Tech Credits, materials, consumables, mods, stations, blueprints, bases and faction vendors.Currency and physical scrap share a name; paid power and economic faucets lack limits and sinks.
Visual directionSalvaged steampunk machinery, retro-cyberpunk ruins and faction silhouettes.Loot must read at gameplay distance while remaining physically plausible in each building.
Web3 appendix 0.1Historical GT/NFT, land, external trade, earning and subscription proposals.External cash value and paid stat advantages cannot govern competitive field inventory under this amendment.

4. ARC Raiders system comparison

Present means described in the RageFall archive, not implemented. Partial means the concept exists but its lifecycle is incomplete. Missing means no adequate rule was found in the nine design chapters. A/C codes link to the source register below. P0 is the first playable loop; later phases preserve wider feature coverage.

4. ARC Raiders system comparison
IDReference observationRageFall archiveRageFall adaptationPhase
F01Extraction with carried loot [A1]MissingMake bounded PvPvE Recovery Operations the primary game loop; replace the persistent MMORPG structure.P0
F02Solo and squad sorties [A1]Partial: eventsOne to three players per squad; initial lobby population is a measured prototype variable.P0
F03Hostile machines and rival players [A1]Present in concept: world/eventsUse ferals, mutated wildlife, faction patrols and Signal-corrupted machinery; retain human politics.P0
F04Carry slots and weight [C1]MissingA bounded pack plus equipment slots; a cargo vehicle creates an additional exposed investment.P0
F05Safe pockets [C1, C3]MissingOne sealed evidence slot with a strict item whitelist and 0.5 kg cap.P0
F06Death loses carried items [C3]Unspecified: eventsUnsealed field inventory drops; bank, learned knowledge and character identity persist.P0
F07Free starting kits [C1]MissingA Survivor relief kit prevents bankruptcy; loan equipment is not a saleable source of currency.P0
F08Learned blueprints [C2]Present: economy, unspecified lifecycleRecovered schematics unlock account recipes after return; crafting consumes materials, not learned knowledge.P0
F09Contextual containers [C2]Partial: economy/regionsDistrict and container tags determine plausible contents; scarcity never changes a clinic into an armory.P0
F10Locked high-value rooms [A6]Present in lore: landmarksFaction access tools, audible forced entry and a viable ordinary route to progression.P1
F11Crafting and workshop progression [A2, C2]Present: economyWorkshop, Infirmary, Garage and Signal Lab consume distinct salvage families.P0
F12Personal hub expansion [A3]Present: economyA safe personal workshop and garage, distinct from contestable clan territory.P1
F13Lootable furniture designs [A2]Missing recipe categorySettlement furnishing plans teach decorative items; functional capacity comes from earned facility tiers.P1
F14Research progression [A2]Partial: world/landmarksEcho records become nontradeable Research Insight; a deterministic route supplements rare schematics.P1
F15Branching late-game weapons [A3]Partial: economy/vehiclesMutually exclusive faction specializations trade handling, heat and utility; no universal best branch.P2
F16Weapon stencils [A3]Missing unlock lifecycleSalvaged pattern plates unlock paint patterns; physical weapons retain their finish when looted.P1
F17Reward passes and milestones [A3]Present: events/Web3 conceptAn earned field journal and optional cosmetic pass; power recipes stay earnable through play.P2
F18Grapple traversal [A3]Present: economy survival toolsA mechanical winch has charge limits, noise, exposed animations and authored anchor validation.P2
F19Tether equipment [A3]Partial: Scavenger/MinersMiner restraint cable and a disruptor charge with breakable links and short PvP control windows.P2
F20Camera and saved pictures [A3]MissingA survey camera supports documented landmarks and photo contracts without making personal photos tradable loot.P2
F21Playable instruments [A3]MissingA repaired field harmonica and faction signal instruments create audible, optional social play.P2
F22Changing loot values [A2]MissingTest supply fluctuations within unchanged district themes; ARC equivalent is explicitly a limited test.P2
F23Deep encounter rewards [A5]Present: dungeons/raidsPlace the highest-value recovery objectives past several readable obstacles and alternative retreat routes.P1
F24Map conditions [A2]Present: Signal StormsLocal Signal surges, dust and blackouts modify routes with visible forecasts; no unavoidable random failure.P1
F25Large contested encounters [A1, A3]Present: world bosses/raidsRecover components from a disabled old-world Titan; task design allows temporary alliances.P2
F26Reworked skill progression [A2]Present: classes/backgroundsReframe five classes as flexible equipment specializations; keep origins narrative and progress through earned sidegrades.P1
F27Resource companion and feeding [A6]MissingA Miner salvage cart consumes provisions to return capped basic materials during completed operations.P2
F28Progress-reset expeditions [A4]Missing; historical referenceA voluntary future legacy contract may reset operation stock for cosmetics; disabled in this baseline.P3
F29Cross-platform parties [A1]UnspecifiedTrack as a platform milestone requiring identity, parties, compatible input pools and certification.P3
F30Inventory, medicine and utility kits [C1]Present: economySeparate weapons, armor, batteries, healing and gadgets; readable item actions and compatible equipment.P0
F31Weekly Trials [C4]Partial: seasonal rankingsWeekly salvage challenges reward diverse objectives; repeated kills of the same account do not farm progress.P2
F32Photo quests [A2]Missing objective typeSurvey targets link narrative evidence to the Echo Library and faction research.P2
F33Downed state [A2]UnspecifiedA bounded aid window and a consumed medical item support rescue without recreating already lost inventory.P0
F34Weapon repair [A2]Present: economyFinite durability and repair material costs; recovered wrecks cannot create net material through reconstruction.P0
F35Crafting improvements [A6]Present, broad: economyKnown basic recipes support preparation; field production consumes real supplies and never accesses banked stock.P0
F36Shields and augments [C1]Present: armor and tech augmentsCompatibility and carrying trade-offs remain readable; shield refill is a finite supply action.P1
F37In-game voice chat [A2]UnspecifiedPlan squad communication with push-to-talk, mute, reports and a clear privacy setting; proximity voice needs separate review.P1
F38World-object pings [A5]UnspecifiedAdd location, danger, need-help and container pings with cooldown and non-color indicators.P1
F39Emotes [A3]Partial: cosmetic conceptReadable faction greetings and surrender gestures are expressive; an emote does not confer immunity.P2
F40Stash and equipment preparation [C1]Partial: personal baseSeparate account storage from the active loadout; preview projected mass, slots and exposed value before deploying.P0

