PROJECT / NORTH STAR

Build the bag. Break the curse.

Saved locally

FALLING-BLOCK DECK-BUILDER / 1–2 PLAYERS

Every piece is a card.
Every gap is a bet.

Descend through a roguelike foundry by drafting strange polyominoes, bending the odds of your shape bag, and sending blocks directly into cursed enemies before their spells twist your board.

PVE ENCOUNTERSRELAY DUO20–30 MIN RUNS
CURSECASTER HEALTH42
FORGED COMBO×4+31 ATTACK
01 / OWNERSHIP

The bag is the deck

Drafting a shape adds it to future draws. Weight upgrades alter probability without pretending randomness disappeared.

02 / EXPRESSION

Ugly pieces make clever players

Tiny fillers rescue bad wells. Five-cell monsters create explosive clears but make the bag harder to pilot.

03 / PRESSURE

The enemy curses, not stacks

Enemy avatars have health and telegraphed spells. Your attention stays on surviving and mastering your own evolving board.

THE 45-SECOND HEARTBEAT

Place. Clear. Pressure. Adapt.

FIRST PROOF
  1. 01
    Read the queue

    Plan around the next three weighted draws.

  2. 02
    Forge the stack

    Place for clean clears or risk a combo setup.

  3. 03
    Send & earn

    Every occupied block sent pays $1 and pressures the rival.

  4. 04
    Draft or augment

    Reweight the bag or save money for block upgrades.

OPEN DESIGN QUESTION

When does a weird shape feel earned?

Test the Plus, Pixel, and U-piece separately before combining them in one run.

PLAYABLE PROOF / DESCENT 01

Break the Scrap Oracle.

Build on an expanded 12 × 22 board. Every sent block deals one health damage and earns $1 while the Oracle periodically warps your run with telegraphed curses.

CURRENT BUILDPVE · SOLO + RELAY DUO

Choose a mode, then light the forge.

ROUND 1LINES 0SENT 0COMBO ×0MONEY $0
PVE DESCENTENTER THE CRUCIBLE

Send blocks into the Oracle's health and adapt when its curse timer expires.

CURSE EFFECT
CLEAR

FORGE CODEX / VOLUME I

The book of shapes.

Not a collectible grid—a research catalogue. Every silhouette records its job, liability, and the question that earns it a place in the bag.

VOLUMEI21 / 21 ENTRIES

FORGE CODEX / VOLUME II

The book of upgrades.

Twenty hypotheses for changing draws, geometry, income, curse answers, and partner conversation. Pin only what deserves the next implementation slot.

VOLUMEII20 / 20 ENTRIES

PVE DESCENT / 20–30 MINUTES

Descend through the Hexworks.

Choose encounters by curse family and reward. Every enemy is an avatar with health and an incantation pattern; no competing board demands your attention.

ADD

Draft a shape

Add a new polyomino at low initial weight. Strong identity, growing variance.

Typical offer: 0.45 weight
TUNE

Bend probability

Raise a trusted piece or suppress an awkward family. Transparent odds are always visible.

Typical offer: ±25–40%
RETIRE

Thin the bag

Pay money to remove one shape entirely. Powerful consistency at a real economy cost.

Typical cost: $120

CURSE GRAMMAR / ENCOUNTER VARIETY

Enemies distort your plan, not simulate another player.

Crooked Draw

Forces a hostile wonky shape into the queue.

SHAPE
Lead Weight

Doubles gravity for two placements.

TEMPO
Rotation Seal

Locks rotation for the active piece.

CONTROL
Fogged Forecast

Hides the preview for two placements.

READ

RUN ECONOMY

Performance funds adaptation.

SourceRewardPurposeGuardrail
Block sent$1 + 1 enemy health damageUnify offense and earningsEvery clear sends at least four
Curse survived$5 at encounter endReward adapting under pressureShown in the payout breakdown
Shape augment$75–$180Specialize a block familyInteresting behavior before raw damage
Forge nodeAugment, retire, widen, or wardBuild identityPurchases compete for one wallet
BossBlueprint unlockMeta progressionUnlocks options, not raw stats

BALANCE / WEIGHTED BAG

See the odds before you trust them.

