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 The original exports remain historical references.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.
| System | Retired structure | Current extraction-shooter structure |
|---|---|---|
| World topology | Seamless, persistent MMORPG world | Separate timed district instances; safe-haven progression persists outside them. |
| Main objective | Level, unlock regions and control territory | Recover useful supplies and complete contracts, then extract with the carried investment. |
| Combat | Tank/healer/DPS dependence and large ability rotations | Third-person shooting, movement, cover, limited healing and finite utility with clear counters. |
| Classes | Permanent Sentinel/Reaver/Scavenger/Nomad/Technomancer classes | Optional equipment specializations selected before deployment; every solo player can fight, heal and leave. |
| Origins and factions | Inherited power and faction-wide territory buffs | Narrative origin, vendor reputation, contract choices and visual identity; no better starting PvP statistics. |
| Progression | Level-scaled damage/health and gated regions | Earned recipes, research, equipment sidegrades, reputation and facilities; account level never grants raw combat stats. |
| Story and quests | Persistent quest zones and chapter-gated travel | Contract chains, recovered records, surveys and hub conversations carried across independent sessions. |
| Bosses and events | Separate dungeons, scheduled raids and mass wars | Contested encounters and telegraphed Signal conditions inside the live map. |
| Home and clans | Raidable land and clan-HQ siege economy | A safe personal haven; parties and optional social groups support outings without territorial income. |
| Vehicles | Seven-class open-world combat fleet | A later cargo/recovery experiment with exposed investment, constrained routes and viable infantry counterplay. |
| Economy | Paid power and token-linked assets | Earned loot/crafting, fixed vendors initially, finite sinks and optional cosmetics-only purchases. |
3. What the original GDD already establishes
| Chapter | Established design | Gap or tension to resolve |
|---|---|---|
| World & factions 0.2 | The 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 0.1 | Old 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 0.1 | Signal 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 0.3 | Sentinel, Reaver, Scavenger, Nomad, Technomancer; independent faction origins. | Unlimited supplies, invulnerability, wall vision, teleportation and superior inherited gear conflict with contested extraction. |
| Vehicles & weaponry 0.2 | Recon 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 0.1 | Story, 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 0.3 | Scraps, 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 direction | Salvaged steampunk machinery, retro-cyberpunk ruins and faction silhouettes. | Loot must read at gameplay distance while remaining physically plausible in each building. |
| Web3 appendix 0.1 | Historical 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.
| ID | Reference observation | RageFall archive | RageFall adaptation | Phase |
|---|---|---|---|---|
| F01 | Extraction with carried loot [A1] | Missing | Make bounded PvPvE Recovery Operations the primary game loop; replace the persistent MMORPG structure. | P0 |
| F02 | Solo and squad sorties [A1] | Partial: events | One to three players per squad; initial lobby population is a measured prototype variable. | P0 |
| F03 | Hostile machines and rival players [A1] | Present in concept: world/events | Use ferals, mutated wildlife, faction patrols and Signal-corrupted machinery; retain human politics. | P0 |
| F04 | Carry slots and weight [C1] | Missing | A bounded pack plus equipment slots; a cargo vehicle creates an additional exposed investment. | P0 |
| F05 | Safe pockets [C1, C3] | Missing | One sealed evidence slot with a strict item whitelist and 0.5 kg cap. | P0 |
| F06 | Death loses carried items [C3] | Unspecified: events | Unsealed field inventory drops; bank, learned knowledge and character identity persist. | P0 |
| F07 | Free starting kits [C1] | Missing | A Survivor relief kit prevents bankruptcy; loan equipment is not a saleable source of currency. | P0 |
| F08 | Learned blueprints [C2] | Present: economy, unspecified lifecycle | Recovered schematics unlock account recipes after return; crafting consumes materials, not learned knowledge. | P0 |
| F09 | Contextual containers [C2] | Partial: economy/regions | District and container tags determine plausible contents; scarcity never changes a clinic into an armory. | P0 |
| F10 | Locked high-value rooms [A6] | Present in lore: landmarks | Faction access tools, audible forced entry and a viable ordinary route to progression. | P1 |
| F11 | Crafting and workshop progression [A2, C2] | Present: economy | Workshop, Infirmary, Garage and Signal Lab consume distinct salvage families. | P0 |
| F12 | Personal hub expansion [A3] | Present: economy | A safe personal workshop and garage, distinct from contestable clan territory. | P1 |
| F13 | Lootable furniture designs [A2] | Missing recipe category | Settlement furnishing plans teach decorative items; functional capacity comes from earned facility tiers. | P1 |