5. The Recovery Operation loop

A Recovery Operation is the primary match of RageFall: a bounded, server-owned district instance. The safe haven is the persistent preparation layer, presented through a personal space and squad interface; the design does not require a shared hub full of synchronized player avatars. The initial prototype lasts 25 minutes for squads of one to three. Total lobby population and PvE density are tuned from route size, encounter spacing and server measurements.

Prepare: pick an explicit PvPvE operation, see the loss rules and condition forecast, equip a pack and choose a contract. Deploy: enter through a protected insertion route with no immediate line of sight to extraction or valuable containers. Recover: search contextual objects, fight or evade patrols, fulfil objectives and decide when to return. Return: reach an exit and complete its interaction. Reinvest: move recovered items into storage, learn plans, fulfil contracts, repair gear and improve the workshop or garage.

The live game is PvPvE, displayed before committing gear. Changing faction appearance or toggling a setting in the field cannot disable incoming PvP. Training is isolated and grants no tradeable live stock. Player parties coordinate the sortie; faction affiliation does not create immunity, allied-only matchmaking or automatic territorial ownership.

Operation state is Preparing, Deployed, Downed, Extracting, Extracted or Lost. Only an authoritative settlement transaction changes field items into banked stock. Starting extraction, reaching a map edge or merely putting an item in vehicle cargo does not secure it.

6. Third-person combat and earned progression

Shooting, movement, cover and observation are the primary combat verbs. Use an over-the-shoulder third-person camera, deliberate aim, readable recoil, finite ammunition and reload commitment. Tactical positioning and weapon handling decide fights; the former class ability rotations do not replace the firearm loop. Exact damage, recoil, aim-assist and time-to-kill targets require playtesting.

All players start from the same base health and movement rules. Equipment can trade protection, carrying capacity, mobility, concealment and resource cost, with visible weaknesses. Account level, narrative origin, faction rank and purchases never supply an extra damage or health multiplier. The equipment specializations add finite tools and playstyle choices, not permanent character power.

Hostile patrols, feral creatures and Signal-corrupted machinery create danger, sound and opportunities for rival squads. Enemies have observable perception, attack cues, cover interactions and vulnerabilities. Gunfire, searching, loud traversal and vehicle use expose a location; a player can avoid or disengage from a fight to prioritize return.

Contract chains, recovered knowledge, faction reputation, research and facility projects persist between sessions. Progress unlocks new recipes, tactical options, equipment specializations and cosmetics. Narrative milestones replace level-gated quest regions. No recurring departure or seasonal wipe automatically removes learned identity or account progress; optional legacy progression remains outside the active loop.

The first playable acceptance case is a complete sortie: prepare a loadout, shoot and evade an AI patrol, acquire useful loot, decide whether to risk another encounter, then either extract into the persistent stash or lose exposed stock. A movement demo or a populated city alone does not establish that the extraction game is implemented.

