# Aetherbound Guild / 裂脉远征团 An original landscape Japanese 2D hand-drawn guild-expedition auto-battler. ## Current State The functional runtime is implemented through the RG-04 midpoint: four of eight Regions, eight of sixteen Contracts, recruiting, automatic formation, one-item equipment, deterministic battle, permanent casualty/recovery, progression and Save-v11 persistence. The latest pixel-art H5 is rejected. Its gameplay and systems remain useful, but its visual presentation is not product authority. The Owner has approved an entry-first Japanese 2D hand-drawn redevelopment plan. ## Product Scope - Generated run-bound Recruits; no fixed story protagonists or relationship system. - One continuous front-to-rear Company line and automatic battle resolution. - 12 base, 24 advanced and 6 hidden Professions; 36 Traits. - 320 equipment items, 60 Artifacts, 100 ordinary/elite enemies and 16 Bosses. - Eight Regions, sixteen Contracts, a 15-25 hour first clear and 60+ hour mastery structure. - Premium offline game for landscape mobile, PC and console. - English and Simplified Chinese. - Japanese 2D thin-line/cel-color actors over softly painted environments. ## Review Before Development Review these six documents in order. They are the complete current design set; superseded split documents remain only in Git history. 1. [Game Design](docs/01_GAME_DESIGN.md) 2. [Gameplay, Battle, Economy And Save](docs/02_GAMEPLAY_AND_BALANCE.md) 3. [50 Pages And UX](docs/03_PAGES_AND_UX.md) 4. [Japanese 2D Art, Animation And Audio](docs/04_ART_ANIMATION_AUDIO.md) 5. [Complete Content Catalog](docs/05_CONTENT_CATALOG.md) 6. [Development Plan And Review](docs/06_DEVELOPMENT_AND_REVIEW.md) Development resumes from the real player entry flow: Boot, first-launch setup, Title and essential Settings. New Run, Guild, Market, automatic formation, risk, battle and result follow only after the preceding path is runnable from launch. ## Run The Existing Functional Runtime Requires Godot `4.6.1.stable`: ```bash /Applications/Godot.app/Contents/MacOS/Godot --path runtime ``` The current runtime is useful for system verification only. It must not be used as a visual reference for new production.