| F14 | Research progression [A2] | Partial: world/landmarks | Echo records become nontradeable Research Insight; a deterministic route supplements rare schematics. | P1 |
| F15 | Branching late-game weapons [A3] | Partial: economy/vehicles | Mutually exclusive faction specializations trade handling, heat and utility; no universal best branch. | P2 |
| F16 | Weapon stencils [A3] | Missing unlock lifecycle | Salvaged pattern plates unlock paint patterns; physical weapons retain their finish when looted. | P1 |
| F17 | Reward passes and milestones [A3] | Present: events/Web3 concept | An earned field journal and optional cosmetic pass; power recipes stay earnable through play. | P2 |
| F18 | Grapple traversal [A3] | Present: economy survival tools | A mechanical winch has charge limits, noise, exposed animations and authored anchor validation. | P2 |
| F19 | Tether equipment [A3] | Partial: Scavenger/Miners | Miner restraint cable and a disruptor charge with breakable links and short PvP control windows. | P2 |
| F20 | Camera and saved pictures [A3] | Missing | A survey camera supports documented landmarks and photo contracts without making personal photos tradable loot. | P2 |
| F21 | Playable instruments [A3] | Missing | A repaired field harmonica and faction signal instruments create audible, optional social play. | P2 |
| F22 | Changing loot values [A2] | Missing | Test supply fluctuations within unchanged district themes; ARC equivalent is explicitly a limited test. | P2 |
| F23 | Deep encounter rewards [A5] | Present: dungeons/raids | Place the highest-value recovery objectives past several readable obstacles and alternative retreat routes. | P1 |
| F24 | Map conditions [A2] | Present: Signal Storms | Local Signal surges, dust and blackouts modify routes with visible forecasts; no unavoidable random failure. | P1 |
| F25 | Large contested encounters [A1, A3] | Present: world bosses/raids | Recover components from a disabled old-world Titan; task design allows temporary alliances. | P2 |
| F26 | Reworked skill progression [A2] | Present: classes/backgrounds | Reframe five classes as flexible equipment specializations; keep origins narrative and progress through earned sidegrades. | P1 |
| F27 | Resource companion and feeding [A6] | Missing | A Miner salvage cart consumes provisions to return capped basic materials during completed operations. | P2 |
| F28 | Progress-reset expeditions [A4] | Missing; historical reference | A voluntary future legacy contract may reset operation stock for cosmetics; disabled in this baseline. | P3 |
| F29 | Cross-platform parties [A1] | Unspecified | Track as a platform milestone requiring identity, parties, compatible input pools and certification. | P3 |
| F30 | Inventory, medicine and utility kits [C1] | Present: economy | Separate weapons, armor, batteries, healing and gadgets; readable item actions and compatible equipment. | P0 |
| F31 | Weekly Trials [C4] | Partial: seasonal rankings | Weekly salvage challenges reward diverse objectives; repeated kills of the same account do not farm progress. | P2 |
| F32 | Photo quests [A2] | Missing objective type | Survey targets link narrative evidence to the Echo Library and faction research. | P2 |
| F33 | Downed state [A2] | Unspecified | A bounded aid window and a consumed medical item support rescue without recreating already lost inventory. | P0 |
| F34 | Weapon repair [A2] | Present: economy | Finite durability and repair material costs; recovered wrecks cannot create net material through reconstruction. | P0 |
| F35 | Crafting improvements [A6] | Present, broad: economy | Known basic recipes support preparation; field production consumes real supplies and never accesses banked stock. | P0 |
| F36 | Shields and augments [C1] | Present: armor and tech augments | Compatibility and carrying trade-offs remain readable; shield refill is a finite supply action. | P1 |
| F37 | In-game voice chat [A2] | Unspecified | Plan squad communication with push-to-talk, mute, reports and a clear privacy setting; proximity voice needs separate review. | P1 |
| F38 | World-object pings [A5] | Unspecified | Add location, danger, need-help and container pings with cooldown and non-color indicators. | P1 |
| F39 | Emotes [A3] | Partial: cosmetic concept | Readable faction greetings and surrender gestures are expressive; an emote does not confer immunity. | P2 |
| F40 | Stash and equipment preparation [C1] | Partial: personal base | Separate 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
| Case | Prototype rule |
|---|---|
| Pack | 16 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. |
| Rigs | Later 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 evidence | One 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 ownership | Each 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. |
| Downed | 30-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 timeout | Unsealed 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 quit | Counts as loss after a clear warning. Quitting cannot bank a pack or roll back consumed ammunition. |
| Reconnect | A 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 failure | An 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 return | A 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 quests | A 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 sessions | The 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.