7. Inventory, ownership and loss

7. Inventory, ownership and loss
CasePrototype rule
Pack16 item-stack slots; total equipped plus pack mass cap 30 kg. Two weapon slots, armor, tool rig and four quick-use slots remain weight-accounted. One stack occupies one slot. Stack overflow needs another slot.
RigsLater rigs trade pack space, armor compatibility and stamina. They do not add hidden safe slots. At the hard weight cap, pickup is refused with an explanation; never silently destroy the incoming item.
Sealed evidenceOne stack, maximum 0.5 kg, only eligible unlearned schematics, pattern plates or archive records. No weapon, battery, ammunition, access key, live sample or mission cargo. A full eligible stack must still fit the mass cap.
Field ownershipEach container, stack and equipment instance has a stable ID. A stack has exactly one owner/location. Carrying a schematic does not unlock it. Shared containers are globally depleted within that operation.
Downed30-second bleedout; one revive permitted per operation. A six-second uninterrupted aid interaction consumes a field bandage. Final elimination is terminal for that operation.
Final death or timeoutUnsealed carried equipment and materials become a lootable body cache until instance closure. Sealed evidence is returned once at settlement. Verified non-item contract and journal progress, learned recipes, bank currency and cosmetic entitlements persist; no level-based damage/health bonus accumulates.
Voluntary quitCounts as loss after a clear warning. Quitting cannot bank a pack or roll back consumed ammunition.
ReconnectA 120-second reconnect window leaves the body vulnerable in-world. A surviving player resumes the same instance and inventory. Expiry follows the loss rule; reconnect does not create a second body or recovery grant.
Server failureAn unresolved authoritative operation uses the last durable inventory event log. If the operation is aborted, restore the committed pre-deployment manifest once; discard unresolved new loot. Never both restore and settle a later extraction.
Storage full on returnA transaction inbox holds recovered stock until the player sorts it. No arbitrary deletion, duplicate return or requirement to buy capacity. Overflow stock cannot be deployed directly from the inbox.
Contracts and questsA retrieve objective consumes a banked item only on explicit hand-in. Killing or photographing targets may persist as non-item progress; possessed but unreturned cargo never counts as delivered.
Between sessionsThe safe haven has no PvP or field-loot generation. Its stash and earned unlocks persist. Every live field instance follows this same extraction/loss contract; legacy story and arena modes are outside current scope.

8. Extraction and vehicle recovery

Each prototype district needs at least two normal exit routes separated by traversal and cover, plus an optional faction service exit. Exact positions require a scene walk-through. Exits must have more than one approach and cannot be placed behind a mandatory unique key. A 30-second public call and 10-second boarding window are initial targets; being downed cancels boarding. HUD text distinguishes called, boarding and secured.

The faction service exit consumes one access token only when return commits. It offers a shorter route or smaller capacity, not guaranteed safety. A Signal surge may close one route only after a clear warning and while another viable route remains. Timeout resolves loss; no last-frame client request can bypass the authoritative cutoff.

Vehicles are a RageFall differentiator. The initial vehicle experiment uses one unarmed utility buggy with eight cargo-stack slots and a 100 kg cargo cap. Cargo remains exposed. Players must return through a vehicle-capable service gate. Pedestrian exits secure only the player pack; abandoned cargo is lost. No container teleports its contents to a garage.

A garage blueprint is persistent knowledge. A deployed vehicle is a physical instance that can be destroyed or abandoned. A ruined vehicle leaves a fixed, reduced salvage table; recovering it never yields more material than its construction cost. No automatic insurance in the first loop. A player without a vehicle can still finish every required progression contract.

Tanks, walkers, mobile respawn beacons and invulnerable support shields remain outside the first city operation. Later road width, turning radius, weapon exposure and infantry counterplay must justify their admission. No vehicle respawn or teammate teleport can carry unsecured loot out of an operation.

9. Economy revision and crafting

Scraps is the banked integer currency ledger. Scrap Metal is a physical stackable material with mass. They are separate identifiers and separate stores. World loot contains items, not a wallet balance that can be emptied by PvP. NPC sale explicitly converts an extracted item to Scraps.

Tech Credits pay for cosmetics only across the current game: character appearance, vehicle finishes and decorative variants. They do not buy damage, exclusive combat gear, energy cells, ammunition, recipes, functional storage, research, station tiers, material boosts or faster competitive progression. This supersedes the paid-power clauses in Economy 0.3 and the Web3 appendix.

No GT conversion, NFT equipment ownership, cash-out, staking bonus or paid land advantage participates in the current game. Deployment accepts validated equipment definitions and earned unlocks; origins and account levels do not add unearned combat stats. The historical appendix remains available for comparison. Faction vendors and earned reputation are the trading foundation; an unrestricted player market is outside the initial scope.

Supply enters through bounded containers, verified contracts and fixed encounter rewards. Currency enters through sale and contract grants. It leaves through repairs, station upgrades, crafting service fees and later market listing fees. Materials leave through crafting, repair, consumption and unrecovered field losses. Ordinary material sale must remain less valuable than a repeatable buy/craft/recycle loop.

