# Fallen World - Game Design Document

## I. World Architecture (Three Nested Worlds)

The game is structured around three distinct, nested worlds, each with its own theme and gameplay focus.

1.  **The Fallen World (50% of Playtime):** The primary setting for the game. This is a raw, post-apocalyptic world focused on survival, crafting, and exploration. It is a quiet, decaying world where nature is reclaiming the ruins of civilization.

2.  **The Singularity's Cities (30% of Playtime):** These are advanced, clean cities run by a powerful AI. They serve as hubs for knowledge, augmentation, and trade. The gameplay here shifts from raw survival to social navigation, political intrigue, and advanced technology.

3.  **The Hidden World (Endgame):** The final, endgame area. The theme is renewal and evolution, suggesting a final confrontation with the world's core conflicts and a chance to shape its future.

## II. Factions & Key Locations

### The Singularity's City

*   **Ruler:** The city is ruled by a singular, powerful AI obsessed with cleanliness, order, and preventing contamination.
*   **Entry Protocol:**
    *   Entry is only possible with a **cyborg guide**, who understands the city's strict rules.
    *   The guide leads the player to a **sterilization zone**.
    *   The player is given an **exo-skeleton suit** to prevent contaminating the city.
*   **Gameplay Mechanics:**
    *   **Suit Charge:** The exo-suit has a limited power supply and must be recharged at designated **charging zones** throughout the city. If the suit runs out of power, the player is left vulnerable.
    *   **Opportunities:** Players can acquire advanced weaponry and take on jobs to earn rewards from the Singularity. The AI favors those who help it expand and strengthen its city.
    *   **Combat:** Direct conflict is possible but extremely difficult. It requires high skill in **robot warfare** and the use of **EMPs** to neutralize the city's robotic threats.
*   **Relationship Management:** Players must maintain a good relationship with the Singularity. Failure to do so can result in drone attacks on the player's own settlements.

### The Corporate City

*   **Theme:** A dangerous city run by one of the powerful corporations that existed before the collapse.
*   **Gameplay:** If the player is caught, they will be held captive. This introduces an **imprisonment and escape mechanic**, relying on an entirely different set of skills (e.g., stealth, social engineering, "wheeling and dealing").

### Factions

The world is not just empty ruins; it's populated by groups with their own agendas. The player must navigate these factions carefully.

*   **The AI Lovers:** Supporters of the Singularity and its vision of an ordered world.
*   **The AI Haters (The Rebellion):** A resistance movement that fears the Singularity's growing power and its potential to control the planet. The player can secretly align with this faction.
*   **The Survivors:** Neutral parties who are simply trying to survive. They are not aligned with either the AI Lovers or Haters. They are a good source of trade and can be helped, potentially leading to alliances.

## III. Player Progression & Gameplay

### Skill System

*   **Usage-Based:** The game will feature a skill system similar to *Ultima Online* or *Baldur's Gate*. Skills improve the more they are used, rather than through abstract XP points.
*   **HUD:** The player's HUD will display key stats at the bottom of the screen, including **Health**, **Mana** (Nano Bot Power), and other skill levels.

### Magic System: Nano Bots

*   **Lore:** The "magic" system is explained as the player's ability to control **nano bots**, a power granted by the Singularity.
*   **Mechanics:** This power is represented by a **Mana bar** on the HUD. Nano bots can be used to perform a wide range of "magical" abilities, from healing to combat.

### Player Endgame

*   **Settlement Building:** The player can progress from helping a single family to managing an entire camp, and eventually to establishing their own self-sufficient city, complete with a power grid (e.g., solar panels, batteries).
*   **Player-Created AI:** A major endgame goal is for the player to create their own AI singularity. This AI must be "fed" with battery power to grow, introducing a new layer of resource management.
*   **Grand Alliance:** The ultimate goal is to form an alliance between all the cities in the world, creating a stable network for trade and cooperation.