| Recipe | Inputs | Output / vendor sale | Availability |
|---|---|---|---|
| Field bandage | 2 Cloth + 1 Chemical Reagent | 1 bandage / 6 Scraps | Known at start; field or Infirmary I |
| Light ammo bundle | 2 Scrap Metal + 1 Chemical Reagent + 5 Scraps | 20 rounds / 10 Scraps per bundle | Known at start; Workshop I |
| Mechanical repair kit | 4 Scrap Metal + 2 Rubber + 1 Machined Part + 10 Scraps | 1 kit / 18 Scraps | Workshop I; guaranteed garage contract |
| Signal dampener | 2 Circuit Boards + 1 Energy Cell + 1 Induction Coil + 40 Scraps | 1 dampener / 60 Scraps | Signal Lab I; earned schematic |
| Cargo rack | 6 Scrap Metal + 2 Machined Parts + 1 Rubber + 50 Scraps | Garage installation, no resale | Garage I; no field capacity change mid-operation |
| Decorative field lamp | 1 Copper Wire + 1 Polymer + 1 Lens + 10 Scraps | 1 decoration / 8 Scraps | Learned 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.
| Identity | Preserve | Current-game correction |
|---|---|---|
| Survivors | Medicine, settlement support, patched leather/metal and resourcefulness. | Relief kits and community contracts are finite supplies; healing cannot create saleable medicine. |
| Deserters | Black-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. |
| Miners | Craftsmanship, 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. |
| Imperials | Precision 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. |
| Signallists | Dangerous 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. |
| Sentinel | Protection and holding ground. | Shields have finite hit points, direction and cooldown. No impenetrable extraction bubble; taunt controls AI only. |
| Reaver | Close 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. |
| Scavenger | Support, 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. |
| Nomad | Scouting, marks and mobility. | Marks require line of sight and expire quickly. Camouflage has sound/visual tells; no persistent through-wall tracking. |
| Technomancer | Hacking, 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 powers | A 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
| Collection | Recovery object | Permanent result / ongoing use |
|---|---|---|
| Working equipment | A physical firearm, armor plate, tool or vehicle component. | The instance can be used and lost. Its recipe and cosmetic entitlement are separate. |
| Materials | Metal, 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 objects | Broken 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. |
| Knowledge | A schematic, Echo record, field note or furnishing plan. | Recover and consume once to learn; established lore/codex and research persist through death. |
| Appearance | A 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 sets | Five 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. |
| Trophies | Deactivated 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. |
| Access | Depot 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.
