5.3 KiB
Phase 4 Product Integration Decision
Date: 2026-08-11
Decision Enabled
Decide which newly proven reference structures should enter Aetherbound Guild's original product contract before runtime development, and which should be rejected as reference-specific expression or a poor fit for mobile sessions.
Fixed Boundary
- Product stage remains pre-development design review.
- Runtime, engine, final media, audio production, packaging and release remain frozen.
- Commercial names, prose, formulas, layouts, trees, images and audio do not enter this repository.
- The Owner-locked rule remains: Fallen Recruits never return during or after a battle in the current run.
Five-Lens Review
Product And Business
The ten-member generated-company fantasy, pre-battle decisions and automatic combat remain the strongest differentiator. A hundreds-of-victories mandatory run would conflict with the contracted 15-75 minute mobile session and increase abandonment risk. Keep finite 45-75 minute Contract runs and use the campaign plus postgame for long-term breadth.
Player Experience
The current first-play chain already teaches recruit, equip, reorder, risk, automatic battle, diagnosis and casualty recovery. The missing player-facing promises are a concrete persistent-spending surface and an explicit answer to "what happens after the final boss?" Both must be visible in the prototype.
Visual And Interaction Design
Do not copy a radial rune graph. Use an original Guild Charter: eight horizontal Region seals connected by readable prerequisite tracks, with sidegrade unlock cards below the selected seal. Touch uses Tap-to-select then Tap-destination for reorder/equip, with drag as an optional shortcut.
Systems Architecture
Renown already purchases breadth and the save contract already protects persistent claims. Guild Charter is a presentation and transaction model over that authority, not a new power currency. The final-boss decision reuses first-clear facts and postgame eligibility; it does not preserve the just-ended run's Recruits as playable units or reopen a closed run.
Simulated Target Players
- A first-time mobile player needs one obvious next action and visible consequences, not a large unexplained tree.
- A build-focused player needs prerequisites, cost, what changes in future runs and a safe preview before spending.
- A mastery player needs a finite first ending plus an explicit continuation path, without being told that completion erased ordinary New Run.
These are design hypotheses, not human evidence.
Accepted Integration
- Keep one ordered horizontal line, generated Recruits, ten deployment capacity, automatic combat, visible risk offers and permanent run casualties.
- Give
PRO-002a concrete Guild Charter board. Renown spends only on catalog packets, Profession clues/trials, threat-preview breadth and optional Oath laws. Every claim previews prerequisite, cost and future-run effect. - At the sixteenth campaign boss, show a first-clear decision after all
receipts settle:
- Complete the First Chronicle: archive the surviving Company in Records, show the finite ending and return to Title/Final Ledger.
- Open the Oath Season: archive the same Company, then enter the postgame hub to create a new generated run under reviewed optional laws.
- Keep ordinary New Run visible in postgame. Postgame never silently resumes the cleared Company and never grants permanent raw power.
- Strengthen mobile instructions around Tap selection, Tap destination, optional drag, selling mode, destructive review and battle controls.
- Add a seventh Owner review group for Guild Charter and final-boss continuation/closure.
Rejected Integration
- No copied Rune Circle layout, node names, costs or profession mapping.
- No mandatory 800-round or multi-hour uninterrupted run.
- No same-battle resurrection or difficulty-based reversal of permanent loss.
- No conversion of a retired Recruit into farmable permanent combat power.
- No endless-content claim, infinite stat scaling or repeated identical clears as the primary mastery plan.
- No manual attack or ultimate-skill controls.
Acceptance
The integration is candidate-ready only when the product, economy, screen map, prototype specification and HTML show the same Guild Charter and final-boss choice; the deterministic validator and browser checks pass; and the Owner can identify what Renown buys, what each final choice does and why the just-cleared Company does not persist as playable units.
Machine Verification Record
The 2026-08-11 design candidate passed:
ABG_PREDEVELOPMENT_DESIGN_SELF_TEST_OK cases=28;ABG_PREDEVELOPMENT_DESIGN_OK errors=0, with 50 pages and all fixed content and audio counts unchanged;ABG_ANTI_DOMINANCE_OK no_weak_dominance=1, with five fixed seeds and policy wins1/2/1/1;ABG_R6_BROWSER_OK screens=50 flow_states=23 review_groups=7, including all four new dedicated compositions, desktop/tablet/phone portrait/phone landscape, and the offline self-contained bundle.
The final offline HTML SHA-256 is
f4639527439ce22afeb00082e4bba612a3d1aba2898207aeca5e34fa54f982e3.
This closes machine consistency and responsive-layout checks only. Owner
comprehension, visual approval, fun, listening, device ergonomics, and formal
development authorization remain open.