Tune an example run bag, inspect exact draw probability, and simulate a hundred pieces.

BAG WEIGHTS

Relative draw weight

UNIQUE SHAPES7recommended: 7–11
WONKY SHARE0%target first run: 10–25%
BAG ENTROPY2.81higher = less predictable

THEORETICAL DISTRIBUTION

Every draw, disclosed

SEEDED SAMPLE

Ready to draw

BASELINE

The sample uses a repeatable seed so a balance change can be compared honestly.

RULES / PRODUCTION MODEL

One stack, readable consequences.

These are the standing rules for the first vertical slice. Anything else stays outside the build until a test earns it.

BAG

Weighted independent draws

Every unlocked piece has a visible relative weight. Three-piece preview protects planning; no hidden pity system in the first test.

×

ATTACK

Sent blocks are damage

Every block sent removes one enemy health and pays $1. The opponent has no simulated board until an optional late PvP mode.

CURSES

Pressure is telegraphed

Enemy avatars cast timed shape, gravity, rotation, and preview curses. The next incantation is always named in advance.

CO-OP

Relay ownership

Partners alternate pieces, share one queue and stack, and earn a team combo only through consecutive clears. Hold begins locked for the whole team.

META

Blueprints expand possibility

Boss wins unlock shapes and cursecasters for future runs. Permanent bonuses never increase damage or starting health.

!

FAILURE

Top-out ends the fight

A lost fight returns to the last forge with one bag reweight. It should teach a correction without erasing the entire run.

FIRST-PROOF NUMBERS

PvE combat contract

ActionBase outputWhy
Clear 1 / 2 / 3 / 44 / 10 / 18 / 30 blocksEvery clear advances health damage and money
Sent block1 damage + $1One readable number drives both combat and economy
Wonky clear+3 sent blocksSmall identity reward, not automatic superiority
Combo continuation+2 per chain stepCreates an attack rhythm across placements
Standard incantationEvery 11 secondsEnough time to read and adapt
Board12 × 22 cellsMore room for mutations and co-op planning
HoldLocked · $90 upgradeMakes a familiar safety tool part of progression

EDITABLE SCOPE

Feature board

Every feature carries a proof statement. Move the evidence, not just the card.

PLAYTEST LAB / CONTROLLED RUNS

Test one thing at a time.

Load a repeatable setup, watch behavior instead of teaching, then record the decision. These five experiments are the shortest path to a friend-ready MVP.

SESSIONS0target: 3 before scope expands
UNTESTED QUESTIONS5preset experiments
LATEST CONFIDENCEdesigner reported

SESSION PROTOCOL

Keep a friend test under 25 minutes.

  1. 01Say only the goal and controls printed on screen.
  2. 02Run one preset without changing the rules mid-fight.
  3. 03Ask what they planned—not whether it was “fun.”
  4. 04Record keep, tune, remove, or retest before discussing new ideas.

SESSION MEMORY

Evidence and decisions

MVP / FRIEND TEST GATE

One clear finish line.

The current priority is not more content. It is a stable two-fight run that three friends can play, understand, and give structured feedback on.

MVP READINESS58%7 / 12

CURRENT TARGET

Friend Playtest Build 01

Solo and local relay · two encounters · three functioning upgrades · first audio pass · structured session log.

DEFINITION OF READY

Interactive checklist

SAVES LOCALLY

PRIORITY GUARDRAIL

When a new idea arrives, ask one question.

Does this unblock the next friend playtest or answer an open experiment?

If yes, place it in Now. If not, capture it on the Feature board and keep moving. Side quests are welcome; they just should not quietly replace the milestone.

STANDING PROMPT

Protect the differentiator.

Build the smallest proof that changing a falling-block bag creates understandable strategy. Keep probability visible, curse pressure telegraphed, and team ownership unambiguous. Expand only after players deliberately draft for a plan.

SCOPE ITEM

Add a feature

NEW EVIDENCE

Log playtest