| ID / item | kg | Stack | Sale | Likely source | Use |
|---|---|---|---|---|---|
| scrap_metal / Scrap Metal | 0.25 | 20 | 2 | Maintenance, wrecks | Construction and mechanical recipes |
| cloth / Cloth | 0.1 | 10 | 2 | Homes, clinic | Bandages and upholstery |
| rubber / Rubber | 0.2 | 10 | 2 | Garage, vehicle wreck | Repairs and cargo fittings |
| copper_wire / Copper Wire | 0.1 | 10 | 4 | Electrical cabinets | Power wiring and lamps |
| polymer / Polymer | 0.15 | 10 | 3 | Domestic storage | Protective cases and furniture |
| chemical_reagent / Chemical Reagent | 0.2 | 10 | 4 | Clinic, service drum | Medicine and ammunition |
| machined_part / Machined Part | 0.4 | 5 | 12 | Workshop, loading bay | Repair kits and garage upgrades |
| circuit_board / Circuit Board | 0.15 | 5 | 25 | Utility room | Signal Lab and electronics |
| induction_coil / Induction Coil | 0.6 | 3 | 35 | Air-conditioner, service roof | Dampeners and energy tools |
| energy_cell / Energy Cell | 0.35 | 5 | 20 | Guard room, workshop | Finite energy supply; not paid currency |
| lens / Lens | 0.1 | 5 | 8 | Office, optics bench | Lamps and survey tools |
| filter_cartridge / Filter Cartridge | 0.3 | 5 | 8 | Clinic, roof water system | Infirmary and clean-supply contracts |
| fuse / Fuse | 0.05 | 10 | 3 | Fuse cabinet | Power repairs and utility contracts |
| solvent / Solvent Bottle | 0.25 | 5 | 3 | Maintenance drum | Sell or recycle into chemical reagent |
| broken_radio / Broken Radio | 0.9 | 2 | 16 | Home, salvage bin | Keep for contract or recycle |
| clockwork_timer / Clockwork Timer | 0.4 | 3 | 3 | Shop, archive office | Keep for contract or recover metal |
| pressure_gauge / Pressure Gauge | 0.35 | 3 | 10 | Workshop, service roof | Garage contract or mechanical salvage |
| cracked_sensor / Cracked Sensor | 0.3 | 3 | 6 | Air-conditioner, patrol cache | Research contract or copper salvage |
| signal_tuner / Signal Tuner | 0.5 | 2 | 60 | Satellite junction | Signal survey contracts |
| mutant_sample / Sealed Mutant Sample | 0.8 | 1 | 80 | Verified creature encounter | Signal research; cannot enter evidence slot |
| resonant_shard / Resonant Shard | 1.2 | 1 | 150 | Optional anomaly case | Late research, display or sale |
| field_bandage / Field Bandage | 0.15 | 5 | 6 | Medical case | Heal or consume on a revive |
| antiseptic / Antiseptic | 0.2 | 5 | 8 | Clinic cabinet | Treat infection scenario; finite consumable |
| trauma_patch / Trauma Patch | 0.25 | 3 | 15 | Clinic, aid cache | Limited emergency recovery |
| light_ammo_bundle / Light Ammo Bundle | 0.4 | 4 | 10 | Armory locker | 20 light rounds per inventory unit |
| repair_kit / Mechanical Repair Kit | 1.0 | 2 | 18 | Tool cabinet | One equipment or vehicle repair action |
| signal_dampener / Signal Dampener | 0.8 | 2 | 60 | Signal containment case | Timed reduction of Signal exposure |
| smoke_canister / Smoke Canister | 0.35 | 3 | 12 | Guard room | Temporary visual cover, no immunity |
| scrap_pistol / Salvaged Pistol | 1.5 | 1 | 25 | Patrol cache, guard locker | Ready equipment; one physical instance |
| improvised_rifle / Improvised Rifle | 3.5 | 1 | 60 | Optional armory | Ranged field equipment |
| armor_plate / Reinforced Armor Plate | 2.0 | 1 | 25 | Guard locker, workshop | Compatible armor equipment; affects carried weight |
| stabilizer_mod / Recoil Stabilizer | 0.25 | 1 | 45 | Optional security cache | Compatible weapon branch component |
| archive_record / Echo Archive Record | 0.1 | 5 | 12 | Archive drawer | Recover for codex or research |
| field_note / Survey Field Note | 0.05 | 5 | 4 | Office, roof survey point | Lore and navigation evidence |
| schematic_dampener / Dampener Schematic | 0.05 | 1 | 100 | Research case or earned contract | Learn once at Signal Lab I |
| schematic_rig / Utility Rig Schematic | 0.05 | 1 | 100 | Mechanical cache or earned contract | Learn a future pack sidegrade |
| plan_lamp / Field Lamp Plan | 0.05 | 1 | 25 | Archive drawer | Learn a decorative furnishing |
| pattern_survivor / Survivor Pattern Plate | 0.1 | 1 | 30 | Survivor strongbox | Unlock patched-green cosmetic pattern |
| pattern_deserter / Deserter Pattern Plate | 0.1 | 1 | 45 | Deserter strongbox | Unlock rust-red cosmetic pattern |
| insignia_survivor / Survivor Insignia | 0.1 | 5 | 10 | Survivor cache | Faction collection or sale |
| insignia_deserter / Deserter Insignia | 0.1 | 5 | 10 | Deserter cache | Faction collection or sale |