P0 vendors have fixed prices and no unrestricted player market. Loan kit items cannot be sold, recycled, donated, traded or banked after an operation; at successful return they are reclaimed while found loot is retained. A replacement kit is issued only after the prior loan closes. It is always available for a standard operation and never depends on a paid subscription.

Blueprints are recovered objects until learned at the settlement. Learning consumes one object, persists the recipe and never consumes it on crafting. Duplicates can be sold for 100 Scraps or converted to 10 Research Insight after the research feature exists. The player chooses; there is no automatic destruction. Core recipes also have a deterministic contract path.

Research Insight is account-bound and nontradeable. Echo records convert to it after recovery. A target recipe has a visible fixed research cost, prerequisites and one-time unlock. No paid research acceleration and no random failure that consumes a rare plan. Prices and quantities below are original prototype balances.

9. Economy revision and crafting
RecipeInputsOutput / vendor saleAvailability
Field bandage2 Cloth + 1 Chemical Reagent1 bandage / 6 ScrapsKnown at start; field or Infirmary I
Light ammo bundle2 Scrap Metal + 1 Chemical Reagent + 5 Scraps20 rounds / 10 Scraps per bundleKnown at start; Workshop I
Mechanical repair kit4 Scrap Metal + 2 Rubber + 1 Machined Part + 10 Scraps1 kit / 18 ScrapsWorkshop I; guaranteed garage contract
Signal dampener2 Circuit Boards + 1 Energy Cell + 1 Induction Coil + 40 Scraps1 dampener / 60 ScrapsSignal Lab I; earned schematic
Cargo rack6 Scrap Metal + 2 Machined Parts + 1 Rubber + 50 ScrapsGarage installation, no resaleGarage I; no field capacity change mid-operation
Decorative field lamp1 Copper Wire + 1 Polymer + 1 Lens + 10 Scraps1 decoration / 8 ScrapsLearned furnishing plan; no capacity or combat buff

10. Faction and equipment specializations

The five former combat classes now name flexible equipment packages, not permanent character classes. Choose and change a package at the safe haven. Weapons, armor and finite utility determine the loadout; roles cannot create a compulsory tank/healer/DPS party. Every package has a common baseline for shooting, movement, healing and extraction. Gadget strength pays an explicit equipment or consumable cost.

Character origin is narrative and cosmetic. Reputation unlocks contract context and earned vendor options; every essential recipe and an equivalent tactical option remain reachable without a particular origin. Advancement broadens choices rather than multiplying health or damage through level.

10. Faction and equipment specializations
IdentityPreserveCurrent-game correction
SurvivorsMedicine, settlement support, patched leather/metal and resourcefulness.Relief kits and community contracts are finite supplies; healing cannot create saleable medicine.
DesertersBlack-market contacts, ambush tactics, aggressive salvage and red/rust markings.Contacts reveal routes or barter options. No origin gets better global rare-drop probabilities in a shared container.
MinersCraftsmanship, underground tools, traps, geothermal technology and industrial colors.Field repair consumes a kit and has a visible channel. Crafting advantage cannot turn NPC purchase into profit.
ImperialsPrecision technology, house reputation, polished black/gold silhouettes.Starting equipment has equivalent field power. Noble access is narrative/contract variation, not superior PvP stats or exclusive mandatory parts.
SignallistsDangerous energy artifacts, psionics, luminous runes and the cost of corruption.Signal effects telegraph their cost and counters. No random hidden combat-stat lottery or compulsory faction-only progression.
SentinelProtection and holding ground.Shields have finite hit points, direction and cooldown. No impenetrable extraction bubble; taunt controls AI only.
ReaverClose combat, burst windows and health-risk aggression.Replace death immunity with a short, capped damage-reduction window. Bleed has a cleanse and diminishing crowd control.
ScavengerSupport, supply management, drones and engineering.Every deployment has a finite charge budget. Restored combat ammo cannot be banked, traded or recycled; vehicle repair consumes material.
NomadScouting, marks and mobility.Marks require line of sight and expire quickly. Camouflage has sound/visual tells; no persistent through-wall tracking.
TechnomancerHacking, energy control and short repositioning.Hacks are time-limited and interruptible. Teleport requires a validated nearby destination; never crosses a locked progression wall or extracts cargo.
Vehicle support powersA meaningful place for command and support vehicles later.No field respawn or infinite shield in operations; any later revive cannot restore already dropped inventory.

