Network Maintenance

Documentation

Gameplay and operating reference for the networked device series, covering the shared system used across Version 1 and Version 2.

Hardware Versions

Network Maintenance now exists in two physical device generations. Both Version 1 and Version 2 operate within the same networked artwork and share the same core gameplay logic, authority model, and maintenance structure.

This documentation describes the shared system behavior across the series unless a version-specific distinction is explicitly noted.

60-Second Guide

  1. Read the top incident card and right-side maintenance tasks.
  2. Run matching actions in your current state to reduce incident pressure.
  3. Collect packages and keep resources in healthy ranges.
  4. Use COMMS for node-to-node coordination and @CHANNEL broadcast.
  5. Spend packages on upgrades to improve unattended and collective performance.

Primary objective: maintain both node health and network health over long, low-frequency play sessions.

Resource Reference

Resource Core Purpose Used For
COMPUTE Immediate work capacity Most direct actions: repairs, scans, boosts, maintenance operations
MEMORY Continuity and resilience Preventive and higher-grade operations, upgrade requirements
BANDWIDTH Coordination throughput Synchronization and collective actions, traffic handling
RESONANCE Collective coherence energy Collective windows, selected advanced upgrades
PACKAGES Persistent progression currency Upgrade purchases and long-horizon progression

Gameplay Loops

Loop Time Scale Goal
Immediate LoopSeconds-minutesRun actions, resolve pressure, generate resources, collect packages.
Maintenance LoopHours-dayPrevent decay, handle incidents, keep node health out of critical/decayed states.
Collective LoopDay-weekCoordinate in windows for resonance rewards and network stabilization.
Progression LoopWeek+Invest packages in upgrades to change long-term behavior.

Active Visual States

State Role Examples
defaultBaseline package loop and stabilizationHARVEST, COLLECT, ANALYZE
maintenanceRepair, cleanup, and integrity recoveryCLEAN, REPAIR, DEEP_CLEAN
traffic_flowRouting optimization and congestion controlCHANNEL, PRUNE, RESTORE, CIRCULATE
securityThreat hardening and mitigationSCAN, PATCH, FIREWALL, TRACE
communeCoherence and social synchronizationSIGNAL, OFFER, RESONATE
entanglementAdvanced coherence lattice shapingWEAVE, PHASE, ANCHOR, COLLAPSE
containmentQuarantine and rare-instability controlISOLATE, SEAL, QUARANTINE, PURGE
forecastPredictive/preventive planningMODEL, HEDGE, BUFFER, PREPARE
care_collectiveHealing-specialized cooperative recoveryHEAL, SHARE, REVITALIZE, TETHER
resource_shareCross-node balancing supportBALANCE, EQUALIZE, REFRESH
transmuteResource conversion utilityC→M, C→B, M→C, P→*
commsDirect node messaging and channel communicationSEND, target select, read/ack
upgradeSkill-tree progression modebrowse, inspect, purchase, exit
decayedCollapsed node emergency stateREQUEST_HELP

Legacy/disabled states are excluded from active gameplay docs.

Incident System

Incidents are deterministic gameplay pressure units with rarity tiers and severity (`minor`, `major`, `critical`). They affect decay, passive generation, package yield, and action priorities.

Incident Type Default Suggested State Resolver Actions (examples)
load_drifttraffic_flowBOOST, HARVEST, CLEAN, ANALYZE
integrity_faultmaintenanceREPAIR, PATCH, DEBUG, DEEP_CLEAN
congestiontraffic_flowCHANNEL, PRUNE, RESTORE, CIRCULATE
coherence_losscommuneRESONATE, SYNCHRONIZE, SIGNAL, ATTUNE
package_corruptiondefaultCOLLECT, SCAN, PATCH, ANALYZE, REPAIR
  • Rarity tiers: common, uncommon, rare.
  • Morphing is deterministic: incidents can escalate, de-escalate, or mutate according to config.
  • Server remains gameplay-authoritative; LLM text is narrative-only.
  • Incidents do not stack infinitely per node (bounded active slots).

