The bag is the deck
Drafting a shape adds it to future draws. Weight upgrades alter probability without pretending randomness disappeared.
PROJECT / NORTH STAR
FALLING-BLOCK DECK-BUILDER / 1–2 PLAYERS
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.
Drafting a shape adds it to future draws. Weight upgrades alter probability without pretending randomness disappeared.
Tiny fillers rescue bad wells. Five-cell monsters create explosive clears but make the bag harder to pilot.
Enemy avatars have health and telegraphed spells. Your attention stays on surviving and mastering your own evolving board.
THE 45-SECOND HEARTBEAT
Plan around the next three weighted draws.
Place for clean clears or risk a combo setup.
Every occupied block sent pays $1 and pressures the rival.
Reweight the bag or save money for block upgrades.
OPEN DESIGN QUESTION
Test the Plus, Pixel, and U-piece separately before combining them in one run.
PLAYABLE PROOF / DESCENT 01
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.
FORGE CODEX / VOLUME I
Not a collectible grid—a research catalogue. Every silhouette records its job, liability, and the question that earns it a place in the bag.
FORGE CODEX / VOLUME II
Twenty hypotheses for changing draws, geometry, income, curse answers, and partner conversation. Pin only what deserves the next implementation slot.
PVE DESCENT / 20–30 MINUTES
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 a new polyomino at low initial weight. Strong identity, growing variance.
Typical offer: 0.45 weightRaise a trusted piece or suppress an awkward family. Transparent odds are always visible.
Typical offer: ±25–40%Pay money to remove one shape entirely. Powerful consistency at a real economy cost.
Typical cost: $120CURSE GRAMMAR / ENCOUNTER VARIETY
Forces a hostile wonky shape into the queue.
Doubles gravity for two placements.
Locks rotation for the active piece.
Hides the preview for two placements.
RUN ECONOMY
| Source | Reward | Purpose | Guardrail |
|---|---|---|---|
| Block sent | $1 + 1 enemy health damage | Unify offense and earnings | Every clear sends at least four |
| Curse survived | $5 at encounter end | Reward adapting under pressure | Shown in the payout breakdown |
| Shape augment | $75–$180 | Specialize a block family | Interesting behavior before raw damage |
| Forge node | Augment, retire, widen, or ward | Build identity | Purchases compete for one wallet |
| Boss | Blueprint unlock | Meta progression | Unlocks options, not raw stats |
BALANCE / WEIGHTED BAG
Tune an example run bag, inspect exact draw probability, and simulate a hundred pieces.
BAG WEIGHTS
THEORETICAL DISTRIBUTION
SEEDED SAMPLE
The sample uses a repeatable seed so a balance change can be compared honestly.
RULES / PRODUCTION MODEL
These are the standing rules for the first vertical slice. Anything else stays outside the build until a test earns it.
BAG
Every unlocked piece has a visible relative weight. Three-piece preview protects planning; no hidden pity system in the first test.
ATTACK
Every block sent removes one enemy health and pays $1. The opponent has no simulated board until an optional late PvP mode.
CURSES
Enemy avatars cast timed shape, gravity, rotation, and preview curses. The next incantation is always named in advance.
CO-OP
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
Boss wins unlock shapes and cursecasters for future runs. Permanent bonuses never increase damage or starting health.
FAILURE
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
| Action | Base output | Why |
|---|---|---|
| Clear 1 / 2 / 3 / 4 | 4 / 10 / 18 / 30 blocks | Every clear advances health damage and money |
| Sent block | 1 damage + $1 | One readable number drives both combat and economy |
| Wonky clear | +3 sent blocks | Small identity reward, not automatic superiority |
| Combo continuation | +2 per chain step | Creates an attack rhythm across placements |
| Standard incantation | Every 11 seconds | Enough time to read and adapt |
| Board | 12 × 22 cells | More room for mutations and co-op planning |
| Hold | Locked · $90 upgrade | Makes a familiar safety tool part of progression |
EDITABLE SCOPE
Every feature carries a proof statement. Move the evidence, not just the card.
PLAYTEST LAB / CONTROLLED RUNS
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.
SESSION PROTOCOL
SESSION MEMORY
MVP / FRIEND TEST GATE
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.
CURRENT TARGET
Solo and local relay · two encounters · three functioning upgrades · first audio pass · structured session log.
DEFINITION OF READY
PRIORITY GUARDRAIL
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.
PRODUCTION DOCS
STANDING PROMPT
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.