11. What players collect and keep

11. What players collect and keep
CollectionRecovery objectPermanent result / ongoing use
Working equipmentA physical firearm, armor plate, tool or vehicle component.The instance can be used and lost. Its recipe and cosmetic entitlement are separate.
MaterialsMetal, rubber, cloth, chemicals, boards, coils and old-world parts.Consumed in recipes, repairs and earned station improvements; no universal junk currency replaces their identities.
Salvage objectsBroken radio, clockwork timer, pressure gauge or cracked sensor.Choose to retain whole for a specified contract, sell, or recycle at the settlement. UI lists exact recycling outputs and tracked needs.
KnowledgeA schematic, Echo record, field note or furnishing plan.Recover and consume once to learn; established lore/codex and research persist through death.
AppearanceA pattern plate, insignia or decorative plan.Unlocks an account collection. A pattern never adds armor or camouflage statistics. Equipped skin does not give the looter an account entitlement.
Faction setsFive themed sets of field insignias and lore exhibits.A cosmetic title, badge and display when completed. There is no hidden mandatory six-piece damage set in this revision.
TrophiesDeactivated machine badges, fossilized mutant samples and old-world keepsakes.Sell, fulfil contracts or place an authenticated display. Valuable objects have a visible use; duplicate copies remain understandable.
AccessDepot seal, service key or vault credential.Consumed on a successful unlock or service return, not on a failed attempt; never required to leave through all normal exits.

12. Starter loot catalog

The following authored items are a first content budget, not proof that art assets or gameplay prefabs exist. Weight is per inventory unit, stack is units per slot, sale is banked Scraps per unit. The full source catalog also records categories, recycling, evidence eligibility and production state. An ammo bundle represents 20 rounds.

Interactable environmental objects and their inventory contents are different assets. An air conditioner stays on the wall while the player removes a serviceable coil; the player does not carry a whole air conditioner in a backpack.

12. Starter loot catalog
ID / itemkgStackSaleLikely sourceUse
scrap_metal / Scrap Metal0.25202Maintenance, wrecksConstruction and mechanical recipes
cloth / Cloth0.1102Homes, clinicBandages and upholstery
rubber / Rubber0.2102Garage, vehicle wreckRepairs and cargo fittings
copper_wire / Copper Wire0.1104Electrical cabinetsPower wiring and lamps
polymer / Polymer0.15103Domestic storageProtective cases and furniture
chemical_reagent / Chemical Reagent0.2104Clinic, service drumMedicine and ammunition
machined_part / Machined Part0.4512Workshop, loading bayRepair kits and garage upgrades
circuit_board / Circuit Board0.15525Utility roomSignal Lab and electronics
induction_coil / Induction Coil0.6335Air-conditioner, service roofDampeners and energy tools
energy_cell / Energy Cell0.35520Guard room, workshopFinite energy supply; not paid currency
lens / Lens0.158Office, optics benchLamps and survey tools
filter_cartridge / Filter Cartridge0.358Clinic, roof water systemInfirmary and clean-supply contracts
fuse / Fuse0.05103Fuse cabinetPower repairs and utility contracts
solvent / Solvent Bottle0.2553Maintenance drumSell or recycle into chemical reagent
broken_radio / Broken Radio0.9216Home, salvage binKeep for contract or recycle
clockwork_timer / Clockwork Timer0.433Shop, archive officeKeep for contract or recover metal
pressure_gauge / Pressure Gauge0.35310Workshop, service roofGarage contract or mechanical salvage
cracked_sensor / Cracked Sensor0.336Air-conditioner, patrol cacheResearch contract or copper salvage
signal_tuner / Signal Tuner0.5260Satellite junctionSignal survey contracts
mutant_sample / Sealed Mutant Sample0.8180Verified creature encounterSignal research; cannot enter evidence slot
resonant_shard / Resonant Shard1.21150Optional anomaly caseLate research, display or sale
field_bandage / Field Bandage0.1556Medical caseHeal or consume on a revive
antiseptic / Antiseptic0.258Clinic cabinetTreat infection scenario; finite consumable
trauma_patch / Trauma Patch0.25315Clinic, aid cacheLimited emergency recovery
light_ammo_bundle / Light Ammo Bundle0.4410Armory locker20 light rounds per inventory unit
repair_kit / Mechanical Repair Kit1.0218Tool cabinetOne equipment or vehicle repair action
signal_dampener / Signal Dampener0.8260Signal containment caseTimed reduction of Signal exposure
smoke_canister / Smoke Canister0.35312Guard roomTemporary visual cover, no immunity
scrap_pistol / Salvaged Pistol1.5125Patrol cache, guard lockerReady equipment; one physical instance
improvised_rifle / Improvised Rifle3.5160Optional armoryRanged field equipment
armor_plate / Reinforced Armor Plate2.0125Guard locker, workshopCompatible armor equipment; affects carried weight
stabilizer_mod / Recoil Stabilizer0.25145Optional security cacheCompatible weapon branch component
archive_record / Echo Archive Record0.1512Archive drawerRecover for codex or research
field_note / Survey Field Note0.0554Office, roof survey pointLore and navigation evidence
schematic_dampener / Dampener Schematic0.051100Research case or earned contractLearn once at Signal Lab I
schematic_rig / Utility Rig Schematic0.051100Mechanical cache or earned contractLearn a future pack sidegrade
plan_lamp / Field Lamp Plan0.05125Archive drawerLearn a decorative furnishing
pattern_survivor / Survivor Pattern Plate0.1130Survivor strongboxUnlock patched-green cosmetic pattern
pattern_deserter / Deserter Pattern Plate0.1145Deserter strongboxUnlock rust-red cosmetic pattern
insignia_survivor / Survivor Insignia0.1510Survivor cacheFaction collection or sale
insignia_deserter / Deserter Insignia0.1510Deserter cacheFaction collection or sale
insignia_miner / Miner Insignia0.1510Miner cacheFaction collection or sale
insignia_imperial / Imperial Insignia0.1520Imperial cacheFaction collection or sale
insignia_signallist / Signallist Insignia0.1520Signallist cacheFaction collection or sale
service_key / Service Exit Seal0.1315Faction strongboxConsume on successful service-exit settlement
vault_key / Vault Access Key0.1140Optional faction contractConsume with a committed vault unlock
old_world_watch / Old-world Watch0.2390Domestic lockboxSell or retain for an archive exhibit
machine_badge / Deactivated Machine Badge0.7265Real machine encounterTrophy, research contract or sale