| insignia_miner / Miner Insignia | 0.1 | 5 | 10 | Miner cache | Faction collection or sale |
| insignia_imperial / Imperial Insignia | 0.1 | 5 | 20 | Imperial cache | Faction collection or sale |
| insignia_signallist / Signallist Insignia | 0.1 | 5 | 20 | Signallist cache | Faction collection or sale |
| service_key / Service Exit Seal | 0.1 | 3 | 15 | Faction strongbox | Consume on successful service-exit settlement |
| vault_key / Vault Access Key | 0.1 | 1 | 40 | Optional faction contract | Consume with a committed vault unlock |
| old_world_watch / Old-world Watch | 0.2 | 3 | 90 | Domestic lockbox | Sell or retain for an archive exhibit |
| machine_badge / Deactivated Machine Badge | 0.7 | 2 | 65 | Real machine encounter | Trophy, 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.
| Environmental object | Potential inventory contents | Visual evidence / needed work | Placement rationale |
|---|---|---|---|
| Wooden supply crate | Cloth, polymer, common parts | SM_Box_01/02/03/04.fbx; needs distinct searchable variant and open state. | Courtyards, loading recesses and dry store rooms. |
| Pallet delivery stack | Machined parts or a contract cargo unit | SM_PaletteBoxes_01/02.fbx; make one readable interaction, not every decorative box. | Service bays and loading alleys; keep pedestrian routes clear. |
| Maintenance drum | Solvent or chemical reagent | SM_Barrel.fbx; add safe tap/lid variant; decorative explosive barrels are a separate tag. | Workshop spill zone with plausible containment. |
| Vehicle wreck engine compartment | Rubber, fuse, machined part | SM_Car.fbx and SM_Wheel.fbx; engine latch and interaction socket needed. | Garage or roadside recess, off the main driving line. |
| Water filter housing | Filter cartridge or cloth | SM_WaterTankMerged.fbx / SM_WaterTankBase_01.fbx; add removable filter. | Rooftop service area reached by a valid traversal route. |
| Air-conditioner service panel | Copper, induction coil, cracked sensor | SM_AirConditioner.fbx; add safe service panel variant. | External service wall; never require standing outside map collision. |
| Satellite junction | Signal tuner, wire or Echo fragment | SM_Satellite_01.fbx; add junction box, prompt and removal state. | A roof with exposure, cover and a second return route. |
| Salvage bin | Common metal, polymer or a broken radio | SM_Rubbish_Bin.fbx; distinguish searchable refuse from static rubble. | Back alley or market service area; low value and short search. |
| Medical wall case | Bandage, antiseptic, trauma patch | New model/variant, icon and open/empty states required. | A declared clinic or pharmacy; not a random weapons drop. |
| Tool cabinet | Machined part, gauge, repair kit | New cabinet or appropriately adapted purchased prop. | Workshop interior with service access and searchable shelves. |
| Fuse cabinet | Fuse, copper wire, circuit board | New cabinet; authored live/dead hazard state. | Utility room with a circuit purpose; power can be disabled. |
| Archive drawer | Notes, schematic, furnishing plan | New desk/drawer or data terminal variant. | Municipal office or research annex; lore matches the building. |
| Armory locker | Weapon, ammo, plate or mod | New locker, lock presentation and equipment icons. | Guard room behind a readable security boundary. |
| Faction strongbox | Seal, insignia, collectible | One base strongbox with five faction surface variants. | Faction-specific cache with a visible local story. |
| Signal containment case | Coil, sample, resonant shard | New sealed case and hazard/audio state. | Research room or anomaly edge, never unexplained street junk. |
| Fallen patrol cache | Limited loadout and faction component | Body 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
| System | First-tier objective | What it unlocks |
|---|---|---|
| Workshop I | Starter 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 I | Return 4 Cloth, 2 Chemical Reagents and 1 Filter Cartridge. | Trauma-patch recipe and medical supply contracts. No passive immunity or limitless healing. |
| Garage I | Return 8 Scrap Metal, 4 Rubber and 2 Machined Parts. | Mechanical repair-kit schematic, cargo-rack installation and utility-vehicle recovery experiment. |
| Signal Lab I | Return 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 board | Recover 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 contract | A 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 contract | A 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 contract | Return 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
