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# 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superseded split documents remain only in Git history.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.