13. Environmental objects and production needs

A separate session owns city authoring. No map or building is changed here. A candidate desert-city project contains the model filenames listed below; file existence establishes only a reusable visual starting point. It does not establish the correct city, licensed distribution rights, current scene placement, an opening animation or a working loot component. Confirm those with the city-authoring session before placement.

Reuse the existing desert palette, grime and material conventions. A container needs a readable silhouette, icon plus text interaction, a persistent searched state, a simple collider and an accessible reach point. Color alone cannot indicate availability. Containers near doors must not overlap door swing, stairs, windows, cover routes or vehicle turning space.

13. Environmental objects and production needs
Environmental objectPotential inventory contentsVisual evidence / needed workPlacement rationale
Wooden supply crateCloth, polymer, common partsSM_Box_01/02/03/04.fbx; needs distinct searchable variant and open state.Courtyards, loading recesses and dry store rooms.
Pallet delivery stackMachined parts or a contract cargo unitSM_PaletteBoxes_01/02.fbx; make one readable interaction, not every decorative box.Service bays and loading alleys; keep pedestrian routes clear.
Maintenance drumSolvent or chemical reagentSM_Barrel.fbx; add safe tap/lid variant; decorative explosive barrels are a separate tag.Workshop spill zone with plausible containment.
Vehicle wreck engine compartmentRubber, fuse, machined partSM_Car.fbx and SM_Wheel.fbx; engine latch and interaction socket needed.Garage or roadside recess, off the main driving line.
Water filter housingFilter cartridge or clothSM_WaterTankMerged.fbx / SM_WaterTankBase_01.fbx; add removable filter.Rooftop service area reached by a valid traversal route.
Air-conditioner service panelCopper, induction coil, cracked sensorSM_AirConditioner.fbx; add safe service panel variant.External service wall; never require standing outside map collision.
Satellite junctionSignal tuner, wire or Echo fragmentSM_Satellite_01.fbx; add junction box, prompt and removal state.A roof with exposure, cover and a second return route.
Salvage binCommon metal, polymer or a broken radioSM_Rubbish_Bin.fbx; distinguish searchable refuse from static rubble.Back alley or market service area; low value and short search.
Medical wall caseBandage, antiseptic, trauma patchNew model/variant, icon and open/empty states required.A declared clinic or pharmacy; not a random weapons drop.
Tool cabinetMachined part, gauge, repair kitNew cabinet or appropriately adapted purchased prop.Workshop interior with service access and searchable shelves.
Fuse cabinetFuse, copper wire, circuit boardNew cabinet; authored live/dead hazard state.Utility room with a circuit purpose; power can be disabled.
Archive drawerNotes, schematic, furnishing planNew desk/drawer or data terminal variant.Municipal office or research annex; lore matches the building.
Armory lockerWeapon, ammo, plate or modNew locker, lock presentation and equipment icons.Guard room behind a readable security boundary.
Faction strongboxSeal, insignia, collectibleOne base strongbox with five faction surface variants.Faction-specific cache with a visible local story.
Signal containment caseCoil, sample, resonant shardNew sealed case and hazard/audio state.Research room or anomaly edge, never unexplained street junk.
Fallen patrol cacheLimited loadout and faction componentBody cache and server ownership required; not ordinary decoration.Reward for a real encounter, with anti-repeat-farm accounting.

14. Two-city authoring brief, pending scene mapping

City A and City B below are gameplay test roles, not names or confirmed descriptions of the owner’s two environments. The other session will map suitable buildings and routes to these roles. If both cities are residential, insert believable service rooms or change the distribution; do not force incompatible lore onto completed art.