| Phase | Build scope | Gate before expansion |
|---|---|---|
| P0: recover and return | One 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 identity | Second 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 coverage | Dynamic 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 expansion | Additional 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 checks | Concurrent 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 checks | Enumerate 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 checks | Reach 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 measures | Time 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
| Decision | Affected archive | New authority and reason |
|---|---|---|
| D01: primary genre migration, revision 2.0 | Overview, all current rules and revision 1.0 | Owner-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 ownership | Economy and events | Loss, return and persistence rules make every collected object understandable. |
| D03: currency/material split | Economy: Scraps | A ledger is separate from physical Scrap Metal, preventing ambiguous crafting and theft rules. |
| D04: cosmetics-only Tech Credits | Economy paid power; Web3 appendix | Preserve fair contested stakes and meaningful earned recovery progression. |
| D05: bounded class resources | Classes; command/support vehicles | Keep identity while removing infinite ammunition, invulnerable exits and inventory-recreating respawns. |
| D06: recipe and cosmetic persistence | Economy blueprints/base customization | Distinguish an expendable instance from account knowledge and appearance ownership. |
| D07: safe personal haven | Base defenses and clan HQ | Keep inventory and facilities safe between sessions. Clan-HQ sieges, territorial income and raidable player land are outside the current game. |
| D08: no forced reset | No prior equivalent; ARC historical comparison | Permanent identity and learned knowledge remain stable; optional prestige is future work. |
| D09: preserve authored city work | Two city scenes: mapping pending | No 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 specializations | Classes, backgrounds and progression | Retire 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 scope | Regions, landmarks and events | Use separate extraction maps, contract chains and contested encounters; remove seamless-world, arena, mass-war and scheduled-party-raid commitments. |
| Handoff | City-authoring session | Return 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.
- A1 · ARC Raiders: official game overview. Checked 4 November 2026. Extraction, machine threats, competing Raiders, solo/squad play and cross-platform social play.
- A2 · Frozen Trail: official 2.0 patch notes. 8 October 2026; checked 4 November. Research, furniture designs, skill changes, equipment and the limited Pendola Pass dynamic-loot test.
- A3 · Frozen Trail: official content preview. 23 September 2026; checked against the released update. Outpost, weapon branches, traversal tools, camera, instruments, stencils and reward passes.
- A4 · The 5th Expedition: official announcement. 21 August 2026. Departures paused after 29 September until early 2027; reset progression is historical, not a currently running event.
- A5 · Live Update 2.3.0: official patch notes. 27 October 2026. Deeper Frigate areas receive better loot; reward and amplification UI changes.
- A6 · Flashpoint: official patch notes. 31 March 2026. Scrappy feeding and crafting improvements; historical support for resource-helper design.
- C1 · ARC Raiders Wiki: Loadout. Community reference; last edited 21 June 2026. Carry limits, safe pockets and free kits; exact current numbers are not imported into RageFall.
- C2 · ARC Raiders Wiki: Blueprints. Community reference, checked 4 November. Learned recipes and acquisition routes; specific drop tables may change.
- C3 · Epic Games Store: survival guide. Secondary gameplay guide. Extraction loss and safe-pocket explanation; used for broad rules, not current balance.
- C4 · ARC Raiders Wiki: Trials. Community reference, checked 4 November. Weekly scoring, return-based tally and progression; exact current challenge schedules are not copied.
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.