Incidents are the main punishment channel. Maintenance task expiry does not punish players.

Maintenance Tasks

  • Tasks are visual-state specific and server-authored.
  • Task cap is constrained to 1-2 tasks per state per day (configurable).
  • Each state has a configurable resolve window.
  • When all active tasks are complete, the cycle is marked complete.
  • Completion can grant deterministic rewards (for example packages/resonance).
  • If a window expires, tasks close without penalty.

HUD status model: active, completed, window closed. Completed/expired items auto-clear after display retention.

Collective Windows

  • Timed collaboration windows with deterministic success/failure outcomes.
  • Requires a minimum number of distinct participating nodes to activate.
  • Success distributes resonance rewards (affected by coordination upgrades).
  • Failure can apply configured resonance penalties.
  • Window summaries remain visible for a short retention period.

Upgrade Pipeline v1

Upgrades are server-authoritative and package-funded, organized as a multi-rank skill tree with prerequisites and unlock paths.

Branch Purpose Typical Effects
Efficiency Lower friction, better yield Action cost reduction, package yield multipliers
Resilience Survive neglect and incident pressure Health decay reduction, incident penalty reduction
Automation Better unattended progression Passive generation multipliers, auto-collect, auto-mitigation chance
Coordination Strengthen collective outcomes Collective reward multipliers, share efficiency

Core Effect Keys

Effect Key What It Changes
actionCostMultiplierLowers action resource costs
packageYieldMultiplierImproves package gain from collection flow
healthDecayMultiplierReduces health decay speed
incidentDecayPenaltyMultiplierReduces added decay pressure from incidents
passiveGenerationMultiplierBoosts unattended resource generation
packageAutoCollectPerTickAdds passive package collection per tick
collectiveRewardMultiplierImproves collective resonance rewards
autoMitigationChanceChance to auto-reduce incident pressure
shareEfficiencyBonusImproves cooperative resource-sharing outcomes

Upgrade screen is an explicit visual state with dedicated 8-button navigation and transition lock protection.

Comms System

  • Direct node-to-node messaging with delivery ACK/failure behavior.
  • Persistent unread tracking per node and per sender.
  • Global @CHANNEL broadcast mode (IRC-like open channel).
  • Unread comms are surfaced in HUD and remain until marked read.
  • Incoming messages can trigger quick-open affordance on physical controls.

State Transition Model

  • Manual/player-selected state changes are respected with hold windows.
  • Server auto-transitions can be enabled/disabled independently.
  • When enabled, auto transitions use cooldowns, per-state holds, and hysteresis ticks to reduce jitter.
  • Default fallback is conservative and can be blocked by active incidents and minimum hold times.
  • Locked states (for example upgrade, comms) defer non-critical transitions.
  • Critical safety transitions (for example decayed flows) remain allowed.

Client/Server Authority

  • Server-authoritative: resources, action validation, incident runtime, decay, rewards, collective outcomes, upgrades.
  • Client-local: visual-state navigation UX and rendering behavior.
  • This hybrid model keeps gameplay synchronized while preserving responsive physical controls.

8-Button Interface Model

  • Each visual state defines a full 1-8 button map.
  • No popup or critical flow should require an unmapped input.
  • Long-press actions are used for utility entry/exit paths (for example upgrades).
  • COMMS and Upgrade states are explicitly designed around physical-button navigation.

Runtime target is physical devices at 1024x768 with low-frequency player interaction patterns.

Long-Press Shortcuts

Global long-press timeout is 3 seconds. These shortcuts are available regardless of state unless blocked by browser focus loss.

Button Long-Press Action Behavior
1Reload ClientHard refreshes the current node UI.
2Open COMMSTransitions directly to comms state.
4Open DebugTransitions to debug state (tooling/internal use).
8Toggle UpgradesEnter upgrade state; if already in upgrade, exit back to previous state (fallback default).

Player-facing primary shortcut: Hold 8 for upgrades.