City A tests ordinary life after the collapse: homes, a shop, small clinic, courtyard workshop and municipal archive. It favors useful low-value supplies with a few research clues. City B tests logistics and infrastructure: maintenance, distribution, power, guarded stores and an isolated Signal investigation. It favors mechanical and electrical components with higher exposure.

For a first 12-minute foot route in each city, author 20 candidate sockets and activate exactly 12 per operation using a recorded seed and district quotas. Eight remain inactive with a distinct, unambiguous non-interactable presentation. Every active socket generates stock once; depleted stock does not respawn while the operation remains alive. Later density scales from traversal time rather than total prop count.

City A activates four residential, two medical, two mechanical, two electrical, one archive and one security socket. City B activates two residential, one medical, four mechanical, two electrical, one archive, one security and one Signal socket. If eligible sockets are missing, validation fails rather than silently swapping a clinic to an armory.

Each active ordinary socket rolls one to three material or supply stacks. Initial rarity weights are Common 65, Uncommon 25, Rare 9, Relic 1 out of 100, renormalized over eligible entries. Eligibility comes first: a rarity roll never permits an impossible category. No Relic is required for the first facility tier. Optional locked-room and event budgets are separate and capped, never a free multiplier on every object.

Guarantee access to two bandage-equivalent healing supplies and the materials for one basic repair kit along each complete test route, distributed across multiple containers. Contracts can supply a missing mandatory first-tier part after three completed eligible recovery attempts. This fallback tracks server-verified returns, not quit/rejoin attempts.

Ordinary searches target 2 seconds, a cabinet 4 seconds and forced access 8 seconds with audible work. The looting UI permits movement cancellation and clear feedback when full. Search interactions require range, line of sight and a reachable stance. First-person camera changes are optional; screen-wide motion and flashing are unnecessary.

15. Stations, contracts and early progression

15. Stations, contracts and early progression
SystemFirst-tier objectiveWhat it unlocks
Workshop IStarter contract: return 6 Scrap Metal, 2 Cloth and 1 Machined Part.Known bandage/ammo recipes and basic equipment maintenance; essential tools are available through the relief kit before this unlock.
Infirmary IReturn 4 Cloth, 2 Chemical Reagents and 1 Filter Cartridge.Trauma-patch recipe and medical supply contracts. No passive immunity or limitless healing.
Garage IReturn 8 Scrap Metal, 4 Rubber and 2 Machined Parts.Mechanical repair-kit schematic, cargo-rack installation and utility-vehicle recovery experiment.
Signal Lab IReturn 2 Circuit Boards, 1 Induction Coil and 2 Archive Records.Research conversion and a contract path to the dampener schematic. No rare-random gate for ordinary exits.
Collection boardRecover one insignia for each of five factions over time.A cosmetic memorial display and title. Duplicates sell or donate; no combat set bonus.
Example short contractA Survivor medic needs two recovered Filter Cartridges.Visible 60-Scrap grant and reputation. Objective consumes two on explicit hand-in; crafted/purchased eligibility is stated up front.
Example risk contractA Miner requests a marked Pressure Gauge from an exposed service roof.One deterministic garage component and 40 Scraps. No forced PvP kill or requirement to own a vehicle.
Example knowledge contractReturn two Echo Records to the settlement archive.Research introduction and an earned furnishing-plan choice; record IDs are distinct and consumed once.

16. Data contract and multiplayer dependencies

This is a specification for the implementation session, not a backend running in this website. ItemDefinition fields: itemId, category, rarity, weightKg, stackMax, sellScraps, sourceTags, useTags, recycleOutputs, evidenceEligible, tradeRule, modelStatus and iconStatus. ItemInstance adds instanceId, definitionId, quantity, durability, temporarySupply and ownerLocation. A permanent unlock belongs to an account record, never to an equipment mesh.

A LootSocket records sceneId, buildingId, districtTag, containerTag, allowedTable, persistentSocketId, transform, reachPoint, accessMethod, noise, activationGroup and reviewedRoute. LootTableEntry records eligible itemId, quantity range, weight, condition tags and phase. A MatchLootManifest records operationId, seed, schema version and all generated instance IDs.

The server validates interaction distance, occlusion, character state, locked access, cooldown, capacity and the current container revision. Atomic compare-and-swap moves stock from container to player so two players cannot both claim the last stack. Splitting and merging preserve provenance; consuming a key and unlocking a door are one transaction.

Extraction uses an idempotent operationId/accountId settlement key. Its durable transaction moves owned stock to bank or overflow, consumes committed service keys, finalizes loan returns and writes the summary exactly once. Death, timeout, reconnect and server abort compete through the same terminal-state transition. A cosmetic on a dropped gun transfers the physical appearance only.

An offline prototype can validate feel and routes; it cannot demonstrate multiplayer duplication resistance. Production online work needs trusted inventory and save services, deployment/reconnect handling, authoritative combat, replication, parties, reports/mute, anti-cheat integration, server logs with retention rules and platform testing. No background service or AI worker is created by this amendment.

17. Delivery phases and acceptance gates

17. Delivery phases and acceptance gates
PhaseBuild scopeGate before expansion
P0: recover and returnOne operation route, relief kit, pack, contextual loot, death, two exits, bank, crafting and fixed vendors; candidate art can use placeholders.Complete ten full runs covering return, death, timeout, full inventory and full storage. Every terminal outcome reconciles exactly one item ledger; essential recipe path never needs a random rare drop.
P1: RageFall identitySecond route/city, five faction themes, bounded equipment specializations, locked caches, station research, furnishing plans, pattern plates and a utility vehicle experiment.Scene owner validates every socket, doorway and retreat route. No specialization produces tradeable infinite resources; no compulsory contract requires a purchased item or exclusive origin.
P2: wider feature coverageDynamic supply tests, late weapon branches, surveys, traversal tools, instruments, field journal, trials, social features and Titan encounter.Each feature has a stated dependency and prototype evaluation. Measure load, fairness and opportunity cost before adding more content.
P3: extraction/platform expansionAdditional extraction-map themes, tested vehicle variants, cross-platform parties and optional social groups. Territory warfare, clan sieges and standalone arena/raid modes are excluded.Production networking, economy and platform budgets validated. Any optional legacy progression remains disabled until its loss/persistence design is explicit.
Duplication checksConcurrent search; packet retry; split/merge; death at extraction cutoff; disconnect after bank commit; server restart during return.Each original stack or instance appears in exactly one resulting location; loan/temporary items cannot become saleable materials.
Economic checksEnumerate recipes, recycling, vendor purchase/sale, relief grants, quest repeats and trade restrictions.No repeatable positive-currency loop without a bounded earned activity; every mandatory material has a practical source and sink.
Scene checksReach all active loot from valid collision; check stairs, doors, windows, roof return and vehicle clearance.No spawn inside solid geometry, no content sealed behind an unknown key, no extraction visible from the initial spawn.
First tuning measuresTime to first useful pickup, route time, pack fill, return rate, repeated losses, scarcity by part, currency/material creation and destruction, frame/server cost.Log real results before choosing targets. This document contains no fabricated FPS, player count, drop probability verification or playtest outcome.

18. Change register and collaboration handoff

18. Change register and collaboration handoff
DecisionAffected archiveNew authority and reason
D01: primary genre migration, revision 2.0Overview, all current rules and revision 1.0Owner-directed change: a multiplayer third-person PvPvE extraction shooter. Recovery Operations are the primary game, replacing both the MMORPG structure and the add-on-mode assumption.
D02: bank versus field ownershipEconomy and eventsLoss, return and persistence rules make every collected object understandable.
D03: currency/material splitEconomy: ScrapsA ledger is separate from physical Scrap Metal, preventing ambiguous crafting and theft rules.
D04: cosmetics-only Tech CreditsEconomy paid power; Web3 appendixPreserve fair contested stakes and meaningful earned recovery progression.
D05: bounded class resourcesClasses; command/support vehiclesKeep identity while removing infinite ammunition, invulnerable exits and inventory-recreating respawns.
D06: recipe and cosmetic persistenceEconomy blueprints/base customizationDistinguish an expendable instance from account knowledge and appearance ownership.
D07: safe personal havenBase defenses and clan HQKeep inventory and facilities safe between sessions. Clan-HQ sieges, territorial income and raidable player land are outside the current game.
D08: no forced resetNo prior equivalent; ARC historical comparisonPermanent identity and learned knowledge remain stable; optional prestige is future work.
D09: preserve authored city workTwo city scenes: mapping pendingNo placement, building rename, geometry change or active-scene switch in this task. City-authoring session receives object/table requirements after its ID is provided.
D10: flexible specializationsClasses, backgrounds and progressionRetire permanent class locks, mandatory group roles, origin-based combat superiority and level-scaled health/damage; retain identity through earned equipment and finite utility.
D11: session-based map and story scopeRegions, landmarks and eventsUse separate extraction maps, contract chains and contested encounters; remove seamless-world, arena, mass-war and scheduled-party-raid commitments.
HandoffCity-authoring sessionReturn stable scene/building IDs, current checkpoint, plausible building uses, approved safe routes, candidate sockets and reusable prefabs. Then review socket transforms together before placement; no scene merge is assumed safe.

19. Sources and verification limits

References were checked on 4 November 2026. Official released notes take precedence over previews and community pages. The primary genre change is owner-directed; RageFall names, numerical balances and implementation details are authored design choices. The comparison does not claim a verified one-to-one implementation.

The local review read all nine generated design chapters, the overview and the generator that reconciles both October 2024 Notion editions. The website contains documentation and media; it is not the Unity game source. No gameplay implementation or scene correctness is inferred from this site. The two environments will be mapped with their authoring session before actual placement.

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